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Act I: Set-Up/Situation/EstablishmentСодержание книги
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The first quarter of the script sets up the plot world via the main characters’ relationships and situations, supplies most of the relevant backstory and delivers the crucial inciting incident. This usually occurs at or near the start. It provides the impetus and/or context for the plot and, directly or indirectly, provides the hero with his Problem or Task.
St Act Watershed Or Plot Point 1, or Turning Point 1 (or, confusingly, Inciting Incident, because of its direct impact on the protagonist’s life).This is a major climactic event which spins both protagonist and plot into the unknown quantity of Act II. In a 120-page script, this normally occurs around pages 25-29, allowing the second act to begin on or near page 30.
Act II: Complication/Development/Plot Most of the actual plot occurs during this hour or so, developing the events set in motion in Act I and building to the resolution. In pursuing his goal, the protagonist has to surmount progressively more difficult obstacles and complications, which arrive thicker and faster. It is crucial that you accelerate the pace, raise the stakes and build intensity and action. Many spec scripts run out of steam and become boring at this point. Again the act closes with a major setback, requiring the protagonist to muster all his resources for Act III. St Focus Point Every successful script has a rhythm, and the peaks and troughs of rhythm are linked to the structural ‘shape.’ Breaking an act of sixty minutes down into four roughly equal parts is an exercise in rhythm and structure. About 15 minutes into Act II, on or around page 45, a Focus Point (or to use Syd Field’s term, pinch) loops around the protagonist’s problem and the plot, and draws both lines taut. This key scene focuses readers’ attention back on the protagonist’s problem and shows him coming to terms with the nature/magnitude of his task in the special world, or shows another character’s action that will, either deliberately or by accident, do him a favor (ladder) or cause him further complications (snake).
Mid-Point/Point of No Return Effectively, the mid-point provides another Plot Point around the halfway mark which breaks the 60-page act into two main units and introduces another kind of watershed for the protagonist, often changing his direction and massively raising the stakes. It is also known as The Point Of No Return because after this incident, there is no going back.
Nd Focus Point The second focus point performs a similar function for the second half of Act II as the first focus point does for the first half. On or around page 75, another key scene tightens (pinches) the focus on the protagonist’s complications, often echoing or paying off the first focus point.
Nd Act Watershed Bad things happen. The protagonist often ends Act II on a real low, seemingly very far from achieving his goal or completing his task.
Act III: Climax & Resolution/Conclusion
After mentally and/or physically pulling himself together, the protagonist shakes off the low at the end of Act II and gains a new impetus towards a grand finale, where usually he finally achieves his goal, the force of opposition is vanquished and the loose ends (sub-plots) are tied.
Scenes & Sequences The smallest unit of dramatic action is a scene. A scene transition occurs whenever there is a change of location and/or time. Your individual scenes should come alive on the page, and function individually in addition to connecting with others. Scenes are driven by character motivations and plot advancement. Try to give each scene a beginning, middle and end, and leave readers asking questions about what will happen next. Establish your characters’ objectives for each scene and cut anything that does not contribute to them.
A collection of thematically linked scenes forms a sequence. You can title such sequences: the Odessa Steps sequence (Battleship Potemkin), the chariot race sequence (Ben-Hur) etc.
One of my favorites is the audacious 20-minute ‘Poker Game’ sequence (which also builds to a first act climax and provides a glorious reversal) in House of Games: At the House of Games, Dr Margaret Ford agrees to Mike’s proposal that if she sits in the poker game, he’ll tear up her suicidal client’s $800 marker. Mike is losing heavily to a Vegas hustler and Margaret is to look for the guy’s “tell” – when he’s bluffing, he plays with his gold ring but he knows Mike has caught him and he’s stopped.
