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FabFilter Plugins

Are you aware of the story of Noah’s Ark? You know, the one about a man who builds a huge vessel to hold his family and two of each animal to save them from a great flood that would envelop the world?

Well… I’m going to assume you did! Fabfilter makes me think of this story vividly. Why? It has everything you need to fine-tune the sound you are looking for! It’s a little quirky that THIS is what comes to mind when I think of these plugin packages, but it’s 100% true! Just as Noah had all he needed in that vessel sailing the flooded lands, I have what I need for sailing my sessions in the mixing or mastering stages.

Fabfilter has gotta be my first choice for equalizing, gates, de-essing, and limiting. Let’s have a look at Fabfilter’s Pro-Q 3, Pro-G gate, Pro-DS, and Pro-L2 Limiter. While Fabfilter offers more than just these plugins such as the Saturn saturation, for example, I will be focusing just on the ones listed above. If you want to do some of your own research after this, more power to you!

Pro-Q 3

If you just started to work with Pro Tools, chances are all you would have at your disposal is built-in plugins. So your first EQ is probably going to be either the EQ 1-band or 7-band. While starting out, these EQs aren’t the worst in the world- they are limited. Compared to Logic’s Channel EQ, however, the 1-band/7-band are, frankly, not good for professional studio recordings, especially dialing in high tones in soprano vocals ( and I should know! ) or mid-tones in pianos.

Enter the Fabfilter Pro-Q 3! Equipped with a high-quality phaser, dynamic EQ, individual band mid/side processing, solo features, built-in gain, and wait for it….

The spectrum analyzer!

Why, oh why, would I need to gush about the spectrum analyzer? By sectioning out a part of my track, I can dial in low cuts, the after-effect ringing from a guitar slide, cut out the highs’ and correct the mids. All while using both my senses of sight and hearing to figure out what I’m looking for. While I would never recommend you just do visual mixing, It can be extraordinary in expediting the EQ process. The smooth response time and attention to detail added to this make it a winner all on its own.

Pro-G Gate

For the best sonic outcome while gating I would recommend the Pro-G Gate. Setting your threshold, range, and wet-to-dry ratios is a breeze. Like the Pro-Q 3, you can visual mix here as well. 7 times outta 10 I gate purely drums. Getting the snare out of the ride is somewhat possible while in the EQ process, but gating is just way more effective. Gating drums with this? A little too easy. With the Pro-G side chains, precise metering, and visual aspects are more than enough to buy what they are selling.

Pro-DS

You could shell out on the best preamps, spend thousands on that microphone you think is “the one”, certain words in vocal tracking just always seem to pop the wrong way. With post-it often becomes more apparent. The Pro-DS is transparent which is what I love about it. It comes with modes like single vocal and all-around, which can help with high-frequency limiting. Its look ahead up to 15 ms is perfect for fine detailing ahead of the current. This de-esser is great for triggering gain reduction effectively without much effort on the engineer’s part. Built-in plugins can’t touch this.

Pro-L 2

So you gated, de-essed, and EQ’ed the session. Yet, you still think that your readings are coming in a little too hot. Enter Pro-L 2 limiter. Peaks, clips, and loudness metering are standard for the Pro-L 2. While I personally wouldn’t use this in my mixing process, I would use it in mastering. Getting my levels ready for release in today’s music marketplace is key. We all are used to how a track should sound – even the crazy razor-sharp metal engineers know the sound quality is key to an optimal experience. To adhere to these loudness standards the Pro-L 2 does it well and using advanced settings to dial in only helps the customizability needed for a mastering engineer’s arsenal.

So Is Fabfilter Noah’s Ark For The Sonic World…?

To me, although some might call it silly, yes. The story reminds me that even if a storm is going on outside, as many sessions can be, my sturdy ship of plugins can help me navigate the weather.

Give Fabfilter a try, I really think it can help a lot of new engineers like students just starting out. If you are a broke high school or college student tight on cash, they do offer an educational discount of 50% off. Just fill out a form and picture of your student ID, and music teachers also qualify. So definitely check it out, 100% helped me out.

 

 

New Editors: How To Find Your SFX Editorial Process?

It can be both an exciting and terrifying feeling being a new editor. On one hand, you are thrilled to start editing on a project! On the other hand, you don’t know where to begin. I interviewed a few editors on our team who know exactly how you’re feeling and can give you some insight into their editorial approach.

I thought it would be easiest for our readers to visually see a reference clip, so I had our editors answer a few questions with this fun short! I think I want a pet camel after watching this…Check it out below:

If you were editing this what would your editorial approach be/what would you tackle first?

Brad– First, I’d do all of the BG’s and ambiences. They’d give me a good base layer to go off of and help set the vibe for the rest of my edit. Once finished, I’d also have a visual aid of any new locations and potential scene changes just by looking at my background tracks.

Second, I’d go through the clip and see if there is anything I might need to record or design. For example, perhaps the camel or any other vocal elements. Maybe the cell phone/remote control beeping.
Third, once I have a good base layer of BGs, and my recording and design files ready to incorporate, I’m going to go ahead and start my edit. I don’t have any particular order of things or passes that I do since I break up my work by time, rather than category.

Tess– Whenever I start a new project I always watch the whole thing down first and then set up my time management. Since I’ll go more into detail about that in your second question, I’ll just skip those steps and get right into editorial. I usually like to work chronologically, but there are some exceptions. I find it difficult to keep animal/creature vocals sounding like they come from the same character unless I cut them all in one pass, so for this clip, I’d probably just start with the Camel vocals. After that, I’d probably design the beeps from the remote. I like to make every sound I cut completely unique to the project I’m working on (if possible) and these beeps are an easy and fun one to design. I like to use a lot of different synths on my iPad when designing beeps or sci-fi elements, so I’d likely start there. Once I design a library of beeps that sound like they could all come from the same remote, I’ll cut them in. Footsteps are another element that I’d cut all in one pass, but we’re pretty lucky here at Boom Box that Carol does an amazing job of cutting all of our foley. Once those sounds are edited in, I’d just cut chronologically. A big part of this clip is all of the stone movement, so I’d probably plan my days so that I’d cut all of that in one day, but I can go more into that in your second question.

