Randy Thom explains Cast Away's naturalistic sound design

00:46:57
https://www.youtube.com/watch?v=1_BUMZBUw70

Ringkasan

TLDRThe process of sound design in films is crucial in crafting an immersive world for the audience, as illustrated by the making of "Castaway." This involves auditioning and selecting sounds, like copy machine rhythms, recording production sounds, or using Foley to enhance soundscapes. Sound designers balance dialogue, sound effects, and music to guide the viewer's attention. Notably, Chuck's solitude on the island was emphasized by omitting natural sounds like birds, using only wind, waves, and echoing elements to create isolation. The creative use of sound is key, altering recordings of explosions to mimic waves or adding reverberation to simulate spatial depth. These intricate audio layers serve not just realism but evoke emotional responses, with handmade transitions mimicking changes in the environment. Overall, even with constraints, sound design is an integral storytelling tool, requiring meticulous crafting to enrich cinema's visual narrative.

Takeaways

  • 🎶 Sound design is crucial in creating an immersive film experience.
  • 🗣️ Dialogue predominance is decisive in film soundtracks.
  • 🔊 Foley creatively replicates sounds to sync with visuals.
  • 📽️ Sound can subtly guide viewers' attention within scenes.
  • 🕊️ Filmmakers strategically use or omit natural sounds to convey themes.
  • 🌊 Explosions replicate wave sounds for dramatic ocean scenes.
  • 🔄 Sound transitions mimic environmental changes, enhancing realism.
  • 🎵 Music is strategically placed for impactful storytelling.
  • 🌍 Sound shapes emotional and narrative threads in cinema.
  • 🎧 The art of sound often goes unnoticed but is vital to storytelling.

Garis waktu

  • 00:00:00 - 00:05:00

    Bob was meticulous in choosing and using original sounds, like a particular copy machine for its rhythm, emphasizing authenticity in scenes like Red Square despite recording challenges. The film prioritized production sound for authenticity in actor performances over post-production ADR. This approach was vital for dialogue-driven scenes, ensuring sounds like an airplane did not distract.

  • 00:05:00 - 00:10:00

    The mixing of sound in films aims to immerse the audience in the story, avoiding distractions that remind viewers they are watching a film. For a movie like "Apocalypse Now," the mixing took months to perfect. In contrast, "Castaway" prioritized removing unnecessary sounds, focusing on impactful ones like the FedEx package in a crash sequence, ensuring clarity and coherence in what could be chaotic scenes.

  • 00:10:00 - 00:15:00

    The process of Foley and sound effects in film is critical. For example, in "Castaway," creating realistic wave sounds was a complex task. The Foley team used unconventional sources to generate authentic yet enhanced sound experiences. Authenticity is balanced with artistic license, making scenes believable even when real recorded sounds aren't perfect. This involves layering and editing to craft the perfect auditory experience.

  • 00:15:00 - 00:20:00

    Sound choices are vital for maintaining immersion in a film's scene. In "Castaway," the absence of animal sounds on the deserted island heightens the sense of isolation, balancing minimal sound with dramatic creaks of palm trees. The creation required a meticulous process, often experimenting with Foley, ADR, and sound libraries to maintain a story-consistent auditory landscape that keeps the audience emotionally engaged.

  • 00:20:00 - 00:25:00

    Utilizing the environment's sounds, such as wind and surf, plays into the audience's psychological perception of a scene's mood. Challenges include replicating natural noises authentically without pulling the audience out of the narrative. The director's choice to avoid typical island sounds, like birds, adds to the film's uniqueness, using wind and other elements to fill in the auditory space creatively.

  • 00:25:00 - 00:30:00

    Bob Zemeckis' film design intentionally uses minimalistic sound for dramatic contrast and emotional impact. The entry of musical score two-thirds through "Castaway" emphasizes dramatic shifts. Post-production heavily involved ADR and sound design to bring nuanced and emotionally resonant experiences, ensuring every sound served the storytelling, from whispers of wind to bustling silence.

  • 00:30:00 - 00:35:00

    Sound editing is about choosing not just what to add, but sometimes, what to leave out. In "Castaway," the decision to minimize ambient sounds highlights isolation. Sound designers must innovate, creating harmonious backgrounds that blend unnoticed into the narrative but enrich the atmosphere. The journey from natural waves to constructed soundscapes illustrates the dual role of enhancing realism and storytelling.

  • 00:35:00 - 00:40:00

    Focusing on authentic sound experiences, "Castaway"'s design moved away from traditional cinematic sound tropes to create a naturalistic auditory landscape. This required intricate Foley work, smart manipulation of environmental sounds, and a restrained use of music to craft realism, connection, and emotion, demonstrating the importance of sound as an invisible character that shapes narrative depth.

  • 00:40:00 - 00:46:57

    The meticulous craft in "Castaway"'s sound design highlights the balance between narrative and auditory experience where sound tells as much of the story as visuals do. Directors like Zemeckis and past figures like Welles have harnessed sound's power to elevate storytelling, turning it from a background necessity into a pivotal narrative element that enhances immersion and emotional engagement in film.

Tampilkan lebih banyak

Peta Pikiran

Mind Map

Pertanyaan yang Sering Diajukan

  • Who is responsible for the final sound design in a film?