Finally, in a hand worth $6000, Mike has three aces. He leaves to go to the toilet. Margaret watches as the hustler fiddles with his ring, just as predicted. When Mike returns, she whispers that the guy’s bluffing and he must call the bet. Mike has a problem – he doesn’t have the cash and needs a marker. The guy gets mad and insists that if Mike can’t call the bet he’ll have to fold the hand. Margaret calls the bet and says she’ll write a cheque if Mike loses, knowing of course that he won’t. The guy doesn’t like it but the other players agree. Mike triumphantly flips his three aces... and then... the hustler fans out a club flush! Stunned faces around the table, not least Margaret’s. Mike is furious, and demands to know how the fuck the guy got a flush after he did the tell. The hustler gets angry and places a gun on the table, demanding his $6000.The tension is electric.
Margaret takes out her cheque book and begins to write, focusing on the gun... as a bead of water drips from the barrel. She tears up the cheque. The players back off; the hustler is apoplectic. She tells him he can’t threaten her with a squirt gun. He protests but Mike tells him, “George, you’ve blown the gaff.” Tension is released ingeniously with humor as George says, “I told you a goddamn squirt gun wouldn’t work.” Mike tells him it would have worked fine; he didn’t have to fill it. The audience’s laughter usually drowns George’s reply: “What, I’m going to threaten someone with an empty gun?” Margaret is incredulous. They insist, “It’s nothing personal,” “It’s only business.” One born every minute, and two to take ’em. Mike gives her a chip as a souvenir of her visit and she can’t help laughing. Her normal world has somersaulted into the special world. Screenplay Format
Screenwriters love to debate the pros and cons of screenplay format. Some think that having a prescribed layout for a script is a good thing; others find it restrictive and insist on going their own way. Some centre character cues, others place them at the left indent. Some use professional software packages, some use tabs on their word processor, some make it up as they go along.
My advice is: stop the debate – it ain’t optional. The industry has clear expectations – rules by any other name – about the format for submitted screenplays. If you write a script with intent to impress, progress and sell, then you’d better abide by them. Submitting a screenplay in a non-standard format marks your card as unprofessional in an industry that has the luxury of demanding professionalism from writers because it’s a buyer’s market. Similarly, if your script is full of typographical and spelling errors, it’s just another reason for script readers to bounce it. As with any rule, people will queue at your door to point out exceptions but there are very few. Take the common sense view that your script won’t figure among the exceptions and ensure you get it right before you get it out there. I’m not asking you to restrict your creativity, merely to adapt it to the market place. As Syd Field says, screenplay format is not difficult to learn. It’s quite straightforward and allows you plenty of variation when you know the parameters. I find that experienced writers, particularly of novels, have the most trouble adjusting. They have to curb their penchant for long descriptive passages, simile, metaphor etc., and learn to edit ruthlessly. Screenwriting is a minimalist form – your task is to convey the maximum emotion using the minimum words.
7 – Synopses, Outlines & Treatments
Problems of Semantics These three terms present the novice Screenwriter with a headache, arising from their interchangeability of meaning; one person’s Treatment is another’s Outline, is yet another’s Synopsis. There are many suggested functions and lengths for each form. I will therefore offer my interpretation of the terms; how I define them to navigate my own weary path through the minefield.
Synopses I use a synopsis to commit the skeleton of the story to paper, right at the outset – the basic beginning, middle and end written in as close to one page of single-spaced A4 as possible. At this stage, it is little more than an exercise to list the major story events in chronological order. A synopsis is a document I use to help clarify my ideas. When you have worked out the main story events, write a linear synopsis to assist you in holding the full picture in your mind. Remember, as your story evolves, these events will change. Don’t spend too much time rewriting the synopsis to reflect these changes because it takes precious time away from the script. When your story has its full complement of incidents write a “final” synopsis, again keeping as close to a single page as you can.
