Monday, May 13, 2013

An interview with Mel Wesson

by Matteo Milani - U.S.O. Project, 2013

Mel Wesson received a multi platinum award for his contributions to The Verve's 'Urban Hymns' album and the anthemic single 'Bitter Sweet Symphony'. It was this album Hans Zimmer was listening to in the New Year of 2000 when he spotted Mel's credit and invited him to work on the score for Mission Impossible 2.
Since that time Mel has created his own niche within the movie score genre as 'Ambient Music Designer'. This area of atmospheric sound has weaved its way through many of Hans' scores including Ridley Scott's 'Hannibal' and 'Black Hawk Down', Christopher Nolan's 'Batman' trilogy and most recently Ron Howard's 'Rush', amongst the others.

[photo courtesy of Mel Wesson]

Matteo Milani: Mel, how you got involved in working on motion pictures?

Mel Wesson: Aside from a few piano lessons as a child I had no real formal music training, I learnt most about my approach to music at Art College...  I learn't about keeping an open mind, freedom of expression, things that have stayed with me all my life. I spent my  youth playing with bands, touring and recording. I started getting offers of session work, one thing led to another... I'd known Hans Zimmer since my late teens and he got me involved in a few projects with his mentor Stanley Myers, as well as some of his own early musical projects. Hans and I drifted apart for a few years when he moved to LA and I got more involved in working with recording artists but eventually Hans called out of the blue and asked me to get involved in the score of 'Mission Impossible 2'. That was the start of a new chapter for me.


MM: Would you like to describe your collaboration between composers James Newton Howard and Hans Zimmer?

MW: They're both very different, Hans prefers everything to be in a constant state of flux, whereas James has a more structured approach. I seem to have an approach that works with them both, I'm pretty flexible but I do like make progress through a picture so often I'll leap ahead of wherever  they are in the in movie and  then feed ideas back at them. James often likes to arrive at a cue and find something in place, it might be a soundscape consisting of many cues, or perhaps a rhythmic idea, maybe even a map. Hans tends to assimilate my ideas in his own way, a lot of time things come together at the mix as opposed to the more traditional point of composition, that works for him as he never considers a cue finished until it's in the theatre!


MM: Please explain your role as 'Ambient Music Designer' when working with the composer and other members of the sound editorial.

MW: Well, I really should know the answer to that one but I'm still working on it! The AMD role came about through a few conversations with Hans on 'Hannibal'. People read things into that title, but it's really just a phrase we cooked up to give me a credit on that movie and it stuck! The important thing is I just didn't want to go down the orchestral route (despite what people may think I DO write conventional music occasionally! ) and Hans gave me the opportunity to experiment with sound in a way that crosses the boundaries of music and sound design. A lot of my work is to do with atmospheres, creating a presence, emotions, sometimes through rhythm too. I create bespoke sounds but that's only a part of what I do. I use those sounds to work with picture, that's the real challenge here. The word 'Ambient' can cover a lot of ground in the same way the word 'Orchestral' covers an amount of options... Back to the question, occasionally a composer will have something specific in mind, but a lot of the time I'm left to my own devices and we see what occurs... I enjoy the freedom, it would be rather pointless for everybody if I didn't play  a creative role.


MM: How do you deal with the everlasting collision between sound effect and music?

MW: It's all noise... some noises work together, some don't. I try not to distinguish too much between violins and helicopters, everything has it's place... On Ron Howard's 'Rush' for example there's the most amazing sounding race cars... they're the sound of the movie, the heart and soul the story, yet they'll carve through any music... which is fine by me, I'd far sooner listen to them then an orchestra! Most recently I've been playing with the band 'Node', with producers Flood and Ed Buller, plus electronic artist Dave Bessell. What we do is all about sound, it's all live too, no overdubs, no mix process. The music we're creating crosses a lot of boundaries, there really is no conflict between sound and music in that environment and no one would draw a line between what we do and music. For me it's the ideal band to play with, I'm very excited about our album. 

[photo courtesy of Mel Wesson]

MM: The sounds you've done for 'Inception: the App' are these totally synthesised or is there any usage of reprocessed actual sounds?

MW:
Nearly all of my work on Inception, the score and therefore the App was based of reprocessed sounds, mostly from one sample session, but you'd struggle to recognise the source of the sounds in about 90% of the case. It was a session of natural instruments resonating through a piano soundboard, so we had an amazing amount of harmonics to work with plus the room itself. Then I took my ideas back to Air Lyndhurst and replayed them into the hall and re-recorded them again... we got some amazing material of out that session. There was some live recording in the app too.... like rain on my studio window that became part of the environment. There's been a Dark Knight App since that one too, the same team, but based more around a more interactive way of playing with the score in the real world.


MM: For 'Inception: the Soundscape', you’re credited as composer. It’s your first art installation work. Do you have any additional anecdotes to share?

MW:
That was played on the walk between Grauman's Chinese Theatre in Hollywood, (the US Inception Premiere) and the after show venue where we played a live concert. It was a walkway constructed a few hundred metres long and a really interesting project. I used a lot of ambience from the film, plus some sounds I got from sound designer Richard King, things like the train coming down the centre of the road, waves on the beach etc. It was a lot of fun, I'd love to do more... but really more long term exhibition based... and yes, I'm open to offers! Venice Biennale anyone?


