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Feature

There’s a lot of noise coming from your local cineplex
this summer, and that’s a good thing. Sure, everyone
remarks on the stunning visuals for the season’s blockbusters,
but without the sound, there’s no way to immerse yourself
in the story. Here, Surround Professional takes a look at
two high-profile summer movies — each challenged with
creating worlds that viewers have never heard before (all
right, they’re both sequels, so maybe the worlds aren’t
completely new, but the sound is).
So dim the lights, throw some popcorn on the floor, crank
up the AC, and check out these surrounds of summer.
Welcome to the Machine
Terminator 3: Rise Of The Machines hits theaters with
a sound and sight spectacular.
By Perry Sun
One of the most anticipated movies for the 2003 summer season,
Terminator 3: Rise Of The Machines marks the return of Arnold
Schwarzenegger as the protagonist Terminator. He faces a newer,
technologically superior female Terminator, known as the T-X,
with incredibly destructive capabilities. Terminator 3 (T3)
features Jonathan Mostow at the helm, known by some film sound
creators as being keenly astute with sound as an essential
component of the motion picture experience. Mostow had previously
directed U-571, a film well-known for its sonic creativity
and prowess.
This
latest installment in the Terminator series continues a legacy
of creative and technical film sound milestones. Terminator
2: Judgment Day, released in 1990, was the first movie released
in Cinema Digital Sound (CDS), a short-lived film sound playback
format that was the first to offer 5.1 digital channels. The
Terminator was originally released in 1984 with a mono soundtrack,
but the latest re-release on DVD featured an all-new Dolby
Digital Surround EX soundtrack, with not only effects-laden
pans all around the room, but also the essential sounds of
the Terminator drawn from those originally created for Terminator
2.
To lead the soundtrack postproduction for Terminator 3, supervising
sound mixers Kevin O’Connell and Greg Russell were called
upon to lend their creative talents, along with supervising
sound editor Stephen Flick. O’Connell and Russell have
garnered a substantial number of Oscar nominations and other
honors over the years for their work.
The Technical Details
O’Connell and Russell have been based at the state-of-the-art
postproduction sound facilities at Sony Pictures Studios for
several years, having leveraged their creative talent and
the recently upgraded technology in the production of high-profile
movie soundtracks that include Pearl Harbor, as well as Spider-Man
(for which Flick was also involved) and The Patriot. Pre-dubbing
and final mixing for T3 was performed in the Cary Grant Theatre,
the largest dubbing stage in the facility, on a Harrison MPC
mixing console. Editing was performed on Digidesign Pro Tools
workstations. All recording and mixing was on TASCAM MMR8’s,
with monitoring via playback through Sony’s DADR machines.
At all stages of pre-dubbing and final mixing, eight tracks
of audio were employed; the final theatrical release was 8-channel
SDDS (Sony Dynamic Digital Sound), as well as 5.1 Dolby Digital
and DTS.
The music score, by Marco Beltrami, was delivered to Kevin
O’Connell with a total of 16 tracks. O’Connell
subsequently mixed the 16 tracks to an 8-track pre-dub. The
final mix featured the five screen channels with prominent
music and effects content. “This was a mix with five
bold channels across the front,” says Russell. “There
was nothing timid about them.” The reason, which will
be explained further, was that Mostow wanted a really big
sonic presence, which would be well-served by the full acoustical
output of all eight available channels.
The dialog for this movie was primarily sourced from the production
recordings, along with what O’Connell described as a
minimal amount of ADR (Automated Dialog Replacement, also
known as looping). This was especially unusual for an action
film, for which effects tended to predominate the sound mix,
but O’Connell felt that the production dialog was in
good condition for use as the foundation for the final mix
stem.
Sound Mixers As Editors and Sound Designers
Not only did the sonic crew face the usual challenge of crafting
a new soundtrack with its own creative identities and attributes,
but O’Connell and Russell also had to come to terms
with an unusually hectic mixing schedule for the summer blockbuster
season. Final mixing for T3 had concluded by the end of April,
well in time for the July 2nd release, but the early finish
was necessary due to the fact that producer Jerry Bruckheimer
had also commissioned the supervising sound mixers, longtime
collaborators, to work with the soundtrack for Bad Boys II,
another high-profile summer release.