Outlines When you are confident you have identified all the major story events, you may find the outline, or step-outline, is a useful tool to co-develop story and plot. This is a method of outlining the bare bones of each scene on lined index cards. The bare bones consist of: the slug line, characters present and a brief description of the action. The general rule is, if you can’t fit the description on one side of the card, the scene may be too long and you should consider breaking it down. It’s a good idea to write in pencil, as your scenes will evolve. Number your cards, again in pencil. The average length of a feature film scene is around two minutes, so 50-60 scenes/cards give you the skeleton of a feature script (remember, a scene change occurs whenever there is a change of location and/or time). Don’t worry too much if you have lots of short scenes totaling more than 60 cards. This can be a good thing, especially in fast-paced action scripts; American films average nearly twice as many scenes as British or European films. Find a large wall or floor space where you can experiment with the order of your scenes to develop your plot – even if you think it will run chronologically, you may want to play around with sub-plots. Like the synopsis, the step-outline is for the writer’s benefit and offers a user-friendly way to juggle events and arrive at the best dramatic framework for the plot.
Treatments A treatment is usually written either when the story events are almost complete and require a more expanded and detailed document than a synopsis, or when the final draft script is ready for marketing. Writing an early treatment is advisable; it helps you to work out plot problems before attempting your first draft.
Although a treatment is excellent for getting a grip on the complexity of the plot and clarifying your thoughts, it is primarily a selling document to market yourself and your product. Increasingly, producers and agents are asking to read treatments. They can tell from the treatment whether or not the script (and the writer) will interest them, and it takes less time to read. The upside for the writer is that very good treatments open a lot of important doors; the downside is they may later discover they’re better at writing treatments than they are at writing scripts and their beloved project may be passed to someone else.
Treatments should be regarded as an addition to a script, never as a replacement. Ultimately, no matter how good your treatment, the quality of your script remains the most important criterion on which you will be judged.
The treatment comprehensively documents the major incidents of the plot. It is written in the present tense, single-spaced, and contains the five Ws and an H: who, what, where, when, why and how; including (importantly) the end. The style should be pared down, flowing and entertaining to the reader. Broad strokes, no confusion or ambiguity, conveying the emotional impact of the story. There is little consensus on an ideal length, anything over five pages is generally accepted as a treatment. Thirty- or even sixty-page treatments are not unheard of, but such detail is unnecessary and defeats the object of providing agents and producers with a short selling document. The time would be better spent developing your script. I try to work to a minimum of five pages and a maximum of twelve.
Julian Friedmann, who in his capacity as an agent has read thousands of treatments, advises writers to augment them to create the best impression. His four-part strategy contains a short (5-20 lines) introductory statement giving the premise, central character and key dramatic incident; 5-20 line biographies of the main characters; a statement of intent as to why the project is special for you, and you for it, and then the storyline as above. His suggested length is 10-20 pages.
Finding examples of treatments is notoriously difficult. Even Terry Rossio and Ted Elliott, in-demand screenwriters whose credits include The Mask of Zorro, Small Soldiers and Shrek, have said they get around having to produce treatments by asking execs for examples that they liked, knowing none will be forthcoming. There is an entertaining piece on treatments, including a few of their own, on their excellent website www.wordplayer.com.
