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Chelsea Body – Foley Mixer & Editor

 

Chelsea Body is a freelance Foley Mixer and Editor, working primarily with Footsteps Foley and Formosa Group (Toronto). Chelsea has been working in Foley for seven years and became a freelance engineer five years ago. Currently, she can be found working among the Foley teams on critically acclaimed productions such as ‘Dune (2021)’, ‘Women Talking (2022)’, and ‘The Handmaid’s Tale (2018)’.

Chelsea grew up taking classical piano lessons from age 10 and worked her way through the Royal Conservatory rudiments to a Grade 10 level. She now considers the bass as her main instrument, which she enjoys. She loved listening to music and going to concerts as a teenager and always admired the tech crew at live shows and thought that would be a really fun job. She attended Mohawk College and Fanshawe College, both in Ontario, Canada, and graduated with an Advanced Diploma in Applied Music from Mohawk College (2012), Diploma in Music Industry Arts from Fanshawe College (2014), and a Post-Graduate Certificate in Audio Post Production from Fanshawe (2015).

 

Career Start

How did you get your start?

At the end of college, I was offered a contract at Urban Post in Toronto doing Closed Captioning work. While it wasn’t specifically in my field, it was my first foot in the door and I took that opportunity to connect with the staff there and show my interest in audio. After a few months, they were looking for a new Foley recordist and they thought of me for the job. It was a night gig and a position I didn’t have much experience in but I jumped at it. I had such wonderful, supportive mentors there and I learned so much from everyone. After about two years, the time came for me to explore other studios and network with the broader Toronto community, and from there I went freelance as a Foley mixer and editor.

What did you learn interning, or on your early gigs?

I especially enjoyed my time working in a post house as I was able to jump between roles and projects. If Foley wasn’t busy, I would be editing a reality tv show or was able to take the time and sit in with a re-recording mixer, or an ADR session. Being in that environment, I was able to gain knowledge in many aspects of the post field which really helped me understand the wider process and how to better communicate with other colleagues along the pipeline of a project.

Career Now

What is a typical day like?

Footsteps is about an hour’s drive each way from home which isn’t ideal but I enjoy being in the city and having that escape to the countryside for work. We work a typical 8-hour day, though I often work longer to tidy things or finish up emails and scheduling. While my main role is Foley mixer and editor, I also manage the scheduling at Footsteps. We work as a team so I find time throughout the day when I can step aside to answer client emails and update our work schedule. We have a small, tight-knit crew there that’s extremely collaborative and I enjoy working in a team like that.

How do you stay organized and focused?

I guess I am somewhat organised even if it doesn’t feel that way sometimes! I do enjoy finding new tools to help me keep track of everything but it can be difficult to find software geared toward our field that does exactly what we need it to do. I still keep an old-school handwritten planner because I find it faster to jot things down than to open an app on my phone. Finding what works for you is important and planners that I can put stickers in make organising things more fun too!

What do you enjoy the most about your job?

Being able to work on a variety of projects is a real pleasure. One week we’ll have a drama, the next, a horror, and then a comedy. All of those genres require a different set of aesthetic and creative mindsets and I love the variability and challenge of jumping between them. Sound editors typically work on a job for weeks or months at a time while our timeline is much shorter in Foley, so we have the opportunity to create sounds for many different projects throughout the year.

What do you like least?

Sometimes the budgets we have to work with can be challenging. We always focus on the high quality of our work and that can be tough to manage when we’re on a tight timeline.

What is your favorite day off activity?

On my off days, I enjoy focusing on my hobbies which include yoga, sewing/crocheting, and playing bass in my band.

What are your long-term goals?

I still have a lot to learn and I’m looking forward to being able to do that. I would like to spend some time in different roles in the post field to have an even better, well-rounded knowledge of the work my colleagues do. I know that no matter what, so long as my work is in audio, I will be happy so I’m looking forward to a long career playing with sound.

What, if any obstacles or barriers have you faced?