Jacob–  If I were responsible for covering all sound effects for this clip, I would start with creating some background layers. This particular short would be very fast because they are in one location the whole time!  I often like to do this at the beginning of my day or edit, because it helps me get a sense of where the cuts are, and it helps the dry sound effects feel a bit more natural when I start adding them later. Next, I would tackle all the Foley elements, starting with footsteps and hand grabs, and rubs.  This would also be pretty quick. Then I would move on to covering all the rest of the sound effects in one pass, dividing up the length of the short by the hours I have to complete it, and setting benchmarks. I use this when editing as a way to make sure I am working at a good pace to be able to complete the editorial and have time to review it, clean things up, and do some pre-mixing afterward. In certain cases, where there is a huge amount of original design, like an episode where there are whacky unusual vehicles or space ships flying around, I might set aside an hour or two at the start to create a library of the effects I need.

Katie– I personally like to work chronologically, so naturally, I would start with the very first thing I see. If there were a recurring, design-heavy element like a spaceship or time machine, I would work on that from start to finish to save time, rather than chronologically. It would be time-consuming to design little parts of something that may evolve later in the episode. But for this short, I would start with the very first action.

Assuming this was longer and given more than a day to do, how would you go about the editorial time management wise?

Brad– I’d figure out the total run time and divide by the number of days I have to get the project done. The resulting number is how much I need to get done per day. I edit linearly so I’d start at the beginning and edit to the according to time code I need to get done for the day. I do, however, edit linearly by scene. Admittedly, since my attention span isn’t long enough to digest one large clip, and to invoke a sense of accomplishment, I will edit from beginning to end a single scene. Once that scene is done, I’ll move on to the next. This also creates neat stopping points at the end of the day. Just make sure to go back and watch the entire thing to make sure the scenes flow together well.

Tess– I always start my projects by breaking them down by day. Usually, I just divide the length of the project by the number of days I have to work on it, minus one day, to determine how much content I need to get done per day. For instance, if this clip were a 22-minute episode and I have 7 days to cut it, I would divide 22 by 6 and determine I need to complete a little over 3 and half minutes per day. If I follow that schedule perfectly then I have a full extra day to accomplish notes or rewatch my work to see if there is anything I could sweeten or clean up.

After I determine how much content I need to complete each day, I divide up the project/clip into groups of that size. I like to color-code them as well. I usually just group them chronologically, however, if there is a specific element that happens multiple times throughout the project (like the stone movement in this clip) I’ll try to divide the project so that I cut all of those similar elements on the same day. This picture is an example of what a clip looks like when I get started. Each color would be a single day’s worth of work.

 

Screen Shot 2020-07-08 at 5.23.03 PM.png

Jacob– For a longer piece, my strategy would be largely the same, except that I might split the foley and backgrounds over both days, doing some at the start of each day.  I stand by the strategy of chunking out the episode into days or hours, as this allows you to get a clear picture of your progress, and prevents panic moments when a deadline looms and you discover you have only cut ⅓ of the episode instead of ¾!  So for a two-day edit, I would divide the episode into 2, maybe with the second day having slightly less time. If you like to be extra precise, you can further divide each day up into chunks of what you need to complete each hour.  I always leave an extra hour or two at the end of my last day for a watch down, so I can make balance adjustments, recheck client notes, and catch any missing elements or mistakes.

Katie– I like to estimate approximately how many minutes I need to cut per day to finish on my given deadline, and make large blank clips above that space and color them differently for each day. As I go, I turn the clips green to indicate that section is done. It’s an easy visual representation of how much is done, and an easy indicator if I am falling behind. If it’s a several-day edit, I like to give myself at least a couple of hours or even a day to comb through the episode and polish it. It’s very easy to miss obvious elements when you’re working frame by frame. I watch it back several times to make sure everything is covered. I also like to watch it back with any notes I was given to make sure they are all addressed.

What would be your advice to new sfx editors figuring out an editorial process that works for them?

Brad– Watch other editors edit. It’s how I learned what works for me and how most people learn to edit via school or internships/etc. There’s more than one way to do practically everything, and if you watch enough people do their thing the way they do it, you can pick and choose what you like from different peoples’ workflows. You create your own repertoire of tricks and methods and expand it over time.

Tess– The best advice I can give someone is to find a time management tactic that works for them. The worst thing you can do in the professional world is not complete your work thoughtfully and on time. If you aren’t sure what will work for you, try my tactic of grouping by day, or ask other professionals how they manage their time and try it their way. There are so many ways to manage your time, so just keep an open mind and find the method that works for you. Also, don’t get intimidated if 3.5 min/day seems like a lot to you at this stage in your editing career. You might have to hustle at first, but the more you edit and know your library, the faster you’ll become. On that same note, don’t be afraid to try new things in order to speed up your editing skills. When I first started at Boom Box, Jeff suggested I map my mouse buttons to the different tools in Pro Tools. At first, I was a little clumsy in getting used to switching my tools with my mouse, but in the long run, it made me so much faster.

Jacob– For newer editors, I would say it is important to figure out how fast you can really work, and allow yourself extra time. I was definitely much slower when I first started, and when I started scheduling my time and realized how much I could realistically get done, it became much easier to complete my work on time. It’s also important to understand what time of day you tend to work best and fastest. I tend to be most creative and efficient in the early morning and evening, slowing down in the middle of the day when communications can distract me and my brain needs breaks. If you can learn how you work best, you can plan to do your design work or complicated cutting when you are fresh and most likely to produce the best most interesting work.

Katie– Give yourself plenty of time when scheduling out what you’re going to need to cut each day. Don’t treat a three-minute action scene the same as a three-minute dialogue scene in the time that you give yourself. Cut just a little bit more than you need every day so at the very end you can comb through and add extra details or spend more time in areas that could use it.

As you can see, there’s no right or wrong way to approach sound effects editorial! You need to find what works best for you and you WILL figure it out as you continue to edit more and more.

If you liked this blog, you should check out these other posts that are helpful for new editors:
HOW TO CRUSH YOUR FIRST GIG AS A SOUND EDITOR
LUNCH AND LEARN: MAC KEYBOARD SHORTCUTS EVERY SOUND EDITOR SHOULD KNOW
BACKGROUNDS, AMBIENCES OR SOUND EFFECTS?
THREE BASIC SKILLS EVERY SOUND EDITOR MUST MASTER
STAY ON TRACK! FIVE TIPS FOR IMPROVING CREATIVE PRODUCTIVITY


A COLLABORATIVE POST WRITTEN BY BOOM BOX POST

 

What’s the Best Music City?