I strongly suggest you develop a detailed plot treatment, including your act watersheds, focus points and mid-point, before you attempt your first draft. For further information see current and back issues of Julian Friedmann’s Scriptwriter magazine, and for valuable examples go to www.writingtreatments.com and www.simplyscripts.com. Хрестоматия для самостоятельного чтения по специальности “Звукорежиссура аудиовизуальных искусств” THEORY OF THE FILM: SOUND The Acoustic World Discovery of Noise Only when the sound film will have resolved noise into its elements, segregated individual, intimate voices, and made them speak to us separately in vocal, acoustic close ups; when these isolated detail sounds will be collated again in purposeful order by sound montage, will the sound film have become a new art. When the director is able to lead our ear as he could once already lead our eye in the silent film and by means of such guidance along a series of close ups will be able to emphasize, separate, and bring into relation with each other the sounds of life as he has done with its sights, then the rattle and clatter of life will no longer overwhelm us in a lifeless chaos of sound. The sound camera will intervene in this chaos of sound, form it and interpret it, and then it will again be man himself who speaks to us from the sound screen. The Picture Forms the Sound In a radio play the stage has to be described in words, because sound alone is not space creating. Silence
Silence and Space But the silent film could reproduce silence only by roundabout means. On the theatrical stage cessation of the dialogue does not touch off the great emotional experience of silence, because the space of the stage is too small for that, and the experience of silence is essentially a space experience How do we perceive silence? By hearing nothing? That is a mere negative. Yet man has few experiences more positive than the experience of silence. Deaf people do not know what it is. But if a morning breeze blows the sound of a cock crowing over to us from the neighboring village, if from the top of a high mountain we hear the tapping of a woodcutter's axe far below in the valley, if we can hear the crack of a whip a mile away then we are hearing the silence around us. We feel the silence when we can hear the most distant sound or the slightest rustle near us. Silence is when the buzzing of a fly on the windowpane fills the whole room with sound and the ticking of a clock smashes time into fragments with sledgehammer blows. The silence is greatest when we can hear very distant sounds in a very large space. The widest space is our own if we can hear right across it and the noise of the alien world reaches us from beyond its boundaries. A completely soundless space on the contrary never appears quite concrete and quite real to our perception; we feel it to be weightless and unsubstantial, for what we merely see is only a vision. We accept seen space as real only when it contains sounds as well, for these give it the dimension of depth. On the stage, a silence which is the reverse of speech may have a dramaturgical function, as for instance if a noisy company suddenly falls silent when a new character appears; but such a silence cannot last longer than a few seconds, otherwise it curdles as it were and seems to stop the performance. On the stage, the effect of silence cannot be drawn out or made to last. In the film, silence can be extremely vivid and varied, for although it has no voice, it has very many expressions and gestures. A silent glance can speak volumes; its soundlessness makes it more expressive because the facial movements of a silent figure may explain the reason for the silence, make us feel its weight, its menace, its tension. In the film, silence does not halt action even for an instant and such silent action gives even silence a living face. The physiognomy of men is more intense when they are silent. More than that, in silence even things drop their masks and seem to look at you with wide open eyes. If a sound film shows us any object surrounded by the noises of everyday life and then suddenly cuts out all sound and brings it up to us in isolated close up, then the physiognomy of that object takes on a significance and tension that seems to provoke and invite the event which is to follow. Sound Explaining Pictures The face of a man listening to music may also show two kinds of things. The reflected effect of the music may throw light into the human soul; it may also throw light on the music itself and suggest by means of the listener's facial expression some experience touched off by this musical effect. If the director shows us a close up of the conductor while. an invisible orchestra is playing, not only can the character of the music be made clear by the dumb show of the conductor, his facial expression may also give an interpretation of the sounds and convey it to us. And the emotion produced in a human being by music and demonstrated by a close up of a face can enhance the power of a piece of music in our eyes far more than any added decibels.