MM: Tell us about the software and hardware production tools in your arsenal...

MW: My studio's based around Logic Pro, for now at least.... I love working in Logic but it's way overdue an update so I'm looking at alternatives. So... within the computer world I have a few favourite toys, MetaSynth has served me well in the past, Reaktor is probably still my favourite plugin, it's just so forward thinking, flexible, origional and most importantly it sounds good... that's  everything you want from a plugin. I use a lot of sounds manipulation devices, things from Izotope, Audio Damage, etc. I like the Waldorf plugins too, the Wave 3 is very good, but the most exciting thing I've seen in a long time is the PPG Wave Generator, it's an iPad app, again it's sounds great and it's innovative. I sometimes process sounds through my modular or the Synthi but I don't use a lot of outboard FX, although I've started using a Kemper Profiling Amp. Obviously that's designed with guitars in mind but there's no rules. I use a lot of vintage synths too, partly because nothing sounds as good and partly because the interface makes you think differently. I'm fortunate to have a large analog modular system that's part Moog 3C, part PPG300, other 'Go to' synths include a  Synthi A, PPG Wave 2. It's not just about the sound though, it's how these devices make you think. I just bought a guitar too, I don't really play, but again I come up with things I'd never think of on a keyboard or computer. 

[photo courtesy of Mel Wesson]


MM: What are your preferred titles you worked on and what kind of sounds you designed?

MW: Well all my sounds are organised within folders so there's the 'BatFlaps', for Batman Trilogy,  there was 'Rage' for the Joker, 'Ice Brass' for Inception. 'Gotham Metal', "BanePane'... it's a long list.  Of course we had  'MetaPiggies' on Hannibal!


MM: Can you reveal us a 'making of' of a very special sound effect(s) or a sound sequence
for 'Green Lantern'?

MW: Ah Green Lantern... we had a vast library of sounds, unusually for me all of my work was created with synthesisers,  We had there's the Green Energy sounds for the good guys and the sound of Yellow Light which was the sound of fear... We did record the extraordinary voice of Grant Gershon and I processed his voice to create various sounds and textures. We had so much fun on that movie, although it was pretty much universally slated which was a shame as the team was great as was the experience. 


MM: How do you deliver your sound elements to the mixing stage?

MW: I master everything in quad, but really all I do is give options, the real work in surround takes place on the dubstage. They have far more to deal with in terms of effects and dialog beyond the music and that team are experts in bringing it all together. My work is all part of the score, it's a common misunderstanding that I deliver stand alone sounds but for me the sounds are only a part of the process. Once I have my pallette I start to use those sounds to compose with, so the work is delivered as mixes and stems, the same as any other cue would be. That said Chris Nolan is very keen to have my material as wide as possible as what we called 'Melements', he likes to swap things around on the dub and experiment. For me it's always an exciting time and I love the way the process is constantly evolving.


MM: What projects are you currently working on?

MW: Well.... I'm a rarity in this industry in that I actively dislike have more than one project ongoing  at the same time... in an ideal world at least!  This year got off to a crazy start. I've been working a couple of old friends, Trevor Morris on 'Olympus Has Fallen' and Ramin Djwadi on 'Pacific Rim', these have been more electronic arrangements and ideas as opposed to ambient work. I've also worked on 'The Secret Life of Walter Mitty' with Teddy Shapiro, plus a few bits for Henry Jackman on 'Captain Phillips' and Chris Bacon's score for 'Bates Motel'. The important thing is at times like that everybody respects everyone else's projects and space... it's not like I have a team around me, I can't and won't delegate which makes things diffiicult at times. A nice Margaux helps though...

[melwesson.com]
[Mel Wesson - IMDb]

Sunday, February 17, 2013

Project Genesis, a sound design story

by Matteo Milani - U.S.O. Project, 2013


What if the history books have it wrong? What if the tool is the master of its maker? Did Mac create Man?  Project Genesis, a short film by Alessio Fava about a world populated only by old Apple computers, has arrived! Cult of Mac presented the International Premiere of the short film.


Project Genesis // shortfilm sub ita from project genesis on Vimeo.

To create a world populated by computer, it was essential to define the role of sound during the process of writing the script, to support the story. To make the actors credible and alive - like the old Apple Macintosh Classic and Lisa - each one with its own details, it was a thrilling creative work. During the first meetings with director Alessio Fava we looked for the "voice" of each character - of course with a west-coast American accent. For example - thanks to my friend Ann Kroeber @ soundmountain.com - we chose actor Michael Navarra for the role of the CEO "ACME I", not just for his timbre, but especially for his outstanding acting skills. Since all computers are equipped only with an eye on their front screen - animated by the team of artists who supervised the visual effects - we needed incisive voices, with a lot of inflections, but somehow also enigmatic. A graphic equalizer which moves in synchronization with the voice increases the intensity of the expressions of the characters: in this case the production method was identical to that of an animated film, where the dialog is recorded before the “lip-sync” animation process.