Hi SoundGirls! I hope everyone has been staying safe and healthy. With all the change that has happened over the past year, and how it has directly affected our industry- I’m wondering what’s the best music city to live in?

I’m currently living in Austin, TX. I’ve lived in Texas my entire life, and I grew up outside of Austin. As some of you may know, I moved to Austin right out of high school and began my audio engineering journey. That was 5 YEARS ago! It really is crazy how time flies. With that being said, the atmosphere of our industry in Austin has drastically changed since COVID-19. With closures of local venues and the scarcity of payable internships at recording studios- it has dawned on me that maybe it is time to live somewhere new that can offer me a different learning experience. Now, don’t get me wrong. I love Austin with all of my heart. I will most likely settle down here once I’ve achieved the level of experience I would like, but I can’t help but wonder if my time in this city has come to a close for now. I feel like I’ve experienced all I can experience here.

Now, the obvious choices on the list for possible cities to move to are Nashville, LA, and New York. As I am typing this out, I am sitting in my hotel room in downtown Nashville. I’ll be here for an entire week! I’ll be doing some touristy things, checking out local spots, and visiting studios. I feel like after being here a week I will know whether or not I could picture myself living here. I’ve always said I would move to Nashville eventually, so maybe this time I really will. I’m certainly enjoying my time here so far (the food in this city is INSANE). The reason Nashville has always been on the top of my list is because of audio engineering, and the fact that country music does have a huge influence on my songwriting and music. While I’m here I’d love to learn more about the alternative scene that is in East Nashville and what it has to offer.

Next on the list is LA. To be honest, I’ve never pictured myself living in LA, but I do love the west coast. First, I fell in love with San Francisco. I visited LA next, and I thought all the landscape and energy both cities had to offer was so beautiful. However, I know the cost of living in LA is very expensive, and quality of life is really important to me. Not to say that you don’t have that if you are there, but being able to write more and feel creatively inspired is what would make me most happy. I do love the rock scene and all of its sub-genres that live in LA though, and I would say that is mostly what pulls me to possibly live there. That, and the internships at fantastic studios. The learning experience would be incredible, even if just for a couple of years.

Last but not least is New York City. Before Covid, I think NYC would’ve been before LA. However, I’ve heard that the atmosphere of NYC has also changed drastically. I feel like when you move to New York, you move there for the nightlife and the amazing job opportunities that are there. The social life might be harder to grasp now due to Covid, but the job opportunities are still there.

Now, I don’t want this article to be me doubting what any of these cities have to offer. Nashville had its downsides too. I was at an outdoor coffee shop today. A girl was playing guitar and singing. She mentioned that artists don’t get paid to play in Nashville. The only money they receive are tips. This is wild to me. The city of Austin spoiled me in that sense. Playing shows with my last band, I would walk out with enough money to put towards our band fund, and to pay the other bands. I didn’t get into music to make money though, so I’m willing to eat some ramen while getting settled.

I haven’t visited LA, and NYC yet with the intent to move. I’m planning to do that this summer. However, my reason for writing this article is to get your opinions. If you live in these cities and have any advice, or want to say “YES! Move here. It’ll be life-changing, and amazing”, or if you live in a city that I didn’t mention (one that is on the cusp of becoming a great music city, or already is), but I don’t know it yet- then please email me at virginiahaladyna@gmail.com. With all of this being said, I’m going to go eat some hot chicken and see what more Nashville has to offer. Stay healthy and safe!

Keeping Afloat with Postpartum Depression

Content Warning: Discussion of mental disorders and suicide.

April Tucker has written some great articles on pregnancy and working as a mom in the Audio Industry, however, I want to focus on something specific:  Postpartum Depression (PPD).  Currently in the United States parents have been hit hard by the lack of affordable childcare, parental leave options, other childcare support infrastructure, not to mention the earthquake in the Entertainment Industry from the COVID pandemic.

PPD is a mood disorder that affects parents after childbirth.  Symptoms can occur regardless of gender and type of birth and start during the first year after birth.  While it is not possible to know for sure if you will develop it, there are several risk factors: family or personal history of mental and mood disorders, addiction, lack of support, complications with pregnancy, and childbirth.  Symptoms are low self-esteem, doubt, mood swings, irritability, emptiness, exhaustion, lack of concentration, inability to make decisions, poor memory, fear of the baby, thoughts of self-harm or suicide, thought of harm to baby or partner.  PPD is more than just “baby blues,” it is a real and serious disorder.

You are not alone

It is estimated that 15% of women have PPD, and I am part of that 15%.  My pregnancy and delivery on paper were healthy and tame.  I had a great medical team assisting me, and my husband had enough medical savvy to calm any worries leading up to and during the big day.  My family is full of healthy and supportive people.  However, I had no local support network of friends or family, had no close “mom friends”, I upended my career to become a mother, and my birth experience traumatized me.  PPD can happen to anyone, and there is no shame in that.

First consult your team: Doctor, Midwife, Doula, Lactation Consultant, Therapist, Psychologist, your child’s pediatrician.  Ask whomever you already have on your side.  They have the medical knowledge to help you, they want you healthy.  Strength lies in knowing when to ask for help.  I used the depression questionnaire as the opportunity to bring it up at my postpartum follow-up.  Even with a diagnosis, life goes on and appointments don’t happen every day.  Being a parent is more than a full-time job, and often parents have another job on top of it.  Sometimes it can be hard to keep your head above water.

In those moments there are little things that can make life bearable:

Find me on the SoundGirls Audio Moms group, reach out.  Also check out our video Breaking Norms: Moms in Audio and The Music Industry.


Hearing Health Resources

 

Living With Hearing Loss

I’m a sound technician. Losing my hearing was devastating

Dispelling the Inaccuracies of Hearing Loss in Sound of Metal 

Using Audiology To Extend a Musician’s Career

Audiologists and Hearing Tests

Audiologists

Musicians Hearing Solutions

Dr. Bruce Hubbard, CBT for Tinnitus

Hearing Health Foundation

Hearing Health Foundation Issue on Tinnitus

Find an Audiologist

In-Ear and Ear Plug Manufactures

 

Ask the Experts – Film & TV Production Sound

What is Production Sound?