Asynchronous Sound Asynchronous sound (that is, when there is discrepancy between the things heard and the things seen in the film) can acquire considerable importance. If the sound or voice is not tied up with a picture of its source, it may grow beyond the dimensions of the latter. Then it is no longer the voice or sound of some chance thing, but appears as a pronouncement of universal validity.... The surest means by which a director can convey the pathos or symbolical significance of sound or voice is precisely to use it Intimacy of Sound On the stage such things are impossible. If a theatrical producer wanted to direct the attention of the audience to a scarcely audible sigh, because that sigh expresses a turning point in the action, then all the other actors in the same scene would have to be very quiet, or else the actor who is to breathe the sigh would have to be brought forward to the footlights. All this, however, would cause the sigh to lose its essential character, which is that it is shy and retiring and must remain scarcely audible. As in the silent film so in the sound film, scarcely perceptible, intimate things can be conveyed with all the secrecy of the unnoticed eavesdropper. Nothing need be silenced in order to demonstrate such sounds for all to hear and they can yet be kept intimate. The general din can go on, it may even drown completely a sound like the soft piping of a mosquito, but we can get quite close to the source of the sound with the microphone and with our ear and hear it nevertheless. Subtle associations and interrelations of thoughts and emotions can be conveyed by means of very low, soft sound effects. Such emotional or intellectual linkages can play a decisive dramaturgical part. They may be anything: the ticking of a clock in an empty room, a slow drip from a burst pipe, or the moaning of a little child in its sleep. Sound Cannot be Isolated Music played in a restaurant cannot be completely cut out if a special close up of say two people softly talking together in a corner is to be shown. The band may not always be seen in the picture, but it will always be heard. Nor is there any need to silence the music altogether in order that we may hear the soft whispering of the two guests as if we were sitting in their immediate vicinity. The close up will contain the whole acoustic atmosphere of the restaurant space. Thus we will hear not only the people talking, we will also hear in what relation their talking is to the sounds all round them. We will be able to place it in its acoustic environment. Such sound pictures are often used in the film for the purpose of creating an atmosphere. Just as the film can show visual landscapes, so it can show acoustic landscapes, a tonal milieu. Educating the Ear There is a very considerable difference between our visual and acoustic education. One of the reasons for this is that we so often see without hearing. We see things from afar, through a windowpane, on pictures, on photographs. But we very rarely hear the sounds of nature and of life without seeing something. We are not accustomed therefore to draw conclusions about visual things from sounds we hear. This defective education of our hearing can be used for many surprising effects in the sound film. We hear a hiss in the darkness. A snake? A human face on the screen turns in terror toward the sound and the spectators tense in their seats. The camera, too, turns toward the sound. And behold the hiss is that of a kettle boiling on the gas ring. Such surprising disappointments may be tragic too. In such cases the slow approach and the slow recognition of the sound may cause a far more terrifying tension than the approach of something seen and therefore instantly recognized. The roar of an approaching flood or landslide, approaching cries of grief or terror, which we discern and distinguish only gradually, impress us with the inevitability of an approaching catastrophe with almost irresistible intensity. These great possibilities of dramatic effect are due to the fact that such a slow and gradual process of recognition can symbolize the desperate resistance of the consciousness to understanding a reality which is already audible but which the consciousness is reluctant to accept. Sounds Throw No Shadow It is one of the basic form problems of the radio play that sound alone cannot represent space and hence cannot alone represent a stage. Sounds Have No Sides The shapes of visible things have several sides, right side and left side, front and back. Sound has no such aspects, a sound strip will not tell us from which side the shot was made.
Sound Has a Space Coloring Every sound has a space bound character of its own. The same sound sounds different in a small room, in a cellar, in a large empty hall, in a street, in a forest, or on the sea. Every sound which is really produced somewhere must of necessity have some such space quality and this is a very important quality indeed if use is to be made of the sensual reproducing power of sound! It is this timbre local of sound which is necessarily always falsified on the theatrical stage. One of the most valuable artistic faculties of the microphone is that sounds shot at the point of origin are perpetuated by it and retain their original tonal coloring. A sound recorded in a cellar remains a cellar sound even if it is played back in a picture theater, just as a film shot preserves the viewpoint of the camera, whatever the spectator's viewpoint in the cinema auditorium may be. If the picture was taken from above, the spectators will see the object from above, even if they have to look upwards to the screen and not downwards. Just as our eye is identified with the camera lens, so our ear is identified with the microphone and we hear the sounds as the microphone originally heard them, irrespective of where the sound being shown and the sound reproduced. In this way, in the sound film, the fixed, immutable, permanent distance between spectator and actor is eliminated not only visually…but acoustically as well. Not only as spectators, but as listeners, too, we are transferred from our seats to the space in which the events depicted on the screen are taking place.
