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Find me! Call DAP at 214.350.7678 or email rene@dallasaudiopost.com. Also check out echocollectivefx.com for custom sfx, and tonebenders.net for my podcast.
Showing posts with label film. Show all posts
Showing posts with label film. Show all posts

Wednesday, February 16

Truck record-part 4:cataloging and databasing

In part 1 of my truck record retrospective I talked about the prep work required to get ready for a full on vehicle record. Part 2 covered the actual recording date, part 3 went into the editing process, and now we'll put the whole thing to bed by cataloging and databasing.

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I usually set a certain number of hours aside each week to deal with the ongoing task of cataloging and databasing the various sounds that I record and collect day in and day out. In the case of the trucks recorded for Benavides Born this process didn't really start until after the film sound was edited, which meant that there was a few week lag between recording and databasing.

Sometimes this kind of a lag can be detrimental to the process, but for a straightforward soundset like this the process went pretty smoothly (though still pretty time-consuming).

As a side note here, even though I work in a facility with 5 total engineers I do all of the sound effects databasing myself if I can. By doing the databasing I get to hear, varispeed and otherwise become familiar with all of the sounds as they go into the library. I also get to pick the metadata and can input it in a way that is both relatively standardized and as thorough as I need it to be. Filtering all of the facility's recordings through my databasing process plugs me in to everything going on with regards to the library, which makes me a more creative and efficient sound designer.

In the case of the truck recordings my labeling system is pretty straighforward and thorough. In soundminer I list the word "auto" then include make, model, type of move and fill in the mic used. Then I tag the files with the appropriate photo.

On this specific vehicle the whole process produced about 2.5 gigs of data, 66 unique files, and about 20 photos that got tagged to various moves. Here's a screenshot of my general output:



Once all of the metadata is in place I use soundminer to embed it and the photos into the wav files themselves.

The final step is to move them to their final resting place on the main sfx server, scan the embedded files into the main sfx database, and redistribute the database to the facility.

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After much planning, work and editing we now as a facility have immediate access to pretty full coverage of something that was needed for and recorded in context with one of the many projects that run through here. This process is incredibly important to keep up with during the course of a project so that your internal bank of sounds grows and becomes more unique with each passing project.

Failing to edit, catalog and database unique recordings like this is just not an option for me.

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That was the whole process. Benavides Born was a true pleasure to work on, and I'm always grateful when I get to work on interesting projects with creative and interesting people. We have pretty cool jobs in the sound industry. :)

Truck record-part 3:editing

In part 1 of my truck record retrospective I talked about the prep work required to get ready for a full on vehicle record. Part 2 covered the actual recording date, and this part will go over the post and editing process with the final recorded files.

I've thought a bit about how to approach this particular blog post, and I think I'm just going to go mostly with words here and less with screenshots and audio or video.
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Once I got all of the files back into the studio I dumped the raw tracks and photos into a folder on a drive called 1993 Ford F150-raw. I needed to jump right into editing the sounds into the film, which mean I really didn't have time to go through a formal library edit/metadata tag process at first.

I had tons of stuff, so I started listening to the audio slates I had given at the top, and used those to roughly rename the files. This was mostly a working naming system that looked something like Truck-onboard-tire-start stop by-20mph.

Once I had my roughs labeled I opened a 24 bit 96k protools session and imported everything. My first order of business was to come up with something from the onboard mics that I liked. Each onboard truck mic angle was put on a track, the tracks were routed through an aux and out to a mono print track. I started playing with balances and EQ until I was getting a moving vibe that I liked.

My initial impression was that I was very happy with my control of the wind during the shoot. I was also a little surprised at how much rattling and craziness was going on in the engine compartment when monitored soloed out on the big speakers. When I put together a comp track like this I'm looking for which mics and textures are working in which frequency range. For example, the tire mic was very good for mid range whirring and high end grit so I pulled back the low end there, while shelving back the top end of the exhaust mic a bit to replace that part of the spectrum with a better texture. The engine mics were used pretty sparingly, and the end result of each move was a balanced and mixed mono track. I knew I still had the split out iso's if I needed them in the edit, but I had made the determination that I'd go to them only as needed.

My next move was to deal with all of the foley. Some of the foly was in mono, some was in stereo, some was pretty loud, some was pretty soft. I did no dynamics processing here, though I did boost the levels on some of the wide angle door opens and other softer moves for usability. Mostly I was dividing sorting and naming though.

The same process followed for interior driving moves, exterior moves recorded with the shotgun, and anything else we recorded that day. Listen, divide, name, and process if needed.

This whole routine took the better part of one working day, but it made the next step very efficient - cutting the sounds into the picture.



With all of the prep, this step actually went pretty smoothly. Only in a few spots did I feel like I needed more coverage, and I was able to augment my recordings with a variety of library stuff and other recordings I'd done. I got through the entire truck edit for the film in around 2 days, and was very happy with the result.

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My main takeaway from this part was that the time spent prepping the whole process paid huge dividends when it came time to actually cut the sounds into the film. A lot of sound effects editing is ingredient based cooking, and when you take the time to get the recordings right and mapped out on the front end then the back end editing becomes the easy part.

Wednesday, February 2

Truck record-part 1: prep


Benavides Born has just premiered in the dramatic competition at Sundance, and as lead sound designer I thought I'd give a little insight into one specific element of the audio design: the truck.