The one factor that makes a movie or television show complete is audio. Bad sound can ruin a film, and the production sound department ensures that the film or TV series has great audio. It takes great eagerness and skill to create quality production sound for a set and requires an education in the on-set duties and skills in production sound.

What Does The Audio Department Do?

For starters, the audio department handles production sound and records, monitors and levels the audio. During production, this duty falls on the production sound mixer. This person is the head of the sound department on productions. Under the sound mixer, they have the support of a crew of assistants, which includes boom operators.

Together, the department records and maintains the soundtrack for their project and handles any challenges. It’s a two-part process that requires a lot of planning.

Join SoundGirls for a webinar on Production Sound. This is your opportunity to ask questions about Film & TV Production Sound and get them answered with this expert panel. Moderated by Katie Pagacz and panelists include Jan McLaughlin, Patrushkha Mierzwa, Jennifer Winslow, Amanda Beggs, and Camille Kennedy.

June 19, 2021 -12  – 2 PM PDT / 3 PM – 5 PM EDT

Register and Post Questions

Moderated By Katie Pagacz

Katie is a sound student, recently getting into the realm of audio post-production for film and television at Sheridan College in Oakville, Ontario.  She’s heading into her final year of the Honours Bachelor of Film and Television program.

While Katie has gone through dozens of phases and considered many career paths—singer/songwriter, tattoo artist, pastry chef, makeup artist, comedian, anesthesiologist, and so much more!—she is delighted to have been bitten by the audio bug and is determined to follow this whole thing through to the end, hoping to someday be a Supervising Sound Editor on feature films.

A few assignments during her third year of studies had led Katie to interview several women working professionally in audio.  These conversations were so valuable and inspiring to her and they just happened to coincide with the SoundGirls Podcast’s search for new hosts.  Katie daydreamed about landing the gig for weeks and is convinced she manifested this reality.  Being able to continue the trend of speaking with folks working professionally in audio—and now getting to actually share the wealth in these conversations with people through the podcast—is such a worthwhile endeavor.  She feels really blessed and excited to be a part of the SoundGirls community!

Panelist Include

Jan McLaughlin

Jan  has worked as a production sound mixer for film and television since 1992; currently retired, two Emmy statues adorn her kitchen shelf. Her last film project–“The Many Saints of Newark”–hits theaters and HBO in September 2021. IDMb

Jan McLaughlin – YouTube

Patrushkha Mierzwa

Patrushkha Mierzwa has worked on over 80 movies and television shows for major directors including Robert Rodriquez, Quentin Tarantino, James Gray, and Robert Altman. She has been a judge for the Emmys, IATSE Sound Local 695 director, and given workshops in Los Angeles, New York City, China,
Norway, England, Ireland, and Holland.

Her Sound Oscar-nominated shows are Ad Astra and Once Upon a Time…in Hollywood. Patrushkha is one of the first women boom operators in Hollywood and has just published the definitive book on being a Utility Sound Technician, Behind the Sound Cart: A Veteran’s Guide to Sound on the Set.

Jennifer Winslow

Jennifer received her Bachelor in Art from Umass Amherst, with a degree in English; she came to LA to follow her dream of becoming a working member of the Motion Picture Industry. She has been a card-carrying member of IATSE Local 695 since 1990. She works as a Boom Operator and Utility Sound Technician in Hollywood on TV and feature films.

Her career includes shows such as Problem Child, Chicago Hope, Be Cool, Dear White People, and Grace and Frankie. She has recently been day-playing on the shows NCIS, Grey’s Anatomy, and SWAT, to name a few. “I was the daughter of a nuclear physicist and a technical writer/journalist, so of course I was drawn to the technical aspects of the sound department.”

“I’m thankful for such a long and interesting career, spanning 30 years, and would especially like to thank the sound mixers (head of the sound department) who took a chance and hired a woman for their crew in the ’90s, before it was common practice.” She is a single mother of 19-year-old twins, both in college full time. She joined the Board of Directors and was named a Trustee of Local 695 in 2018.

Amanda Beggs CAS

Even before graduating from college, Amanda began working as a Production Sound Mixer in Savannah, Georgia, and Costa Rica. She then relocated to Los Angeles where she has been mixing features and television for over a decade. She serves on the board of directors for the Cinema Audio Society and is a member of the Television Academy. She also serves on the Equity, Diversity & Outreach committee for Local 695.

Camille Kennedy

Camille is a mixer and an IATSE 873 boom operator who resides in Toronto, Canada.  She also works occasionally at UbiSoft as a boom operator in the MOCAP studios.
Before starting her career in television and film, she graduated from the renowned Music Industry Arts program at Fanshawe College she went on to complete her graduate diploma in Audio-Post Production, also at Fanshawe.  Now as alumni she is involved in a yearly lecture on the topic of production sound to the audio post students and also has participated as a panel member for the development of the music industry arts program along with other established alumni.
In 2011 Camille started working on television and film sets and soon after becoming a full member of the IATSE 873 sound department. Since then, she has had the opportunity to work on productions such as Star Trek: Discovery, Star Trek: Short Treks, IT Chapter 2, American Gods, Black Mirror, and most recently What We Do In The Shadows.
Camille also boom-operated on Below Her Mouth with mixer Erika Schengili-Roberts CAS, one of the first mostly all-female crewed and produced feature films.

 

Reentering the Workforce

 

Well, it looks like it’s finally starting.  We’re going back to work.  If you’re like me, starting up work again in the entertainment industry has been coming in at a slow trickle, which I actually think is good.  We need time to re-acclimate, but not just to have a job again.  We have to learn how to be around people again, how to be physically active, how to stand on our feet for long periods, and how to decide what risks we’re willing to take.  We need to relearn our rhythms, our flow.  There’s a real thing now called Post-Covid Stress Disorder, and a whole bunch of us have it.  We’ve all been dealing with the trauma of a global pandemic the best way we know how.  Some of us have developed bad habits.  Some of us have developed good habits and coping mechanisms.  Whatever personal journeys we’ve been on, it’s important to remember that no one in the world was safe from this disaster, and we will all need some support as we try to get back to “normal”….whatever that was or is.