An Open Letter from your Sound Department This letter is being written by audio professionals to help directors and producers understand how good sound can be recorded on the set. We want to help you make the best film possible. For this piece, we will not discuss the topic of mixing itself, as this is the "hocus pocus" part that you trust us to do so well. We want you to have information that will enable you to evaluate what is interfering with good sound, before a hasty decision is made that can harm the quality of your film’s sound. To help you make your decision you need to know about some of the obstacles that we sound people face, before we can even begin to get usable production sound on the set. This is after all, the age day of digital sound. Theaters have wonderful THX (the audience IS listening) and SDDS with 5.1 surround. Home audio is often better than many theaters as a sophisticated audience demands DVDs with 24 bits. Yet, today’s sound at its source on set is suffering like never before. THE PROBLEM We, the sound crew, are the ones that you depend on to create and protect YOUR original sound tracks during production. Unlike the work of the majority of the people who are working for on-camera results, the mixer’s efforts can not be "seen" on the set. Almost no one hears what the microphone picks up. Too few are sure just what we do. Only the most obviously bad noises are even brought up for discussion. Included in our job is to monitor the sets for unnecessary, accidental, ignorant and sometimes even malicious actions or lack of actions that may compromise your sound track. To emphasize this point: WE DO THIS SO YOU WILL HAVE THE BEST TRACKS POSSIBLE; IT IS NOT FOR US. We are too often frustrated by the state of conditions that now exist on most sets. Many times we are expected to solve all sound problems alone. Instead, this should always be a cooperative effort with the assistant directors and other crafts. Sound mixers are often perceived as pests or even a hindrance to the film's progress. We don't like being put in this untenable position because it is humiliating and unnecessary. We don't like to be considered adversarial to the rest of the production and we certainly don't want to be the "sound police"! A mixer on a tough show, who fights alone to get you good sound, stands a good chance of burning out from all the excuses and defenses put up. It’s hard to put it all out there without support. The temptation is to cave into the pressure and just go with the flow, and no good can come when that happens. The problems that we face may lead you to believe that good sound cannot be achieved without set disruptions and added costs. This would not be necessary if reasonable measures are anticipated and endorsed by you both in pre-production and during production. We know the limitations of our equipment. For example, microphones are just tools, they don’t make miracles happen. If on-set audio problems are not dealt with immediately, they will only be back to haunt you again in postproduction. You can help us do a better job for you. Good sound can most often be achieved by using reasonable preparation to avoid pitfalls. We need your understanding and your backing. THEN AND NOW To understand the sorry state of audio affairs today, you must go back in time. There once existed a major studio system where an assembly line of crafts worked together to churn out film products. No matter which studio we worked at, all crafts understood they were expected to take reasonable measures within their purview to allow for good sound recordings. It was instilled as part of their job description. These duties were passed on to the young apprentices. Grips cut microphone shadows sharply with flags. The electric department would change out a noisy light that buzzed. Camera assistants would try everything possible to quiet camera noise and many are the times that an operator had blankets and pillows over them and the noisy camera. Every other craft would do whatever was deemed reasonable to help get good sound, because it was considered to be part of their job. No one had to try to persuade them to do it. It was an era where reasonable co-operation with the Sound Department was the normal way to make good movies. Today's crafts still have pride in their jobs but it seems they NO LONGER consider sound assistance to be a part of their job description. The problems began when the in-house studio training system broke down as non-union independent films proliferated. Along the way, the process of learning what their jobs entailed changed the way they perceived sound. The other crafts now don't think they should do anything to help YOU get good sound for YOUR movie. There is no longer an apprenticeship system to pass along this knowledge. They now learn on the job under fire through osmosis. They must now be requested in each instance to do reasonable things, which are necessary to protect YOUR sound tracks, because they just don't consider it to be a part of their job anymore. The Sound Department would gladly cut the shadow on the back wall of the set ourselves or cover the noisy camera, but that's not how the game is played. Instead, we have to convince, cajole, coerce, plead and use every other psychological persuasion technique to get the other crafts to help us prevent sound problems. That last second, scrambling time on set should only be used to fix the unexpected problems which will inevitably occur. Instead, that last second is the first time that the sound mixer finds out about changes in dialog, staging or unwanted noises from on or off of the set. All of the other departments