    The sound designer or the sound design team, often led by a director, makes the final sound design decisions in a film.

  • What is ADR?

    ADR stands for automated dialogue replacement, where actors re-record their lines post-production to improve audio quality or change dialogue.

  • Why was no bird or insect sounds used in the movie Castaway on the island?

    Bob Zemeckis decided to use no bird or insect sounds to emphasize the solitude of the character, making him feel more isolated.

  • How is wind sound recorded for films?

    Wind sound is recorded by capturing the effect of wind on other objects, avoiding the wind blowing directly into the microphone using techniques like windscreens and barriers.

  • What is Foley in filmmaking?

    Foley is a sound design technique where sound effects are recorded in sync with the visual scene in a studio.

  • Why was the original copy machine sound used in a film?

    The director preferred the original sound of the copy machine for its musical rhythm, despite attempts to enhance it in post-production.

  • How is thunder sound recorded without rain for films?

    Sound recordists capture thunder with no rain, which is highly sought after, to use in scenes without rain noise.

  • Why did the filmmakers use explosions for wave sounds?

    Explosions were combined to create impactful wave sounds that couldn't be replicated by recording the actual surf.

  • What is the role of sound design in films?

    Sound design enhances storytelling by shaping the auditory experience to convey emotions, settings, and actions effectively.

  • How do filmmakers use music in films?

    Filmmakers use music sparingly at strategic points to enhance dramatic moments and emotional impact, as seen in Castaway.