Where are my headphones?

My very first gig back after the shutdown was mixing a small stage for a telethon.  There was no PA (one monitor only) as my feed was being sent directly to the broadcast engineer, so the one thing I REALLY needed was a pair of headphones…which were at my house….three hours away.  A production assistant had to go out and get me a pair of headphones for that gig, so, as you can see, this was not a shining moment for me!  I had been a pandemic shut-in for 7 months, and I guess I literally forgot that I needed headphones to do my job.  So my first piece of advice is to take plenty of time to plan your needs well in advance.  Set everything you might need for your gig out in front of you.  Pack it up, put it in your car, and make sure to think about the seemingly obvious items: jacket, water, MASK, money, hand sanitizer, etc.  Believe me, your future self will thank you.

Why does this hurt?

Hey, y’all.  I know you’re used to throwing speakers over your shoulder, or running road boxes off of a truck, or being the fastest one in the stage snake party, but you really gotta chill and give your body (and mind) some time to get back in shape.  In this industry, there is a lot of pressure to be good, fast, and right…especially for those of us that are still trying to make our place known in a straight, white, male-dominated field.  I know you’ve always been capable, but now’s not the time for that.  You could do those things before because you had muscle memory, and unless you’ve been truckload training in your backyard for 14 months, you don’t have it anymore.  That last gig I was talking about?   I also had to sneak away for a moment because I was physically ill.  It was outside, and it was hot.  I was wearing my mask, which made me hotter, I was running at 150% and I was just not ready to be functioning like that.  So, I’m letting you know from first-hand experience that it’s a good idea to give yourself some extra time before your gig.  Do some yoga.  Stretch.  Drink plenty of water.  And above all else, listen to your body on the job.  Take breaks, drink water, sit down, advocate for yourself.  You’ll get it back, I promise.

What are humans?

This will be one of the most difficult parts because this is new territory for most of us—reentering society.  You may find that communicating with others does not come as naturally as it did before.  Remember that feeling, and know that others are feeling it as well.  We should take care to approach that situation with grace.  Take a second to ask for clarification if something is unclear.  Walk away for a few minutes if you find that conversations are suddenly stressful and annoying.  I really can’t express enough that if you are feeling it, they likely are too, and the only way to navigate this new and awkward situation is together.

Everything is covered in germs

This has always been true, but now we are all hyper-aware of this fact.  As of now, we still have to wear masks in most indoor/public locations, even if we are fully vaccinated.  In some places, that transition has already started happening, so it’s likely that we will all experience a mixed masked/unmasked work environment at some point, and that’s ok.  First of all, GET YOUR VACCINE.  Secondly, do not shame anyone who is still uncomfortable and wants to keep their distance, ask you to put on a mask, or want to keep their mask/gloves/etc. on.  It’s ok.  They will start to feel safe without all of the PPE eventually.  The important thing is that everyone feels safe now.  It’s also important not to skimp on sanitizing and cleaning.  It may seem unnecessary once everyone is vaccinated, but I personally see nothing wrong with washing hands before a meal, after using the bathroom and wiping down mics before and after use.  Don’t get crazy though.  It will not be healthy for us all to turn into raging germaphobes.  It’s a balance that we should cultivate and maintain.

Don’t forget your hashtags

Remember all of that social justice we’ve been working on?  The reform we’re trying to do in theatre, on stages, and in the entertainment industry at large?  Have you typed #blacklivesmatter #stopasianhate #metoo #timesup #loveisloveisloveisloveislove #transrights or any other hashtag meant to stand for basic human rights?  Now is your chance to put your hashtag where your mouth is.  I know I’ve blogged about this on more than one occasion, but it’s important to me, and I’m saying it again.   If you are a keyboard warrior at home, yet you sit quietly by while a co-worker or employee is not being treated equitably, you’re not doing it right.  All of the EDI training, listening, gathering, and marching will have meant nothing if we don’t start putting everything we learned in place when we’re back.  A big change in this industry was needed in a big way, and it looks to me like the ball is rolling.  Let’s keep pushing it.  We have to.

Basically, if you’re feeling like you forgot how to human, it’s ok.  You did.  I did.  We all did that.  This was really traumatic, weird, and unfamiliar.  It will take time to get to something else, but I want to try hard to keep myself from saying “back to normal.”  I don’t want to go back to anything.  From now on, I only want to go forward.  I think that putting the entire planet on a hard pause for over a year provided us with an unprecedented opportunity to come back differently.  So what will you do to keep the ball rolling?

More Resources for Going Back to Work

What’s In Your Go Bag?

Preparing to Maybe Go Back To Work

 

 

Ask the Experts – Sound Design for Theatre

What does designing sound for theatre entail?

The theatre sound designer is responsible for everything the audience hears, what that entails can vary considerably, depending on the type of show, the performers in the show, and the performance venue. Sound Design includes creating effects, atmospheres, sonic textures to help connect the audience to an emotional performance. They also design the sound system for the show, specifying which speakers, mics, consoles, and other gear will be used. Working with the composer, director, conductor, and mixer they work to create a cohesive aural environment. 

Join SoundGirls for a webinar on theatre sound design. This is your opportunity to ask questions about theatre sound design and get them answered with this expert panel. Moderated by Becca Stoll and panelists include Cricket Myers, Jessica Paz, Twi McCallum, and Elisabeth Weidner.

June 5, 2021 -11 AM – 1 PM PDT / 2 PM – 4PM EDT

Register and Post Questions

Moderated By Becca Stoll

Becca is a theatrical audio engineer.  She specializes in mixing musicals and is especially passionate about mixing new works.  Pre-pandemic, her main gig was Head of Audio on Rock of Ages (Off-Broadway at New World Stages). Other New York credits include: Two’s A Crowd (59E59), A Strange Loop (Playwrights Horizons), Antigone in Ferguson (St. Ann’s Church); We Are The Tigers (Theatre 80).  Tours: Million Dollar Quartet (A2).  Selected Regional: The Donkey Show (OBERON), Caucasian Chalk Circle (A2, Yale Rep), 3 seasons as Production Audio Engineer for the Goodspeed Opera House.  Education: Carnegie Mellon School of Drama, NHSI “Theatre Cherubs”.  Member: TSDCA, USITT, SoundGirls

Panelist Include

Jessica Paz

Jessica is a Tony Award-winning Sound Designer for theater, film and music. Most recently, she collaborated with Nevin Steinberg on the sound design for Anaïs Mitchell’s acclaimed production of Hadestown, which earned the duo a Tony Award, Drama Desk Award, and an Outer Critics Circle nomination.