work for what is seen and not heard. Every single person on the production from make-up and wardrobe to grips and props concentrates only on what's seen in the viewfinder. Because the other production crafts work only for picture, no one knows or cares what's happening to YOUR audio. You are the only person on set with the power to allow us to get you good sound. It is always tempting for sound to give in and not go against the grain when circumstances impose impossible barriers. Film schools are going to need to add psychology courses to their sound mixing curriculum soon. The situation is often that bad. That is why we want you to know as much as possible about the audio minefield lurking on every set. What may often seem to you to be a lot of complaining, is in fact simply communicating negative factors to you, so that you will know what you are getting on your sound tracks, and what sound problems can be fixed NOW. For bottom line, these are YOUR choices. Just because we hear a noise does not make it a sound problem. It is your problem too. After all, we turn over the tracks to you at the end of the day. After reading this, hopefully it will be much easier for you to make the informed decision about when it's really the time to loop. It's far too late to reverse a sound calamity later in post. Even though this topic is last in the chain of events, we should start first by talking about why ADR is not a fix. LOOPING It is important to understand the gravity and consequences caused when the words "We'll loop it" are used. You are obviously aware that extra ADR adds a financial burden to your budget, but the consequences are much greater than that. Looping is only an answer for situations where all else fails! It's not a quick fix later if the original set problems could have easily have been rectified with just a little time, knowledge or communication. Looping means that you are also making a huge artistic compromise that damages the film in many other ways in which you may not be so aware. Obviously, you realize that the actor's performance is always better in production than in an ADR booth. Making a film is an artistic endeavor that lives forever! You cast great actors to bring together the collaborative efforts of film making and then you lose the essence of the scene by looping! The voice of a great actor totally in character, moving and interacting with other actors in three dimensional space is a treasure. It breathes life into the film. Sure, ADR will have less noise than even the best set recording made with cameras rolling, but in fact we know it lacks any spontaneity, as well as the emotional truth of what's captured when you use your artist’s talents on the set. It can't be duplicated. ADR is not acting. The greatest method actors all hate it and at best, it is only a close recreation of the original scene. Looping also just eats into a post budget financial and time constraints, which would be far better spent utilizing their magical tools to enrich the film. When you just have to loop, the new forward thinking by many respected post sound professionals (such as Randy Thom from Skywalker) is to loop it immediately on or close to the set and as soon possible after the scene. These advocates know that the performance will be better so soon after filming the scene and the sound will be more natural if done in the same environment with the offending noises locked down. There are companies that specialize in on set looping using the video assist tapes for picture in portable studios. Looping at best is usually fiscally irresponsible. Be sure that the audio problem really can't be fixed BEFORE you make a decision that you will regret later. Never allow the simple impatience of the moment on set be your real reason to loop! Be sure you have first covered all reasonable alternatives. SOUND PROBLEMS ON THE SET The majority of events that ruin sound tracks are totally predictable and happen over and over, show after show, year after year. These are obstacles that are clearly identifiable and quantifiable. The difference between getting good sound or bad sound is often determined by how many of these predictable negative factors take place on your particular show and how they are handled. There are few problems that don't have solutions if proper diligence can be taken in advance. The sound mixer is your advocate here. Let's try to identify the audio problems which each craft brings to your film. PREPRODUCTION Good sound begins by anticipating the outcome well in advance. Communicate early and often with your mixer in pre-production. Pay the mixer to go listen to potential problem sets ahead of time. Let them make a mock recording to see what can be dialed out in post. Do this before the locations are locked in and before the scouts with your key department heads. If the mixer is still on another show, have them designate a trusted associate to go for them. In the end, it's cost effective. LOCATIONS DEPARTMENT More can be done here to save a film's audio than any other department. Picking sets should have consideration for sound. At least try to weigh in environmental noise factors! We just ask that a minimal amount of consideration be given to potential audio problems. Often, we shoot in a place which could have easily been substituted for another location or on a weekend. Many times we film at a location which has construction, traffic, schools, airplane patterns and other background noise which are quite obvious. Only shoot those kinds of locations when it's absolutely necessary and essential to the film. Lock down all the noise problems before we get to the set.