Lihat lebih banyak ringkasan video

Dapatkan akses instan ke ringkasan video YouTube gratis yang didukung oleh AI!
Teks
en
Gulir Otomatis:
  • 00:00:00
    in fact Bob cast that copy machine for sound he  auditioned lots of copying machines and he wanted
  • 00:00:15
    a copy machine that would have a kind of musical  rhythm to it in post-production in fact we tried
  • 00:00:21
    to augment the sound of that copy machine bob was  nice enough to listen to our attempts but he said
  • 00:00:27
    nope I like the original one that I cast and so  that's the one we use Bob wanted the Red Square
  • 00:00:34
    sequence to be as authentic as possible the  people who were on location when they shot the
  • 00:00:39
    scene did their best to collect sounds but as you  can imagine it was pretty tense trying to shoot in
  • 00:00:45
    Red Square and so they didn't get as many sounds  as we needed and so we had to go looking for the
  • 00:00:51
    sounds of the bells that you hear in Red Square  we brought in people who pretended to be tour
  • 00:00:59
    guides who you never really see in the scene but  you hear off-screen doing a tour via a megaphone
  • 00:01:09
    we tried to use as much of what's called  production sound as we could in terms of the
  • 00:01:28
    dialogue the production sound is the sound that is  recorded while the cameras rolling of the actors
  • 00:01:33
    speaking even these scenes on the airplane early  in the film most of them are production sound I'd
  • 00:01:41
    say 90% of the time the quality of the actors  performance during production is better than
  • 00:01:46
    what you get with ADR which stands for automated  dialogue replacement which is the actor coming in
  • 00:01:53
    in post-production and trying to speak in sync  with him or herself so this scene is very much
  • 00:01:59
    a dialogue scene and you typically decide when  you're doing the sound for a scene in a movie
  • 00:02:05
    what the principal driving factor is gonna be  and sometimes the what's driving a scene can
  • 00:02:11
    shift from dialogue to music to sound effects in  terms of the sound within a scene but this scene
  • 00:02:18
    is very much a dialogue scene and so we wanted  the dialogue to predominate and we didn't want
  • 00:02:23
    they sounded the airplane to grab your attention  and we didn't want you to be thinking about the
  • 00:02:28
    airplane particularly and so the sound is more  or less monotone for the whole scene Stan I'm
  • 00:02:33
    so sorry it wasn't around when Mary died I  should have been there for you and I wasn't
  • 00:02:47
    I'm so sorry Folie is the sound effect equal of  ADR Foley is a process invented by a guy named
  • 00:02:56
    Jack Foley or at least popularized by Jack Foley  in which you record certain kinds of sound effects
  • 00:03:02
    while you're watching the scene on a screen in  a studio for instance at the beginning of the
  • 00:03:09
    scene between Tom and Helen Hunt when they have  their day planners the first thing you hear is
  • 00:03:16
    the slap down of those day planners why not hear  a man that's partly a production sound effect
  • 00:03:26
    that was recorded when the cameras were rolling  and it's partly a Foley sound one of the things
  • 00:03:33
    that we try to do with the sound in a film is  to focus attention one of the things that you
  • 00:03:38
    can listen for when you're watching a film is  what sounds are played loudly and what sounds
  • 00:03:45
    are played quietly because it won't necessarily  follow exactly what you see on the screen but
  • 00:03:53
    just as a camera is able to shift its focus from  one point of view to another sound can shift focus
  • 00:04:00
    also one of the things that we do when we mix a  film is to decide as we go along what's important
  • 00:04:09
    what isn't important what should be loud what  should be quiet and we have control over all of
  • 00:04:15
    the different elements well usually the goal in  sound is to have people not notice anything in
  • 00:04:22
    particular because if you start thinking about  the sound then by definition you're not really
  • 00:04:28
    in the story anymore we filmmakers refer to it as  taking someone out of the film if you remind them
  • 00:04:35
    somehow with a filmmaking process that can be  especially a danger when you're putting sounds
  • 00:04:41
    into the surround channels in a film because  since the convention in films is to hear the
  • 00:04:49
    dialog coming from the center of the screen if you  put a line of dialogue or a very transient sound
  • 00:04:57
    you know something that comes and goes quickly  into one of the surround speakers many people
  • 00:05:04
    will turn their heads and say what was that  is there a bird in the movie theater and then
  • 00:05:10
    they think oh oh yeah the sound effects people  put that there well that's the last thing the
  • 00:05:15
    filmmaker wants to happen the filmmaker wants you  to be in the dream of the film and not be thinking
  • 00:05:20
    about how the film was made when you're watching  it so we have to be pretty careful about placing
  • 00:05:25
    sounds for that reason the mix for this film  including what's called pre mixing which means
  • 00:05:32
    putting sounds into certain categories and also  the final mix in which you're literally mixing
  • 00:05:39
    together the sound effects and the music and  the dialogue the way it's gonna sound in the
  • 00:05:44
    movie theater was about six weeks and that's six  weeks of roughly nine or ten hour days it was
  • 00:05:55
    a pretty straightforward and not particularly  difficult mix actually partly because of this
  • 00:06:01
    tent mixing process where we learn a lot about  what works and what doesn't work Apocalypse Now
  • 00:06:10
    was mixed for nine months for instance but  Apocalypse Now didn't have many tent mixes
  • 00:06:24
    I've learned by doing lots of scenes like this  that the main thing you want to accomplish is to
  • 00:06:31
    get rid of everything that you don't need one  of the myths about mixing the sound for a big
  • 00:06:37
    action sequence in a film is that you want  the biggest sound mixing console possible
  • 00:06:42
    so that you can plug as many sounds into it as  possible to mix them all together and in fact
  • 00:06:47
    that's really not what should happen at all  because in a scene like this crash sequence
  • 00:06:51