On Broadway, Jessica was an Associate Sound Designer on projects including Dear Evan Hansen, Bandstand, Disaster! The Musical; The Assembled Parties (MCC); and Fela!.

Jessica has been a Front of House Engineer for musicians including The Preservation Hall Jazz Band, Antibalas, Julia Haltigan, Femi Kuti, Lady Antebellum, Candy Shop Boys, People vs. Larson, Michael Arenetta, Bugaboo, Carte Blanche, King Holiday, The Woes, Stone Cold Fox, The African Children’s Choir and many others. She has also been a Lecturer of Sound Design in addition to student advisor for Princeton Universities production of Next To Normal, and was the Sound Designer of the Actor’s Studio Drama School’s yearly Master’s Thesis productions from 2009 – 2014.

Jessica is fascinated by music studio and live concert techniques. She is constantly learning and researching innovative approaches from the traditional music recording world, and bringing them into her theater work. A proud member of IATSE Local 829; Soundgirls.org; Woman’s Audio Mission; USITT; and  Co-Chair of the board of the Theatrical Sound Designers and Composers Association. She currently resides in New York. Pizza is her favorite food group.

Elisabeth Weidner

Elisabeth is a Sound Designer and Composer for theatre. She served as the Sound Director/ Resident Sound Designer/Composer for 10 years at PCPA-Pacific Conservatory Theatre,  before going full freelance in 2019. Elisabeth is also an adjunct professor at California  Polytechnic State University SLO where she teaches Sound Design and Engineering for  Theatre, and she sits on the USITT Sound Commission jury for the Current Practices and  Research in Sound papers submissions. In 2020 she was elected to serve as Co-Vice Chair of the TSDCA )Theatrical Sound Designers and Composers Association). She is also the producer of the podcast: No One Likes Us. www.elisabethanneweidner.com Read Elisabeth’s Blog

Twi McCallum

Twi McCallum is a sound designer living in NYC, by way of Baltimore, MD. Her favorite theatrical credits include Kansas City Rep, Kennedy Center, The Public Theater, and Baltimore Center Stage, and she will be making her Broadway debut in Fall 2021 with a new play. She has served as an apprentice sound editor on television shows for STARZ and NBCUniversal and will be sound editor/mixer for an upcoming digital series for Marvel. Most importantly, she is a former student of Howard University’s theatre department and a recent graduate of Yale School of Drama’s one-year sound program. When not working, she loves taking care of her pet snails named Nicki Minaj, Beyonce, Rihanna, Megan thee Stallion, and Cardi B.

Cricket S. Myers

On Broadway, Cricket earned a Tony Nomination and a Drama Desk Award for her design of Bengal Tiger at the Baghdad Zoo. Regional designs include La Jolla Playhouse, The Ahmanson, The Mark Taper Forum, Kansas City Rep, South Coast Rep, Shakespeare Theater Company in DC, The Kirk Douglas Theater, Pasadena Playhouse, Wallis Annenberg, and the Geffen Theater. She has earned 24 Ovation Nominations, as well as winning The League of Professional Theater Woman’s Ruth Morley Award and The Kinetic Award for Outstanding Achievement in Theatrical Design. www.cricketsmyers.com

Sound System Design for Immersive Spaces

I have always been excited by sound design and its potential for storytelling as well as the evolving technology of the industry. At the start of my career, I was mainly a theatrical sound designer and engineer. Then I got a gig designing sound for Halloween Horror Nights at Universal Studios. I had never considered theme park attractions! Since then, I have kept getting sound design work for immersive theater and themed events. There are many types of live, immersive storytelling events out there: immersive theater, theme parks, art exhibits, and experiential marketing pop-ups.

When sound designers work on live immersive projects, they must have an understanding of the story as much as how to implement the technology. The appreciation of the story helps the sound designer make decisions about the creative and system design that will not break the audience’s suspension of disbelief. It can be harder to pull off the suspension of disbelief in immersive settings than in more traditional venues, but the payoff is extremely rewarding!

I want to discuss sound reinforcement of mic’d performers and instruments in this article, but it is already very long. The science there does not really change, though perhaps it gets more complicated! So in the interest of length, I will cover very general speaker placement, creative choices, and the collaboration process.

Sound Systems for Traditional Venues vs. Immersive Spaces

Let us begin by discussing the fundamentals of sound systems for proscenium spaces as well as immersive spaces, and the differences between them. Understanding the components of sound systems for more traditional venues informs much of the decision-making behind building immersive sound systems.

Proscenium stages have three output channels as the core of their systems: left, right, and center. Focused and tuned correctly, those three speakers (or speaker arrays) deliver a sound image where the audience perceives sound as coming from the stage, rather than any one speaker. The optimal place to sit to get the best sound image and mix is referred to as the “sweet spot.” Three channels make for good sound coverage of an audience, where most people are sitting in that sweet spot. It also provides more bussing opportunities for a good, intelligible mix. Music is sent to the left and right channels, with vocals in the center channel, so they do not compete as much with music. Then you add subwoofers delivering the low frequencies, making for a full mix.

If you look closely, you can see the center cluster, and then speakers on the left and right sides of the stage. Photographer Mike Hume. (Source: Ahmanson Theatre: https://losangelestheatres.blogspot.com.)

Larger venues with proscenium stages generally also have surround and delay speakers so that sound can reach seats out of the sweet spot (and let’s be honest, they are also for cool panning effects). And then there is usually some type of monitoring on stage for the performers, separate from the sound system for the audience. Two other characteristics of traditional venues: the audience is seated in one place the whole time, and the room is typically designed and acoustically treated for live performance.