By contrast, I have treated the original dialog without digital tools, instead using the technique of "worldizing" broadcasting FM sentences of each actor to old radio receivers, simulating the sound as if it came from the chassis of the computer, more precisely from the speaker located inside the Mac. 

The goal has always been - according to Alessio - to get results in a vintage and analog "flavor", anything but futuristic. To invent the sound of the propulsion system that allows these intelligent machines to move on the location of the short film, I used an electric razor as a main source, which with its continuous vibration resonates in the cavity of a metal lid, picked up by a contact microphone to have a more defined and organic timbre without interference from the surrounding environment (it’s an homage to Ben Burtt, who did it previously for “Star Wars: Episode I The Phantom Menace” to create the sound of the hovering battle tanks). The result is a "concert" of different signals, which modulate at different pitches, placed in different spatial positions. Kyma also was used to generate ambiences and backgrounds throughout the film. To make the presence of each character more vibrant - each one animated with the “stop motion” technique - and further emphasize every action on the screen, I added not only individual mechanical noises to emulate the chronological age of each computer, but also noises picked up the activity of a failing hard drive. Working alongside composers Giovanni Dettori and Lorenzo Dal Ri, we have achieved an excellent balance between dialogue, sound effects and musical contributions to an immersive sound continuum, in both 5.1 surround and stereo format. 


Project Genesis // Creating voices from project genesis on Vimeo.

[projectgenesismovie.com]
[facebook.com/followgenesis]
[twitter.com/followgenesis]

Friday, December 14, 2012

Frank Kruse on "Cloud Atlas"



Here's some info about the work of Frank Kruse, supervising sound designer on Cloud Atlas, in his own words [via duc.avid.com].

"I started on CA in November 2011 about 6 weeks before the ending of the principal shoot. Tom Tykwer hates to work with temp sound effects and it really made sense to start early on this film because we had a pretty early first temp mix to cater about 10 weeks after the last day of shooting which was quite tough for such a long film.
So I could spend some very valuable time creating some base sound fx and B/Gs for the different stories. Tom usually has most of the music done before the shoot starts so on his films we almost never encounter temp-music. So we can closely work with the composer team. I physically moved my studio into the same space as the cutting rooms and the VFX production dpt. which also enabled very close work with VFX updates and the editor Alex Berner.
I provided effects stems to Alex who would then cut with those in the AVID so the directors could make notes while cutting the picture and also adjust edits to make room for some sound ideas. I spread the info the rest of the sound crew from there.
Quite a few things wouldn't have been in the film hadn't we had this close connection during the editing both in terms of the picture cut and sounds.
This gives the sound team the chance to go into wrong directions and try things out early on instead of piling up a lot of redundant tracks for the mix and build the sound track in the theater.
We talked about transitions and that we wanted the film to feel like one story and not 6 episodes. tied together so quite some time was spent to create seamless transitions that should never be on the nose. For example there are some cool yet subtile transitions from the bridge where Zachry and Meronym hide from the Koona warriors ("bridge are broken hide below") the horse that gallops away turns into the rhythm of the rails of the train with Cavendish and then when he sees himself sitting in the opposite seat in the past the trans "morphs" from a modern train to a steam train and back. So horse to train to steam-train and back. I think most people won't recognize it at first "glance" but we thought these kind of transitions were the ones that would help glue the story together. Markus Stemler the second sound designer came up with some great things like that.
Many transitions are at the edge between music and effects. We tried to blur the differences a bit from the "waking up" of Papa Song's restaurant to the flare gun when Zachry and Meronym discover the huge Sonmi-statue. All those things we tried to treat as half way between musical and sound effects.
The scene where Chang shows Sonmi the safe-house with the animated cherry blossoms on the walls for example: The ambience there is made with quite musical drones and some percussive sound effects played in asian scales. I found S-Layer for Reaktor really useful on CA for these things.
The close proximity to the cutting room (literally next door) enabled us to keep a very close connection to the changes in the picture cut.
One other thing we discussed with the directors was the thing with the gender changing actors in film. In the beginning they were concerned that the men playing female characters would show their true identity through their voice so I went on set to capture some test recordings with Weaving and Whishaw and then experiment with some voice treatments to disguise their voice or make them more female. So I had a channel-strip prepped to treat these voices.

We tracklayed all the FX in a session prepped with EQs and Reverbs so it was pretty easy to output a stem with reverbs etc. for the AVID and the temp mixes were more or less based on these sessions which Matthias Lempert and Lars Ginzel mainly mixed in the box.

Some things for the tech-interested: We recorded a prototype electric car that a big German car mfg kindly let us use that served as the base sound for the skiff (the floating "motorcycles"). We also recorded lots of magnetic field effects with guitar pickups that foley supervisor Hanse Warns built. A device we called the iHum was used to capture fields of power tools, TFT screens etc. etc.
The main sound for the busted delivery truck that Chang uses to free Sonmi from the prison is actually the electric field of our studio's vacuum cleaner with further treatment.
Some of the gunship elements were created with iPad based synths that I liked to use for the great touch interface that I could then modulate to picture."

[wildtrax.eu]