    we have hundreds and hundreds of sounds that  have been recorded and edited to go in this
  • 00:06:56
    and if you were to play them all at the same  time it would sound like you were standing in
  • 00:07:03
    the middle of Niagara Falls it would be what we  call pink noise just roar sort of meaningless roar
  • 00:07:18
    for instance when the big FedEx package  suddenly shifts position we need to hear
  • 00:07:24
    that sound mostly rather than the roar of  the airplane around it or the whistling of
  • 00:07:30
    the wind or the banging of the things in  the background what we do is either get
  • 00:07:35
    rid of or reduce in volume all those other  sounds so that we can concentrate on the
  • 00:07:40
    FedEx package scraping across the floor  and banging into the end of the airplane
  • 00:08:01
    when you have an underwater scene you usually  have a lot of latitude to play it as the point
  • 00:08:08
    of view of the character it's easy to assume  that everything that you're seeing and hearing
  • 00:08:13
    is what he's seeing and hearing we might hear  only bubbles at a certain moment another moment
  • 00:08:19
    we might be hearing mainly the creaking of the  metal and if you were to actually record the
  • 00:08:25
    sounds that you see there in fact they would be  very different from what we put in the film but
  • 00:08:32
    what we put in is valid because it's the  way Chuck is experiencing it's what he's
  • 00:08:38
    hearing and what he is feeling so we can use  sound in a very musical kind of dramatic way
  • 00:08:59
    the storm transition was a very important part  of the movie Bob designed it from the beginning
  • 00:09:07
    such that we probably weren't going to see a  lot of the transition instead we would hear it
  • 00:09:13
    almost as if it were a radio play and what we  had to suggest with sound is that what you see
  • 00:09:21
    and hear in the movie over about a thirty second  period had to suggest a maybe two or three hour
  • 00:09:29
    period of the storm going by and the rain and  him drifting along and finally we realize as
  • 00:09:37
    we hear the raft being punctured against these  rocks oh I see he's in a different place now
  • 00:09:44
    that's a difficult thing to do I started working  in sound in radio and produced some radio plays
  • 00:09:52
    and when I started working in film I tended  to be sort of disgruntled thinking why do we
  • 00:09:57
    always have to worry about the camera it's such  a hassle but now that I've worked in film for a
  • 00:10:03
    long time I find that when I occasionally do go  back and do something for the radio like a radio
  • 00:10:08
    play I'm thinking wow I wish I had the visuals  to lean on a little more because it's hard to
  • 00:10:14
    tell the story just with sound and so trying to  do that for castaway do the storm sequence almost
  • 00:10:21
    like a radio play was very much like that one of  the most difficult sound sequences to create and
  • 00:10:28
    believe it or not for the island was when Chuck  first arrives on the island and he wakes up in
  • 00:10:35
    the raft and things are very quiet but you  see and hear these waves lapping up onto the
  • 00:10:41
    beach those waves were very difficult to create  and make believable we weren't able to use the
  • 00:10:48
    production sound because there was pounding  surf off in the distance and we didn't want
  • 00:10:52
    to hear that we wanted it to be very quiet  to contrast with the loud sequence that had
  • 00:10:57
    come before and so we had to record each of these  waves individually and not only get the sound of
  • 00:11:07
    the impact of the wave but also get the waves that  just sort of slide up onto the beach without any
  • 00:11:14
    impact and that kind of fizzing sound when the  waves slide back down the coral sand beach it
  • 00:11:23
    was an enormous effort to try to not only collect  all of those sounds but to edit them together in
  • 00:11:29
    a way that you would really believe and it took  a lot of trial and error to get it just right
  • 00:12:00
    none of these sounds that you hear as Chuck  is trying to get through the surf were simply
  • 00:12:07
    recordings of surf we've tried to do that in the  past on similar films that had surf sequences and
  • 00:12:15
    the sound that you get is just noise so what you  have to do is manufacture each wave out of quite
  • 00:12:23
    a diverse group of elements to make it sound  like a wave but sound like an even bigger wave
  • 00:12:29
    than it looks like and keep it articulate and  wet and and identifiable anyway we have Foley
  • 00:12:42
    which did the sound of Chuck maneuvering  the oars moving through the water we have
  • 00:12:49
    him yelling things which was ADR we have the  sound of the raft creaking we have impacts
  • 00:12:59
    of the waves onto the raft and the raft kind  of thunderously hitting the water after each
  • 00:13:07
    wave has hit it the impacts are made from a  combination of explosions dynamite explosions
  • 00:13:16
    mortar explosions all kinds of explosions that  have nothing to do with waves and the sound of
  • 00:13:22
    people jumping into the water doing a kind  of cannonball and making that kind of sound
  • 00:13:38
    we wanted the ADR to sound like it was  production which would have been recorded
  • 00:13:47
    outside so we wanted to simulate the sound  of outdoor acoustics and one of the ways to
  • 00:13:53
    do that is to take a recording that's made in a  studio and then play it through speakers outside
  • 00:14:00
    and set up another microphone and rerecord it so  we decided to do that here at Skywalker Ranch we
  • 00:14:07
    had recordings that were very clean and dry as we  say without any natural reverberation on them that
  • 00:14:14
    were made in a studio of Tom Hanks yelling help  over here and we played those through a speaker
  • 00:14:22
    here at Skywalker Ranch we thought where maybe  nobody would hear them but people did hear them
  • 00:14:28
    and so the security department of the ranch  showed up and said you know what's happening
  • 00:14:34
    somebody in danger but nobody was in danger and  we shooed them away and continued our recording
  • 00:14:49
    the initial dialogue that we hear off screen of  Tom as we're as the cameras panning from left
  • 00:15:00
    to right is all ADR but when we get to Tom and  actually see him that's production sound and
  • 00:15:08