Similar to traditional stages, if the immersive sound designer has the budget they can and should buss music, sound effects, and ambience to different speakers for an optimal mix if they have the budget. Truthfully, because of where they end up placing speakers and budget restrictions, they may have no choice but to put multiple sound elements through the same output.

Differently from proscenium stages, immersive events are typically installed in found spaces, and the performance happens on the same plane as the audience. Actors usually mingle and talk to audience members. This could mean that speakers for the audience are also used as actor monitors, which can present acoustical problems if your performer is wearing a microphone. Even with experiences where the audio is all pre-recorded and played back, there are acoustical challenges in immersive spaces since they are not initially designed for live performance. However, you can use acoustics to your advantage and have a lot of fun!

The sound designer’s job is to trick the audience into believing that they are in the same world as the actors. Immersive experiences are even less forgiving of seeing speakers because the sound is supposed to feel as if it is generated within the world and not through a sound system. This challenge sounds like a real bummer, but I implore you to embrace it. So how do we do that?

Collaborate Early and Often

Before we can talk about system design for immersive spaces, we need to talk about what kind of information you need before you can make those decisions. Immersive events are highly collaborative, and it is important to make sure everyone is on the same page.

First, you will receive a client deck or presentation. All the vendors (sound, video, lighting, costumes, set, props, special effects…) will have a meeting with the client or director to get a rundown of their vision. Everyone should receive a paper version of the client deck. In a theatrical setting, this meeting is called a kickoff, first production meeting, or designer meeting. Whatever paperwork you receive during that meeting, consider it your show bible and keep it handy. It may even answer the next few questions covered here.

Next, schedule a site visit. Inquire about power capabilities, since that will determine most of your sound system. Ask about where power is being drawn from. Many immersive productions rent a generator. Some buildings might have the means to use in-house power. If that’s the case, ask how many circuits they have. You might not be able to have quite as many speakers as you would like, and you need to determine your compromises early on so you can let your director know about limitations in the event that the production does not have the budget or facility requirements to support something they have asked for. Find who is in charge of power (usually the best boy or master electrician) and have a discussion about having separate circuits from lighting, and where you need to plugin as soon as possible. You will be dealing with enough unique issues without having to troubleshoot a ground hum.

Venues made for performance have the infrastructure for running cables and hanging speakers; site-specific performance spaces do not. Begin to ask questions about how you can hang speakers at the site visit, as well as cable runs. Ask if you can drill into walls, and what they are made of. Can you hang rigging points from the ceiling? Talk with the lighting, show set, props, and technical direction departments about their plans for running cable so you do not run under theirs. Inquire about whether anything will need to be struck between shows. These are all considerations that will influence your system design. Expect to have these conversations throughout the design phase as every department moves closer to install.

Ask your production manager, director, or set designer about backstage areas (and the traffic going through them) right away. Once you spec your console, show computer and other rack equipment, send your production team exact measurements and rack elevations with power, front and rear access space, and air conditioning/airflow requirements. Real estate is often tight in backstage areas, and your “front of house” area might need to be shared with lighting, video, and even actors in standby for a scene. Put rack and equipment dimensions on your sound plot and perhaps even map out cable runs so everyone on the team has an idea of available real estate in these backstage spaces.

Make note of acoustics, and ask about audience pathways. Where the audience travels will affect where you put your speakers and how you run your cables. Also, ask about audience capacity and flow. If one audience group enters an experience while a previous group is in another room further ahead, you will need to know that to consider sound bleed, which could affect creative choices.

This article iterates on this point throughout, but I’ll say it again: it is in your best interest to collaborate early and often with the art department. Reach out to the set designer and ask for ground plans and elevations at this stage so that you can draw up a speaker plot, and begin to have conversations about hiding speakers.

Finally, ask about emergency procedures. Traditional venues have obvious exits and a voice of god mic. Immersive events might need to utilize actors to guide the audience out of an experience, and the team should talk about whether they cut sound entirely when an emergency happens. (Generally speaking, they should.) Does someone get on a  mic and make a live announcement or is there a pre-recorded cue? Any number of emergencies could happen, whether it is a technical failure, the weather, or a situation where the audience and/or cast are at risk. Cover all of the possibilities. Your director should decide at what point an emergency is serious enough to trigger a show stop, and what the procedure for a show stop is, and how the show is resumed. The team should determine all of this together, and you need to know what the emergency procedures are as the sound designer so you can program a show stop cue. The emergency system should be provided by another vendor because you as the sound designer are probably not current in things like local fire safety and emergency services. You may provide an emergency paging system separate from the show system if you are asked, but have a conversation with your producers about how that is outside of the scope of sound design and that you will need a separate budget.

The Speaker Plot – Ambience

Speakers for an immersive system can have any of five purposes: ambience, music, spot effects, voiceover, or live reinforcement. You can separate out what goes where, but you often end up sending multiple elements through shared outputs. This is because there are many constraints in designing a plot — budget, scenic design, placement of lighting instruments, and of course how the sound waves from speakers will interact with space and other speakers.

Speakers for ambience, music, narrative voiceovers, and emergency announcements work best above the audience. The distance makes for good coverage because they are in the widest part of the speaker’s throw. Additionally, placing speakers low means sending your acoustical energy into the legs of your audience, which means losing a lot of energy needlessly since sound is not aimed at their ears! If your speakers are going to still be visible to the audience even if they are above them, put them behind the audience path. This does not work for every application — if you have a staged area with mic’d performers, this is not the solution because the sound image has to be where the performers are staged — but it works much of the time.

I prefer to use a lot of little speakers with sound pushing through them at a quieter volume. (I really like the Meyer MM-4XPss.) This makes for more consistent coverage and a believable environment. However, the budget does not always allow for a ton of tiny speakers. In this case, you can compromise with one or two big speakers. Always prioritize coverage — it can really take an audience out of the world if they walk through a dead spot. Place and focus larger speakers in such a way that they cover the whole room, and send music, ambience, and voiceover through it. Of course, mix all those elements in such a way that they are balanced and you don’t blow the speaker!

Subwoofer placement is definitely challenging because they are often too big to hide! If you can place a subwoofer outside of a room against the exterior wall, it should do the trick. I have also hidden them behind set pieces. More about subwoofers later.