ART DEPARTMENT
ASSISTANT DIRECTORS None of these implementation plans will succeed if the ADs don’t support YOUR sound on the film. Sometimes they don’t! The crew will take their cue to stop co-operating if it’s clear the ADs react at the expense of getting good sound. Derogatory statements like “waiting on sound” and “just loop it” are unproductive and sap our spirit.
PRODUCTION MANAGERS
CAMERA DEPARTMENT Camera assistants:
Operators:
Directors of Photography:
SPECIAL EFFECTS DEPARTMENT Make a reasonable effort to keep the offstage noise making devices away from the set and baffled whenever there is dialogue in the same scene.
WARDROBE DEPARTMENT They can help in creatively placing the wireless in the best possible position on the actor’s body, when asked. They should never make negative comments about bulges that make the actors overly conscious about wearing a body mic on them. Think about avoiding noisy clothing, especially when the principal actors will wear much of the same clothing throughout the film.
PROPS DEPARTMENT Make an effort to keep noise making props as quiet as possible. Especially in the following most common problem areas:
GRIP DEPARTMENT
ELECTRIC DEPARTMENT
CRAFT SERVICE DEPARTMENT Set up away from sets so that the coffee makers and other devices can't be heard, especially on stage. TRANSPORTATION DEPARTMENT
ACTORS To mixers, a good actor is a loud actor. Whenever we get together to discuss our jobs we always talk about how good a voice an actor has. Actors who have done a lot of stage work tend to have learned the art of projecting their voice.
DIRECTORS Collaborate frequently with your sound mixer as you would an editor, composer, DP or writer. We can also enrich your “vision” through sound images. Find out what problems and solutions exist. Don’t fall for the trap where you hate to see your mixer coming because you know it’s just bad news. Your mixer will feel that vibe and start telling you less and less until sound is no longer a vital part of collaboration on your film. A good rapport with your mixer will allow you to know information about what was borderline and what you can barely get away with. If you simply trust that the mixer is getting good sound, you may be mistaken. It is always possible that the mixer has given up fighting the good sound battle and succumbed to the lack of any positive response to their efforts. Very often, sound problems are not discovered until the last moment after the other departments have done their work and the set is finally quiet enough to hear through the microphones. The shot sometimes evolves into a sound problem that was unanticipated. Also, we may need a moment or two to make adjustments when creative changes have been made on the spot. Like it or not, sound is a part of your entire film making process from pre-production through production and on to post production. You might as well do it right. If you convey this message to your troops ahead of time, you will be freed up to spend more quality time with other pressing areas of film making. Remember that certain crew departments such as the UPM and ADs are compelled to watch their production budget, and are not always concerned about the entire cost of a film all the way through post production. The difference between good sound and bad sound on many shows is only about 5 to 10 minutes a day of doing some added tweaking here, another mic planted, a wireless changed there, quieting footsteps, siliconing a door squeak, room tone, a well-placed blanket, killing a machine that came on during a take, powder on a dolly wheel etc. Usually by the time you print a take, the problems have been solved. If not, another take may be in order. ADs or other crafts who stifle this process will cost you dearly later in post.
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