    that's a tricky thing to pull off it means that  in the ADR session when Tom came into a studio
  • 00:15:14
    in post-production to redo that dialogue  he also had to have something in his mouth
  • 00:15:20
    otherwise it wouldn't have sounded the same  so he had to come really close to simulating
  • 00:15:26
    exactly what he was doing when the camera was  rolling in order for you not to say hey how
  • 00:15:31
    come his voice changed completely right there  for no reason to think I used to avoid going
  • 00:15:38
    to the dentist like I'm fired I fired off every  single chance like gosh now oh I wouldn't give
  • 00:15:48
    to have a dentist right here in this cave  the fact our fewer dentist yeah dr. Wilson
  • 00:16:13
    wind and rain and water very hard sounds to record  wind is hard because it's hard to keep the sound
  • 00:16:22
    out of the microphone when you're recording wind  you're typically recording the sound of the air
  • 00:16:27
    moving across some other object like the leaves  of a tree or through telephone wires or around
  • 00:16:35
    the edge of a building and what you don't want to  hear is the wind blowing through the microphone
  • 00:16:42
    and so there are lots of tricks that you can use  one is called a windscreen which goes around the
  • 00:16:48
    microphone itself but in addition to that you  often have to hold up blankets or other objects
  • 00:16:55
    between the microphone and the wind so that the  microphone can pick up mainly the effect that
  • 00:17:00
    the wind is having on other objects and not the  wind blowing through it it's a big story point
  • 00:17:06
    that we need to hear this wind change fairly  abruptly at a certain point and that signals
  • 00:17:12
    him that okay now is the time to launch the  raft so we had to create one set of winds which
  • 00:17:22
    are the winds that are blowing from out to sea  on to shore and another set of winds that blow
  • 00:17:29
    from the shore out to sea so that you could tell  sonically ah that's there's the chain so you in
  • 00:17:36
    fact you see the change happening because you  see the leaves on the trees in the background
  • 00:17:40
    shifting directions when the change happens  but we also needed to hear the change happen
  • 00:18:36
    in the old days of radio plays they often used  big sheets of metal being shaken and maneuvered
  • 00:18:46
    to simulate the sound of thunder unfortunately  that's fairly identifiable it's what it is to
  • 00:18:52
    our modern ears so we can't get away with that  anymore so we almost always use actual thunder
  • 00:18:58
    the big trick with thunder is that it's it's  the holy grail of thunder to have a thunder
  • 00:19:06
    recording with no rain on it because most of the  thunder that we hear of course is accompanied by
  • 00:19:12
    rain but very often you want to be able to  hear thunder without hearing any rain and so
  • 00:19:18
    there are occasionally sound recordists happen  to get a crack of thunder with no rain and so
  • 00:19:25
    whenever we hear that somebody has one of those  we gobble it up like you know ravenous wolves
  • 00:19:38
    one of the challenging decisions that Bob made  early on was that he decided there should be no
  • 00:19:49
    sound of birds or insects or frogs on the island  initially I felt like wow I have a straight
  • 00:19:59
    jacket on that really limits the palate that I  have to work with because typically if you're
  • 00:20:06
    editing the sound for an outdoor sequence  it's you have birds at your disposal you
  • 00:20:13
    can decide whether they're happy sounding birds  or threatening sounding birds and likewise with
  • 00:20:19
    insects I was thinking maybe we would have kind  of dark sinister sounding cicadas or something
  • 00:20:27
    like that on the island when it was appropriate  to have that feeling my concern was well geez
  • 00:20:33
    we're gonna have to like remove birds if they  fly through the frame and it turned out there
  • 00:20:37
    are no birds we did have some flies though we  had to take flies out in the computer every once
  • 00:20:42
    in a while we couldn't have any animals on the  island because then he would have trapped them
  • 00:20:46
    and eating them but when Bob said you know I  don't think we should have any of that stuff
  • 00:20:53
    but it sent me into a minor panic because I knew  that all I would have to work with on the island
  • 00:20:59
    in terms of sound effects would be wind and  waves and the sound of Tom Hanks moving around
  • 00:21:07
    in the end it proved that that was probably  the best decision because if there had been
  • 00:21:13
    the sound of birds and insects and frogs  on the island I think just like with the
  • 00:21:18
    orchestra it would have made you feel in  a way like Chuck was not alone sometimes
  • 00:21:24
    the things that you think are gonna be the  easiest are the most difficult because you
  • 00:21:28
    don't really realize how complex they are  and to try to get the sound of all of those
  • 00:21:33
    palm fronds moving at just the right time and  rubbing against each other proved to be quite
  • 00:21:39
    a bit tougher than I thought it was going to  be and even after the initial editing we had
  • 00:21:44
    to go back and re-edit some more palm fronds  and re-record some more to make it believable
  • 00:22:12
    we probably have 15 or 20 different sound sources  I try to keep it as few as possible we try to
  • 00:22:23
    initially make some decisions about what works  and what doesn't work rather than arriving at
  • 00:22:28
    the final mix with hundreds of sounds for every  scene which is what some sound editors do and so
  • 00:22:34
    in this scene we had a mere 15 or 20 simultaneous  sound sources we have three or four search sounds
  • 00:22:41
    going on simultaneously for the distance surf we  have the sound of the wind and the palm trees we
  • 00:22:49
    have the sound of him rubbing the stick on the  other stick to try to start the fire we have
  • 00:22:55
    the sound of his breaths and grunts and efforts  all of that is ADR his other miscellaneous Foley
  • 00:23:01
    movement so it's 15 or 20 separate sound since we  knew we weren't going to be able to put Birds or
  • 00:23:07
    insects or frogs on the island one sound that  occurred to me that we could put in that would
  • 00:23:14
    give us a little bit bigger palate to work with  in terms of sound is the sound of the palm trees