The soundtrack postproduction took place at the same time
the visuals were still evolving — this, of course, was
a very heavy visual effects movie with lots of CGI. During
pre-dubs, the crew was working with rough animation shots,
and therefore editing and pre-mixing their work in conformance
to visuals that were far from complete. As the production
progressed toward the final mixing, the images had evolved,
and so that often meant re-editing and even sound designing
in accordance to the new versions of the scenes. The newfound
discovery of details from the CGI in a new work print often
meant the necessity to sweeten existing effects or add new
ones. As a result, O’Connell and Russell became active
collaborators in sound editing and sound design with Flick
and the editing team, something unconventional for their usually
predominant roles in finalizing the sound mix. “Normally,
only about 5 percent of the sound editing is done during the
final process of mixing,” says O’Connell. “But
for this film, about 25 percent of the editing was performed
during the final mixing.” As he notes, there is a rationale
for having a range of effects possibilities in the preparation
of pre-dubs. The interpretation of a single, specific effect,
by itself (when heard by the supervising sound editor, sound
designer, etc.), can be different than that resulting from
the same effect in combination with other soundtrack elements
heard during temp dubbing.
Mostow’s Enthusiasm With Film Sound
As the dynamic, spatially energetic soundtrack of U-571 might
have indicated, Mostow is a big fan of movie sound, and a
big believer in its primal role in delivering the motion picture
experience to the audience. Because of this, Mostow took on
a very meticulous approach in the production of the T3 soundtrack.
Often, the director and sound crew would carefully analyze
every part of the film, just to make sure that the result
was to Mostow’s satisfaction. “He considers himself
a student of sound, which he is. He’s really into the
sound, more so than any director we’ve ever worked with,”
states O’Connell. “We’ve even spent two
hours on a single effect, just to get what he wants.”
O’Connell also said that Mostow’s idea with the
soundtrack for T3 was to deliver a high-energy, intense sonic
experience, from beginning to end. The director had a desire
for the soundfield to be active throughout the film, even
in the absence of loud, dimensionally aggressive sound effects.
“He wanted the audience to go home exhausted,”
recalls O’Connell. “From the time the movie starts
to when it ends, he wanted the soundtrack to be driving, pulsing,
and delivering at every second, with no rest!”
But Will It Be Too Loud?
With Mostow’s desire to deliver a consistently high-throttled
sonic experience, the supervising sound mixers were further
challenged by the need to deliver at substantial intensity
throughout the duration of the film, without testing the audience’s
hearing limits. O’Connell and Russell had crafted the
soundtrack for Argmageddon, which had been widely publicized
a few years ago for its high sound pressure level content.
Since then, they have been wanting to ensure that they could
deliver an involving, very energetic sonic experience when
desired, without the fatigue from excessive loudness. But
when asked whether T3 would have the potential to be overly
loud in a typical movie theater, O’Connell admits that
the dynamic range did push the limit for what he and Russell
would have desired, but also was confident that the end result
would not challenge sound system capability or moviegoer tolerance.
Perry Sun is with Widescreen Review, and can be contacted
at perry@widescreenreview.com.
Rocking The Cradle of Life
Lara Croft’s gReatest adventure yet — the
first major studio film mixed entirely in Pro Tools.
By Steve Harvey
This year’s blockbuster movie season is fast becoming
the summer of sequels, with a host of favorites from years
gone by eager to take another bite of the box office cherry.
Back from a two-year absence, Angelina Jolie return as the
title character of director Jan de Bont’s Lara Croft
Tomb Raider: The Cradle of Life, this time on a mission to
save Pandora’s Box.
Sound
design, effects cutting, and the final re-recording sessions
were carried out simultaneously at Skywalker Sound in Marin
County, CA, and at England’s legendary Pinewood Studios,
north of London. Sound designer and supervising sound editor
Steve Boeddeker at Pinewood and sound designer and re-recording
mixer Randy Thom at Skywalker initially had some concerns
about the number of effects tracks that would be arriving
at the re-recording stage. As a precaution, they eventually
elected to remain in Pro Tools from start to finish, a first
for Boeddeker and, as it turned out, a work method with some
tremendous side benefits.
“It’s something that I’ve been wanting to
do for a long time,” reports Boeddeker, whose credits
since joining Skywalker Sound in 1995 include sound design
for From Hell, Tomb Raider, X-Men, and Fight Club, for which
the team received an Academy Award nomination for Best Sound
Effects Editing. In the past, he says, he has observed a certain
reluctance to implement new technology, perhaps due to inertia,
with participants unwilling to alter their proven work methods,
or with studios unwilling to risk using equipment with as
yet unproven reliability.