I feel very fortunate and acknowledge the privileges I’ve had in my career so far. I think a big thing for me has been having the ability to say ‘yes’ to pretty well every opportunity that has come my way. I am so grateful for the mentors I’ve had who have helped guide me and I hope to extend that to the next generation of folks coming into the industry.

Advice you have for women and young women who wish to enter the field?

Say yes to those opportunities. Even if you doubt your ability, say yes and figure out how you’re going to manage it after. Apply for those jobs where you don’t think you quite qualify because you never know, you could be the best candidate. Don’t sell yourself short and be sure to ask for what you deserve. My golden rule is always “don’t be a dick”, that goes for everyone. If you’ve got a personality that people want to be around, that’s worth more than how much you know about compressors or the frequency response of every microphone.

Must have skills?

Unfortunately, you have to know ProTools for post-audio work. Every studio uses it – though some editors work with other DAWs, so long as you’re able to output what your supervisor or client needs from you.

For Foley recording, a good knowledge of different microphones is useful as well as recording techniques including compression and EQ.

Favorite gear?

Hardware:
TLM103
My ’92 Lake Placid Blue PBass

Software:
FabFilter Pro Q3 – I put that on EVERYTHING
Whatever the most current Izotope RX Suite is at the time (de-click gets the most use in my work)

*Huge thanks to my parents for sending me to piano lessons and listening to my sometimes painful practicing; for not getting upset when I said I wanted to go to music school; and for generally being super awesome and supportive.*

 

Whose Job is It? When Plug-in Effects are Sound Design vs. Mix Choices.

We’ve reached out to our blog readership several times to ask for blog post suggestions.  And surprisingly, this blog suggestion has come up every single time. It seems that there’s a lot of confusion about who should be processing what.  So, I’m going to attempt to break it down for you.  Keep in mind that these are my thoughts on the subject as someone with 12 years of experience as a sound effects editor and supervising sound editor.  In writing this, I’m hoping to clarify the general thought process behind making the distinction between who should process what.  However, if you ever have a specific question on this topic, I would highly encourage you to reach out to your mixer.

Before we get into the specifics of who should process what, I think the first step to understanding this issue is understanding the role of mixer versus sound designer.

UNDERSTANDING THE ROLES

THE MIXER

If we overly simplify the role of the re-recording mixer, I would say that they have three main objectives when it comes to mixing sound effects.  First, they must balance all of the elements together so that everything is clear and the narrative is dynamic.  Second, they must place everything into the stereo or surround space by panning the elements appropriately.  Third, they must place everything into the acoustic space shown on screen by adding reverb, delay, and EQ.

Obviously, there are many other things accomplished in a mix, but these are the absolute bullet points and the most important for you to understand in this particular scenario.

THE SOUND DESIGNER

The sound designer’s job is to create, edit, and sync sound effects to the picture.


BREAKING IT DOWN

EQ

It is the mixer’s job to EQ effects if they are coming from behind a door, are on a television screen, etc.  Basically, anything where all elements should be futzed for any reason.  If this is the case, do your mixer a favor and ask ahead of time if he/she would like you to split those FX out onto “Futz FX” tracks. You’ll totally win brownie points just for asking.  It is important not to do the actual processing in the SFX editorial, as the mixer may want to alter the amount of “futz” that is applied to achieve maximum clarity, depending on what is happening in the rest of the mix.

It is the sound designer’s job to EQ SFX if any particular elements have too much/too little of any frequency to be appropriate for what’s happening on screen.  Do not ever assume that your mixer is going to listen to every single element you cut in a build, and then individually EQ them to make them sound better.  That’s your job!  Or, better yet, don’t choose crappy SFX in the first place!

REVERB/DELAY

It is the mixer’s job to add reverb or delay to all sound effects when appropriate in order to help them to sit within the physical space shown on screen.  For example, he or she may add a bit of reverb to all sound effects which occur while the characters on screen are walking through an underground cave.  Or, he or she may add a bit of reverb and delay to all sound effects when we’re in a narrow but tall canyon.  The mixer would probably choose not to add reverb or delay to any sound effects that occur while a scene plays out in a small closet.