  • 00:23:20
    creaking when the wind blows through them so we  recorded all kinds of sounds including the sound
  • 00:23:29
    of a cat carrier that one of the Foley people  had that happened to make great creaking sounds
  • 00:23:37
    when you twisted it it was a wicker cat carrier  we recorded pieces of wood being twisted that
  • 00:23:45
    made creaking sounds we also used the sound  of footsteps on a wooden floor we just went
  • 00:23:51
    looking for all kinds of creaking it makes the  place seem a little bit more lonely maybe even
  • 00:24:00
    a little bit sinister moments when we wanted it  to be sinister for Tom being all alone there and
  • 00:24:07
    there's something about the sound of creaking  that tells us maybe there's something to worry
  • 00:24:13
    about if this scene after Chuck's reception party  we wanted to play with the sounds of civilization
  • 00:24:22
    and kind of a sad or in full way you hear  a distant siren in the streets of Memphis
  • 00:24:29
    in addition to the rain we don't hear very much  except the sound of the refrigerator we hear a
  • 00:24:38
    little bit louder when the refrigerator door is  open two percent we cut in the sound of things
  • 00:24:48
    kind of rattling inside the refrigerator when  the door is open and then obviously the sound
  • 00:24:52
    of the refrigerator door closing all of that is  is faked sound if you will it's not production
  • 00:24:59
    sound this fire-starting sequence was quite a  challenge none of the sound that you hear in
  • 00:25:07
    the fire-starting sequence was recorded on the  island or while the cameras were rolling trying
  • 00:25:13
    to manipulate this stick was really hard to keep  it in sync with what you see on the screen because
  • 00:25:19
    it's very fast movement at during some parts of  it so the Foley people especially deserve a huge
  • 00:25:28
    amount of credit for making this fire-starting  sequences believable as it is in terms of the
  • 00:25:34
    sound the sound of the fire is tricky especially  for that first little puff of fire because
  • 00:25:40
    actually if you record that event happening you  don't really hear much sound and so it's one of
  • 00:25:47
    the little bits of artistic license that we  take with movies that we want to hear a sound
  • 00:25:52
    sound is actually a much bigger fire being  blown by the wind and we just took a piece
  • 00:26:05
    of that recording of the little puff of wind and  a bigger fire and made that sync with the onset
  • 00:26:15
    of this little flame as he's successful in blowing  the kindling people who do a lot of watching the
  • 00:26:23
    movies in home theaters love to hear sounds  in the surrounds and they love to hear sounds
  • 00:26:29
    panned over to the left and over to the right  because it really gives this equipment that
  • 00:26:33
    they bought for their homes a workout but panning  sounds and a scene like this where he's lying by
  • 00:26:39
    the fire eating the crab can be a dangerous thing  because the scene is mostly shot in what's called
  • 00:26:44
    reverses you see the fire in the foreground and  you see Tom Hanks in the background eating the
  • 00:26:50
    crab and then the next moment you're looking back  at Wilson who's at the other side of the camp fire
  • 00:26:58
    and so what happens is if you pan the fire all the  way over to the right when you're looking at Tom
  • 00:27:04
    Hanks then when you go to the reverse angle shot  suddenly the fire is all the way over on the left
  • 00:27:09
    there's something that can be really jarring  about that even though it's literally true
  • 00:27:16
    it's one of those things that can remind people  they're watching a movie because initially you
  • 00:27:21
    think why did the sound of the campfire jump from  the right side of the theater to the left side of
  • 00:27:25
    the theater and you have to stop and take oh I  see it's because we're in the reverse angle now
  • 00:27:29
    and that's not what the filmmaker wants you to  be thinking so in that scene we kept the sound
  • 00:27:35
    of the campfire more or less in the center of  the whole time because we didn't want it to be
  • 00:27:39
    jumping around the theater from shot to shot  the environment of the cave was fun to play
  • 00:27:45
    with because even though we didn't have insects  or frogs or birds to hear in the cave we could
  • 00:27:53
    hear drops of water we could hear water flowing  because there's supposed to be a little spring
  • 00:27:58
    in the cave and we hear water flowing through the  cave when it's raining we also hear the sound of
  • 00:28:04
    the surf outside the cave and we can take all of  those sounds that we recorded separately and then
  • 00:28:12
    put them into a digital reverberation program  that makes it sound like they're all inside of
  • 00:28:18
    a cave we didn't do any tooth banging recording  as part of this what the main thing that you hear
  • 00:28:25
    is the rock hitting on the skate and I think that  metallic sound really sets people's teeth on edge
  • 00:28:33
    so to speak because if you can really identify  with what that must have felt like it was quite
  • 00:28:43
    a challenge to figure out how to do this four-year  transition in a way it's probably the most sound
  • 00:28:49
    designee moment in castaway because we actually  have some sort of sound morphing going on what
  • 00:28:58
    I did was to take a kind of roaring fire sound  not so much crackling but just a low frequency
  • 00:29:06
    roaring and take water lapping which I process  so that it had no high frequencies in it at all
  • 00:29:14
    so it was also just a kind of low almost roaring  sound and crossfade between the fire roaring and
  • 00:29:22
    the water roaring and then gradually we allow  the higher frequencies of the water to pass
  • 00:29:27
    through so that over a period of 10 seconds or  so what sounds like roaring fire turns into water
  • 00:30:01
    when he's inside the cave and initially here's  the Porta Potty outside we added quite a bit
  • 00:30:07
    of artificial reverberation to that to make it  sound more like it was coming from a distance
  • 00:30:12
    we used a real porta potti we bought a used  porta potti which we arranged to get clean
  • 00:30:20
    cleaned as quick as possible and we recorded  it we twisted it and banged it with rocks
  • 00:30:29