A note about having music in stereo, because I have run into it with some artists. Yes, having a stereo image for the music is really important. If you can get away with having two speakers in a room for a left and right channel of music — do that.  It also depends greatly on audience path, room size, and budget, and physics. A stereo mix requires that the left and right channels arrive to the listener at the same time. To accomplish that, the left and right speakers need to be equidistant from each other and the listener needs to stand in the sweet spot between them. In an immersive setting where the audience is moving, it might not be possible to place speakers in such a way that a good stereo image is delivered. In most immersive settings instead of stereo or 5.1 Surround Sound (which are valid in situations where your audience is static), you will often have a massive distributed audio system. This means that more often than not mono audio files are preferred so that you can place them exactly where you want them without worrying about how they are tied to something else. Essentially, imagine not building a 5.1 system, but a 32.10 system or larger. Again, have stereo speaker pairs if you can swing it, but be aware that this is another potential compromise. Know the science so you can explain your decisions.

If you are working with a composer, talk to them about giving you stems so you can put individual parts of the music wherever you both want. It is incredibly useful and efficient to mix the music as needed in the room, to hear how it reacts acoustically.

The Speaker Plot – Point Sources

Another consideration is, what are some specific sound sources in a room?  Things like telephone rings, radios, et cetera differ from ambience and music speakers in that they require the audience to perceive that sound is coming from the source. (There are other technical hacks you can do to make a phone ring on cue, but this article talks specifically about speaker placement.)

When choosing a speaker for a point source, consider what is going to play through it and where you are going to hide it. Is it a phone ring, and that’s it? Then it doesn’t have to be big. Or is the effect a loud car horn that requires a bigger transducer to push adequate volume? Also, have a conversation with the set designer about what props and set pieces are around the sound source. The ability to hide a speaker, and how and where it gets mounted, will influence what speaker you choose as well. Another fun note about point source speakers: As you attend tech rehearsals you might realize that one point source speaker does not have the volume or throw necessary for the whole audience to hear it clearly once you get bodies in the room. In these cases, you can use the ambient speakers as fills. Dial in a little bit of the sound effect to fill the room, but just enough so the main source is the point source.

One of the most challenging and rewarding things about system design for immersive spaces is hiding speakers so the audience does not see them. Send a plot to your set designer early and expect to change it several times. Include a key with speaker dimensions. Talk to the set designer and technical director about how you are going to mount speakers and get their input on the best materials to use to do so. If a point source speaker has to be behind something, talk about potentially using an acoustically transparent material. (Yes, I have had to explain that velour curtains will muffle high frequencies. It happens!) Or, be open to the challenge at hand and problem-solve creatively. Maybe the muffle will actually help the purpose of the effect. Or, can you point the speaker upward so it is not shooting directly into props in front of it? Or mount it under a table? This kind of out-of-the-box thinking is really satisfying!

Also, be sure to consider which effects you need to fight for. Often lighting and scenic design have very specific requirements, and that means sound tends to be the design discipline that moves or changes to accommodate them. But sometimes the way a certain element is described in the script or client deck means there are specific sound design requirements. In those situations, it is imperative to put your foot down with the other design disciplines. If an effect calls for an atomic bomb to go off, for example, then you will be needing a subwoofer, and the scenic team will need to accommodate space for that subwoofer in their design. Be a positive collaborator, but be firm, because you can not change physics.

Acoustics & Bleed

When designing for immersive events, you often have to figure out how to cope with bleed from the outside world and even other rooms within the experience. Many immersive experiences are pulsed attractions, meaning they have one audience group starting while people are halfway through the experience, or simultaneous scenes. This makes bleed a really important thing to consider. True isolation is expensive, and I have yet to see an immersive show try to make rooms acoustically isolated. Sound wants are often communicated after the set design, budget, and production timeline have been determined. Many found spaces are unforgiving anyway, such as reverberant warehouses. The following techniques talk about what to do when bleed is apparent, and you have done all you can with acoustic treatment and good speaker placement, tuning, and focus.

One tactic is to embrace the bleed! Evaluate whether it can actually help your sound design. A horror attraction can be made much scarier when people in one room can hear screams coming from another. The next technique is to compromise on what sound effects and music you use. If you have a cheesy piece of music that works for a comedic scene in one room that bleeds into a serious scene in another room, you might need to either lower the cheesy music quite a bit, notch out more present frequencies or potentially pick different music altogether.

The outside world can also be a consideration. I have really enjoyed watching experiences where the outside world is actually a part of an immersive experience. Once I saw a theater production that took place in a graveyard. The natural nighttime atmosphere blurred the lines between what was the real world versus the world of the play. (Super cool!) However, many immersive attractions exist independent from the real world. In this case, you can’t do much about it. Many attractions get around it by making sound and music really loud. And, as you get more bodies in a space, less of the outside world will be heard. And audience members are generally too captivated by the production to notice the world outside!

Regardless of the issue, as you make these discoveries, keep having these discussions with your director. Do a site visit early and anticipate these issues early on and talk about them.

Inspiration Tips

You can gain knowledge and inspiration without working on an immersive project. Everything you apply in sound design for immersive spaces falls under the scientific principles within Acoustic Ecology. As with any type of sound design, start by paying attention to the world around you. What do you hear and where is it coming from? How do things sound different from close up or far away? Keen awareness of the real world can influence creative choices as well as mixing decisions.

Learn all the sound science. Start by looking up the Doppler effect (the pitch of something ascending as it gets closer, like an ambulance siren), occlusion (something blocking a sound), phase cancellation, and literally everything about room acoustics. Research psychoacoustics and how people respond to different frequencies. In a similar vein, learn about loudness metering, because it is weighted by how humans perceive sound. To hear examples of an immersive mix without going to an event, play video games with headphones on. Larger AAA games (some indie too), implement all of these psychoacoustic principles.

Live immersive events are a very fulfilling frontier for those of us with theatrical backgrounds. The process and application are quite different and very in flux throughout, with a ton of collaboration. Understanding the science, forging positive relationships with other departments, and a lot of creative problem solving are the keys to pulling off the suspension of disbelief, and will level up the sound design for your future immersive projects!

Thanks to my editors for reading through this beast and providing feedback: Julien Elstob (lighting designer), Fionnegan Murphy (A/V Integration Engineer), Stephen Ptacek (sound designer).

 

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