As a sound designer, you should be extremely wary of adding reverb to almost any sound effect.  If you are doing so to help sell that it is occurring in the physical space, check with your mixer first.  Chances are, he or she would rather have full control by adding the reverb themselves.

Sound designers should also use delay fairly sparingly.  This is only a good choice if it is truly a design choice, not a spatial one.  For example, if you are designing a futuristic laser gun blast, you may want to add a very short delay to the sound you’re designing purely for design purposes.

When deciding whether or not to add reverb or delay, always ask yourself whether it is a design choice or a spatial choice.  As long as the reverb/delay has absolutely nothing to do with where the sound effect is occurring, you’re probably in the clear.  But, you may still want to supply a muted version without the effect in the track below, just in case, your mixer finds that the affected one does not play well in the mix.

COMPRESSORS/LIMITERS

Adding compressors or limiters should be the mixer’s job 99% of the time.

The only instance in which I have ever used dynamics processing in my editorial was when a client asked to trigger a pulsing sound effect whenever a particular character spoke (there was a visual pulsing to match).  I used a side chain and gate to do this, but first I had an extensive conversation with my mixer about if he would rather I did this and gave him the tracks, or if he would prefer to set it up himself.  If you are gating any sound effects purely to clean them up, then my recommendation would be to just find a better sound.

PITCH SHIFTING

A mixer does not often pitch shift sound effects unless a client specifically asks that he or she do so.

Thus, pitch shifting almost always falls on the shoulders of the sound designer.  This is because when it comes to sound effects, changing the pitch is almost always a design choice rather than a balance/spatial choice.

MODULATION

A mixer will use modulation effects when processing dialogue sometimes, but it is very uncommon for them to dig into sound effects to use this type of processing.

Most often this type of processing is done purely for design purposes, and thus lands in the wheelhouse of the sound designer.  You should never design something with unprocessed elements, assuming that your mixer will go in and process everything so that it sounds cooler.  It’s the designer’s job to make all of the elements as appropriate as possible to what is on the screen.  So, go ahead and modulate away!

NOISE REDUCTION

Mixers will often employ noise reduction plugins to clean up noisy sounds.  But, this should never be the case with sound effects, since you should be cutting pristine SFX in the first place.

In short, neither of you should be using noise reduction plugins.  If you find yourself reaching for RX while editing sound effects, you should instead reach for a better sound! If you’re dead set on using something that, say, you recorded yourself and is just too perfect to pass up but incredibly noisy, then by all means process it with noise reduction software.  Never assume that your mixer will do this for you.  There’s a much better chance that the offending sound effect will simply be muted in the mix.


ADDITIONAL NOTES

INSERTS VS AUDIOSUITE

I have one final note about inserts versus AudioSuite plug-in use.  Summed up, it’s this: don’t use inserts as an FX editor/sound designer.  Always assume that your mixer is going to grab all of the regions from your tracks and drag them into his or her own tracks within the mix template.  There’s a great chance that your mixer will never even notice that you added an insert.  If you want an effect to play in the mix, then make sure that it’s been printed to your sound files.

AUTOMATION AS EFFECTS

In the same vein, it’s a risky business to create audio effects with automation, such as zany panning or square-wave volume automation.  These may sound really cool, but always give your mixer a heads up ahead of time if you plan to do something like this.  Some mixers automatically delete all of your automation so that they can start fresh.  If there’s any automation that you believe is crucial to the design of a sound, then make sure to mention it before your work gets dragged into the mix template.

Analog versus Digital

 

Stupid Digital

Oh, digital console, how do I dislike you? Let me count the ways.
I’m an old-school analog girl, always have been. I prefer real books to a kindle, an old-fashioned land line to my cell, Vinyl to MP3s, and a good old half-ton analog sound console over a carry under my arm digital board any day. Oh, and I still use my ears to tune the PA rather than a computer. (more…)

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