    and rubbed it up against rocks and trees and  various other things trying to get this sound
  • 00:30:35
    of it scraping against the rocks outside the  cave and as usual played a variety of things
  • 00:30:42
    that we had done for Bob and to see what he  liked and what he didn't like and eventually
  • 00:30:47
    we found a set of sounds that really seemed to  work so then the trick to that was to try to
  • 00:30:52
    use sounds once we cut outside that would be  similar enough to the ones that we used when
  • 00:30:58
    you're inside the cave so that you say AHA that's  the same thing that's what was making that sound
  • 00:31:06
    believe it or not one of the biggest challenges  in castaway was to come up with the sound of
  • 00:31:12
    Chuck peeling the bark off of these sticks that he  had gathered to make the raft with you'd think it
  • 00:31:23
    would be a perfectly simple straightforward sound  to do and the sound that they recorded on the set
  • 00:31:29
    was ok but it had a huge amount of surf behind  it so we had to invent that in post-production
  • 00:31:33
    and we couldn't find any kind of limb or stick  around Skywalker Ranch at least that we could
  • 00:31:41
    peel the bark off of that way so we had to send  to Fiji for these hibiscus plants the very ones
  • 00:31:48
    that were used in the film and they had to  send them via FedEx by the way back to us
  • 00:31:55
    at Skywalker Ranch and we still have I think 20  or 30 of them around if anybody needs the sound
  • 00:32:00
    of hibiscus bark being pulled I think we're  the greatest resource in the world right now
  • 00:32:24
    when Chuck finally does make it through that  last wave we hear musical score coming in for
  • 00:32:33
    the first time in the film we had heard music  before in the film but it's what's called
  • 00:32:38
    source music that is it's things that people  are listening to on the radio or it's pieces
  • 00:32:43
    of pop music but here we are almost two-thirds  of the way through the film and it's the first
  • 00:32:50
    time we're hearing musical score that's very  unusual in a movie and Bob Zemeckis fought I
  • 00:32:58
    think from very early on that's what he wanted  to do and I think it makes a huge impact that
  • 00:33:06
    way because you haven't heard any music at all  for about an hour and a half and when you hear
  • 00:33:13
    music especially this lush score come in out  of nowhere in a sense it has a dramatic effect
  • 00:33:25
    that it would not have had if you had been  hearing music all the way through the island
  • 00:33:47
    almost all of the sound when Chuck is  swimming after Wilson had to be fabricated in
  • 00:34:00
    post-production because the production sound you  heard too much of the boats in the background etc
  • 00:34:08
    wasn't really usable for that reason we had the  Foley recordings in which people were pretending
  • 00:34:16
    to be swimming in the water we had recordings  in the library from people actually swimming
  • 00:34:22
    around we had Tom Hanks ADR where he was very  conscientious about trying to vocalize with a
  • 00:34:31
    mouth half full of water simulate what it would  have sounded like when he was actually there and
  • 00:34:38
    towards the end of the scene when he realizes he's  probably not gonna be able to get to Wilson and he
  • 00:34:46
    sort of gives up and decides to go back to the  raft we cheated all of the sounds even further
  • 00:34:55
    down made them even quieter than they were before  so that the entrance of the music would be clear
  • 00:35:03
    it's just a solo instrument entering as the  score begins and if we had had loud sounds
  • 00:35:10
    of him thrashing around in the waves and the wind  etc it would have obscured that piece of music we
  • 00:35:16
    wouldn't have been able to hear it and it would  have had would not have had the same impact and
  • 00:35:20
    so it's just an example of how we're constantly  playing with the sounds controlling the sounds
  • 00:35:27
    and deciding from moment to moment what should  be loud and what shouldn't be loud we actually
  • 00:35:33
    put a lot of thought into the sound design of  that scene believe it or not even though you
  • 00:35:38
    wouldn't think of it as a sound design scene  if you listen to the sound you'll notice that
  • 00:35:44
    the sound of the crowd in the background which is  initially very loud when he first walks into that
  • 00:35:51
    the FedEx lounge area goes away by the time they  start talking and certainly once you get really
  • 00:35:58
    into their conversation you hear that crowd  almost not at all and that's fairly unrealistic
  • 00:36:06
    because you probably would continue to hear them  talking because it's obviously hundreds if not
  • 00:36:09
    thousands of people wandering around out there  and the sounds of the Jets going over changes
  • 00:36:16
    quite a bit as well we tried to use the sound  of the Jets in a very musical way when Kelly's
  • 00:36:25
    husband is breaking the news to Tom that he is  in fact her husband there's a particular sound
  • 00:36:33
    of a jet taking off and kind of disappearing  into the distance that has this kind of low
  • 00:36:41
    mournful roar to it and we put that that jet in  that exact place very much on purpose because
  • 00:36:49
    it's essentially scouring that scene it's it's  reflecting what the Chuck character is feeling
  • 00:37:05
    Chuck
  • 00:37:18
    how about a Michelle
  • 00:37:45
    I'm I'm sorry I must be in the wrong  place so you're in the right place
  • 00:37:50
    you probably don't remember me I I actually did
  • 00:37:53
    root canal on you about five years  ago Jim Spaulding referred you yeah
  • 00:38:06
    I'm Kelly's husband
  • 00:38:09
    cherry love it Kelly wanted
  • 00:38:15
    Kelly wanted to be here
  • 00:38:19
    publicly this is very hard night for everyone  I can't even imagine how hard it is for you
  • 00:38:31
    Kelly yeah
  • 00:38:35
    she's had it rough first when she thought  she lost you and now dealing with all of
  • 00:38:42
    this it is it's confusing it's  very emotional for her she's
  • 00:38:49
    she's sorta lost
  • 00:38:55
    maybe you could just give her a little more time
  • 00:39:03
    anyway sorry
  • 00:39:25
    it was artificial rain that was  being used in most of these shots and
  • 00:39:35
    artificial rain is kind of notorious because  it tends to make some kind of unnatural sounds