“In this case we didn’t have either of those,”
he continues. Concerns about running out of inputs on the
mixing console led to a decision to run with Pro Tools all
the way through to the mix stage. “I’m not at
all a proponent of cutting a million things. The one right
sound is the right sound. But when you have visual effects
and changes that are happening at the last minute, you have
to be as flexible as you can.”
With that in mind, the film offered a good opportunity to
try out the new work method. “Everybody working on the
film was working in Pro Tools, and was pre-mixing their own
stuff, doing 5.1 panning and moving things around. We started
building up these master sessions that had everything we thought
you would want to hear.”
Boeddeker’s initial fear was that the temp dubs would
be unmanageable. “I find that the best way to know if
you’re ready for a temp is to play something that works
before you take it to a stage. We’d all get together
every couple of days and run through a reel or a scene that
we’d been working on. Occasionally we would make mixes
and send them to Randy at Skywalker and he would send us stuff
back.”
A temp dub became unnecessary, and it was decided to remain
in Pro Tools through to the final mix. “All of the sounds
that were cut and panned and mixed in Pro Tools were split
out as if they were predubs. Then we predubbed from them.
So we’d go into the mix theater with all the panning
and levels done.”
He elaborates, “If a car goes from left to right, it
pretty much goes left to right. There’s no subjectivity
— it’s right or it’s wrong. Each of these
predubs still got laid down by themselves, but it was already
worked out. What was nice was that it was worked out in the
context of all the other sounds. So when we were finished
premixing this way, we could basically play all of our premixes
together and know that our relative balance was fairly close.”
“Then,” continues Boeddeker, “the really
cool part — and the thing that I’ve been wanting
to do for so long now — is that instead of mixing to
any kind of a dubber, we mixed straight into another Pro Tools.
We were doing 24-bit Pro Tools sessions with five-track predubs,
playing almost 120 tracks on a couple of reels.
“We would gang similar things out of the same outputs
as if they were predubs. So, for example, say there was a
predub of guns. When you go and final, you have one master
fader controlling the predub of your guns. But if you go and
look at the Pro Tools session, there are actually three separate
5-channel tracks, in this case, that compose that predub.
If you determine that you want to goose one or two of them,
you can go into Pro Tools and give it a quick volume graph.”
According to Boeddeker, the benefits of premixing in context
within Pro Tools have been tremendous. “We have one
session that has all of the predubs in it. They give us a
change note, and we go into that session. You can play everything
together in context straight out of the Pro Tools or you can
solo the individual elements and fix them.”
Boeddeker’s assistant at Pinewood, John Warhurst, has
experience supporting large disk arrays, which has been a
boon on the project. “He has been a great technical
resource, figuring out how many tracks we can reliably pull
off of a single SCSI drive, and how we can mirror them so
that if one drive goes down we can immediately hook up another.”
The result has been that every reel of the movie is available
for playback on the stage at the same time from Pro Tools.
“So if the director says, ‘Can we try this music
cue in reel three,’ and we’re in reel six, we
just shut down the session and open up another, pull up the
picture and the music, and off we go.”
The very idea of premixing was turned upside down, says Boeddeker,
“Because you don’t have to commit things. Like
the guns, you can keep elements separate. Whenever we would
finish premixing a reel we would spend a couple of hours going
through and rebalancing the elements to one another. But we
did it in Pro Tools, so that automation went with it. If I
was going to listen in my design room, it sounded the same
as in the theater. If we had to conform the reel because of
picture changes, it went along with that.”
That took the premixing process and turned it into more of
a creative process. “When we went into the room to mix
we had all the standard mix stage equipment, except we were
not necessarily having to use it to fix things. We started
from a place where we knew that it worked and tried to elevate
it to another level.”
And although the film was mixed on Pinewood’s Harrison
and AMS Neve consoles, Pro Tools offered a further layer of
control there, too. “Randy has done some really bold
mix moves by going in and just drawing volume graphs in Pro
Tools — things that I don’t think you could possibly
do with a mixing console.”
The increasingly ubiquitous presence of Pro Tools throughout
the film post process may well herald an evolutionary change
on the mix stage. “The console has become a completely
different beast. Gary Summers, who did the dialog mixing,
has been mixing to and from Pro Tools for a couple of years.
He’s just as likely to grab the mouse and do some adjustments
as to grab a fader. The key thing seems to be that you’re
getting the best of both worlds.”
For more information, visit Skywalker Sound online at www.skysound.com.
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