The film is about a South Texas girl played by Corina Calderon who embarks on a journey of self-discovery in her home, the world of weightlifting, and college. Much of this journey happens in an old 1993 Chevy pickup.

During the initial spotting session I knew I'd need to find and record a similar truck to even hope to do that part of the soundtrack justice. We were working on a condensed schedule, so time and planning were very important.

Step one for me was research. I had done some recordings of my car a month or so prior, as much to scout possible vehicle recording locations as it was to acquire the sounds and practice the technique. I reviewed my notes from that session, and re-read the thoughts of Tim Prebble and Rob Nokes on recording vehicles. That Rob Nokes article is incredible and was pretty instrumental in both my car recordings months earlier and the truck record on this go-round.

I also had to find the right truck. I tried the usual methods of poking friends and family, but that didn't pan out as quickly as I was needing it to, so I started cruising craigslist, which was both enlightening and scary. In the end one of my good friends did come through with his father's vehicles which were conveniently located at his house outside of Ennis, TX - the middle of nowhere and roughly 45 minutes from me in downtown Dallas .
View Larger Map

The location I ran my car tests before was a strip of road behind a high school in Ennis, andI ended up ruling out that location for future records because of a crazy interference I was getting from what's likely a microwave tower in that part of town.

Strange flutter distortion by Rcoronado

Unfazed, I used google maps to scout other roads from afar and talked to the owners in advance to find other recording locations nearby. While I did not end up with some perfect mecca of car recording locales down there, I did manage to get what I needed cleanly enough to satisfy the film and the library.

The truck in the film was a 1993 Chevy V8. I had a choice of a 1993 Ford V8 and a 1995 Chevy V6. I went with the Ford.


With my location and vehicle secured, I set about creating my two main checklists: performances and gear.

Performances first. I opened up the film in a protools session and separated out every shot in which the truck appeared. Playing back at 2x speed helped the process. In the end I had a 20 minute compilation of nothing but truck movements. I output this as a separate quicktime in m4v format so that I could have it on my iphone or ipad during the shoot.

Then I sat down with my notepad and watched the 20 minutes down again, noting every specific move that I saw. Door open, door close, hit tailgate, pull up head-on, peel out on gravel, etc. If moves were repeated I put down a x3 or whatever it happened to be.

With my performance list in place I began compiling my gear list. From my experience and the Rob Nokes article I knew I wanted mics on the axle, exhaust, engine compartment, interior and exterior. I went with a pair of Senn 421's for the tire and exhaust mounts, a Sanken COS11 for the engine compartment, and an SM81 for another engine compartment angle. These all ran through a sound devices 442 into a 744t. For the interior I used my Sony PCM D50. For exteriors I went with a Senn MKH60 in a rycote blimp recording to a Tascam HD-P2. For wind protection on the truck mounted mics I stole from Tim Prebble and used ripped to fit terrycloth towels as well as good drafting placement. I had tested this in my initial car record and was very impressed with the results.

I was also sure to pack lots of batteries, gaffer tape, cash, cables, zip ties, water and snacks.

With my lists and gear in place I was ready for the record date.

Saturday, June 7

showcase - some minimalist sound design

I really like what the modern world of animation has done for those of us who make a career as sound designers. Now it's true that a lot of modern animation has become overblown and confused, but those elements of our digital lives just serve as the perfect backdrop against which to lay the minimalist things I'm about to present.

I'll also state that I certainly don't believe that all complex animation sequences are bad artistically speaking (see Transformers and Iron Man), I'm just saying that the truly minimalist stuff forces the sound designer to bring his absolute best game because the audience is guaranteed to have the capacity to perceive every detail.

When complex visual and aural elements are done at the highest level the viewer can watch a sequence repeatedly and see new and cool things each time. When minimalist visual and aural elements are done at the highest level the audience can be focused in enough to catch the nuance of each element on the first or second pass.

Toyota's Yaris spots are an excellent example of this:





There are tons of those on youtube, but the net effect is pretty stark. Lots and lots of whitespace visually, which removes the need for ambient sound in the sound design - leaving room for all of the little reverb tail, and dog-tag jingle details to shine through. It also means that the sound designers have to start with the highest quality recordings for everything not synthesized because of just how naked everything is.

Here's another from dydree Media for Nickelodian. (sorry, couldn't embed that one)

IMO the sound design is just a notch down from the Yaris stuff, but its still a very high level and many of the same minimalist elements and restrictions are in place. No defined environment so therefore no ambient sounds and a very stark soundscape which leaves lots and lots of room for detail.



All of this eventually culminates into an event that I really can't wait to experience. Pixar's Wall-E

Wall E's lead sound designer is the full on modern legend Ben Burtt. You might recognize some of his work:

-The Star Wars franchise where he dreamed up the sounds for (among other things)
---R2 freaking D2
---the lightsaber
---the x-wing
---etc
-The Indiana Jones franchise
-Wilow
-The Dark Crystal
-
-...well, you've got the wiki link there. He's the man.

So here are some of Wall-E's minimalist beginnings:



and here's a pretty straightforward evolution from minimalist to full on film-level complexity.



Based on what I've seen so far, I'm very hopeful that the film will allow all of that room for Burtt's creative genius to come through. Taking on a project of that nature has to be one of the most difficult things a sound designer can hope to get himself into, and I'm just flat out excited to see what Burtt has come up with.