  • 00:39:44
    in terms of the machines that are generating  the the rain I think this is a device called
  • 00:39:48
    a rain bird which is the thing typically used  to make artificial rain in a movie we wanted
  • 00:39:55
    to use the production sound the sound that  was recorded while the camera was rolling
  • 00:39:59
    in as much of this scene in Kelly's house as  possible just because the performance was so
  • 00:40:07
    good and dramatically it's a tough scene for  the actors to do anyway so we were stuck with
  • 00:40:14
    a certain amount of that production noise  of the artificial rain falling and so the
  • 00:40:22
    mix of this scene was a delicate balance of  trying to minimise that artificial rain sound
  • 00:40:30
    use actual rain sounds that we had recorded  and other rain sounds from our library that
  • 00:40:36
    is the sound of the rain of rain falling on  a roof and and running down gutters etc and
  • 00:40:43
    so it's a pretty delicate weaving of of the two  things of the production sound that has a little
  • 00:40:51
    bit of the unfortunate rain sound on it and our  effects rain let me get one thing straight here
  • 00:41:09
    we have a pro football team now but they're  in Nashville the scene inside the garage is a
  • 00:41:20
    combination of ADR and production sound and there  was a lot of rain obviously in that scene and so
  • 00:41:29
    what you hear is a combination of post-production  rain that we added to the scene and rain that was
  • 00:41:37
    recorded while the actors were talking down to the  Gulf so can I Drive your car sound designers do a
  • 00:41:53
    variety of things depending on what the movie is  on Bob Zemeckis films I am in charge of the sound
  • 00:42:01
    I report to him the way that works is that he  and I have a couple of conversations before the
  • 00:42:08
    shooting of the movie even starts typically I've  read the script and so often I'll have an idea to
  • 00:42:15
    suggest to him about how a scene might be shot  in a way to use sound in the best possible way
  • 00:42:20
    usually when we initially meet we're talking  more than anything else about styles what kind
  • 00:42:26
    of style should this film have in terms of sound  just as movies have visual styles they also have
  • 00:42:32
    sound styles so then he goes off and shoots the  movie and when they are finished shooting and
  • 00:42:39
    they begin editing the film then I and my team  start working to produce sounds to put into the
  • 00:42:48
    film our guidelines were that everything had to  be believable on the other hand everything has to
  • 00:42:56
    be as interesting and exciting as it can possibly  be to make the film as entertaining and dramatic
  • 00:43:03
    as possible one thing that Bob felt sure about  from the beginning was he wanted this film to
  • 00:43:10
    sound naturalistic that means real even though  there are adventure sequences in the movie it
  • 00:43:17
    wouldn't have been appropriate for it to sound  like an Indiana Jones film for instance so we
  • 00:43:23
    didn't have the latitude to exaggerate the sounds  in the way that you would if it were a film like
  • 00:43:28
    that or a film like The Matrix for instance we  often think of sound design as spaceship sounds
  • 00:43:36
    and space alien voices pushes and explosions and  gunshots but in fact the the deeper meaning of
  • 00:43:45
    sound design is just trying to tell a story with  sound and so the sound design in a movie like
  • 00:43:53
    castaway is really no less sound design than  the sound design that you hear in an Indiana
  • 00:43:58
    Jones film or The Matrix or what have you it's  about working with the director trying to find
  • 00:44:06
    ways to use sound in storytelling to help push  the story along to help explain what's happening
  • 00:44:13
    to help make connections between characters and  places and ideas in the story with sound in the
  • 00:44:21
    same kinds of ways that those connections are  made with visual images I'm not always thinking
  • 00:44:27
    about sound but I am a lot more than the average  person I'm like almost anybody else in that if I
  • 00:44:34
    like the movie if I think the movies good it's  easy for me to lose myself in it and not think
  • 00:44:39
    about how it was done but if I don't like the film  or if it hasn't really grabbed my imagination then
  • 00:44:46
    I do sit there thinking hmm I wonder how they  did that or I wonder why they did that or you
  • 00:44:51
    know I would have done it a different way or I  wish I knew how they did that because I'd like
  • 00:44:56
    to be able to do that myself when I walk down the  street and I hear a sound it's not at all unusual
  • 00:45:01
    for me to think I wonder what that would be like  if I played it backwards or or that sound would
  • 00:45:08
    be great to use in some entirely different way  and you store those things and maybe eventually
  • 00:45:17
    you go back to that Street and collect that  sound and and put it in a movie sound tends to
  • 00:45:23
    be an ignored part of moviemaking a lot of the  great filmmakers people like Lucas and Coppola
  • 00:45:32
    and Spielberg and Kurosawa and others have said  that sound you know in a really good film sound
  • 00:45:38
    is 50% of the experience and I think that that's  true if the film has really been designed to use
  • 00:45:45
    sound one of the first people who did design his  films for sound was Orson Welles and that's partly
  • 00:45:54
    because he came out of a radio background he had  written in and starred in and directed plays for
  • 00:46:02
    the radio before he did Citizen Kane in fact  Citizen Kane was his first film and they had
  • 00:46:08
    to give him a crash course and what a close-up  was etc so he could direct this film but he
  • 00:46:12
    knew an awful lot about how to use sound to tell  stories and so one of the things that I spend the
  • 00:46:20
    most time on when I'm working with directors is  to try to help them figure out how to use sound
  • 00:46:26
    in their films and Bob Zemeckis is somebody  who comes to that very naturally his natural
  • 00:46:32
    inclination is to use sound in a way cast away is  one of the films that's truly designed for sound
  • 00:46:49
    you
Tags
  • sound design
  • film production
  • audio engineering
  • Foley
  • ADR
  • Castaway
  • direction
  • soundtracks
  • isolation
  • realism