Category: Mixing

  • How Do You Design Sound for an Experience You Cannot Control? Wylie Stateman on Storytelling, Simplicity, and the Future of the Soundtrack

    Wylie Stateman

    How do you design sound for an experience you cannot control?

    A filmmaker can frame an image. The edges of the screen define what the audience sees, while composition, focus, lighting and editing direct attention within it. Sound is less obedient. It extends beyond the frame, surrounds the audience, enters rooms with different acoustics and reaches listeners through systems ranging from enormous cinema installations to headphones, televisions, laptops and tiny mobile-phone speakers. A soundtrack may be created with extraordinary precision, yet nobody involved in its production can completely control how, where or at what level it will finally be heard.

    During his online guest lecture for Edinburgh Napier University, supervising sound editor and sound designer Wylie Stateman explored the creative and professional consequences of working with such an elusive medium. Drawing upon a career spanning more than four decades and collaborations with filmmakers including Quentin Tarantino, Oliver Stone and John Hughes, he described sound as an art form positioned between science and subjectivity. Its physical behaviour can be measured, yet its meaning depends upon perception, attention, expectation and context. His work has extended from feature films and television to advertising, audiobooks and theme-park attractions, but a consistent question connects these different forms: how can sound professionals create an experience that remains clear, emotionally purposeful and dramatically coherent when both production and listening contain so much uncertainty?

    For Stateman, answering that question requires sound practitioners to think beyond individual sounds. A designer may create remarkable material, but the audience experiences relationships: dialogue against music, effects within an environment, silence before an impact and the entire soundtrack through a particular playback system at a particular level. Creating those relationships at scale requires collaboration, while maintaining them requires somebody to understand the complete experience. Throughout the lecture, Stateman moved repeatedly between these levels, from the organisation of large creative teams to the placement of a single sound and from the controlled environment of the mixing stage to the unpredictability of a listener pressing play somewhere else. Connecting them was a consistent philosophy. Complexity is unavoidable behind the scenes, but it should produce clarity for the audience.

    Stateman began with the unusual nature of sound itself. A visual composition can be stopped and examined. People can point towards a particular area of an image, discuss its composition and compare alternatives while the material remains stationary. Sound exists through time. A mixer listens, makes an adjustment, returns to an earlier point and listens again. Creative refinement becomes a repeated movement backwards and forwards through the material, making the number of meaningful passes completed within a working day directly relevant to the sophistication of the result.

    Such a process makes both technology and collaboration important, but neither can replace judgement. Stateman described audio as a discipline in which scientific knowledge and subjective interpretation continually meet. Vibration can be measured objectively, while a listener’s response to it cannot be reduced so easily. Designers therefore work simultaneously with physical systems and human perception. Loudspeakers, auditoria, codecs and playback levels matter, but so do memory, expectation, emotion and attention. Even the most technically controlled production process eventually encounters a listener whose response cannot be engineered with the same certainty as the system delivering the sound.

    Perhaps this uncertainty helps explain why Stateman spoke so strongly about collaboration. Rather than presenting professional success as the achievement of a solitary creative individual, he described a career built through relationships with people whose abilities complemented his own. Soundelux, the company he established with fellow sound designer Lon Bender, grew from a small operation into an organisation employing hundreds of people across several cities. Its development depended upon far more than creative talent. Business management, accounting, engineering, technology, sales and production all had to support the work of designers, editors and mixers.

    The lesson for students was not that everyone should attempt to build a large company. Stateman’s broader point concerned complementary ability. Nobody needs to become equally skilled at every aspect of creative and professional life. Someone with little interest in finance needs a trustworthy person who understands it. A creative specialist working on complex productions benefits from engineers and technologists capable of turning ideas into reliable systems. Partnerships become valuable when they extend what a group can imagine and accomplish rather than merely reproducing the same abilities several times.

    Professional value also emerges through reliability. Stateman described a valuable colleague in strikingly simple terms: somebody who can understand a problem, take responsibility for it and allow everyone else to stop worrying about it. Creative ability matters enormously, but large productions depend upon trust. A person who solves a problem without creating several new ones becomes increasingly valuable to the people around them. Careers are built not only through the quality of isolated work, but through the confidence that others can place in somebody when a difficult problem arrives.

    Filmmaking itself operates through the same interdependence. Every specialist inevitably perceives the project through a particular discipline. Sound designers think about sound, composers about music, cinematographers about light and composition, costume designers about clothing and production designers about the physical world. Stateman compared this to a collection of unreliable narrators, each understanding the film from a particular perspective. The director’s responsibility is to bring those partial perspectives together into a coherent experience.

    Sound professionals therefore need both commitment to their own discipline and awareness of the larger work. Stateman’s long relationships with individual filmmakers allowed such understanding to develop across several projects. By the time of Once Upon a Time in Hollywood, he had worked with Quentin Tarantino on seven films. Repeated collaboration created trust and a shared shorthand, allowing Stateman to take substantial creative ownership of the soundtrack while remaining clear that every decision ultimately served the director’s film.

    That balance between ownership and service runs through much of professional sound design. Creative contribution requires conviction. A designer who merely waits for instructions cannot provide the full value of specialist expertise. Yet conviction must remain connected to the filmmaker’s intention rather than becoming an opportunity to demonstrate technique. Stateman’s account suggested a form of authorship that is confident without becoming possessive. Sound teams need enough ownership to make strong decisions, while recognising that those decisions belong within a larger work whose purpose they must understand.

    Understanding that purpose becomes increasingly important as the available technology grows more powerful. More capability does not automatically justify more activity, and one of Stateman’s clearest demonstrations came from work beyond conventional cinema. Soundelux developed audio and show-control systems for large theme-park attractions, including a Terminator 2 experience designed to move hundreds of visitors through repeated performances every day. Audiences passed through a pre-show before entering a theatre containing three 3D IMAX screens and a motion base. Reliability was essential, but technical reliability alone could not create an engaging experience.

    Despite having access to the motion platform throughout the attraction, the production reserved its major movement for a single moment. Audiences were allowed to become comfortable before the platform suddenly dropped. Their physical reaction was powerful precisely through its rarity. Continual movement would have made the mechanism familiar and reduced its dramatic value. Behind one carefully timed surprise sat engineering, amplification, show control, multiple screens, motion systems and the work of a large team. None of that complexity needed to become the audience’s concern. They experienced the result.

    The same principle shaped Stateman’s approach to film sound. A system may offer hundreds of channels, extensive spatial control and enormous dynamic range, but the designer still needs to decide which possibilities deserve to be used. Creative sophistication can appear through restraint, and technical capability becomes valuable when it helps direct attention rather than continually demanding it.

    When asked how he decides what an audience should attend to, Stateman returned to simplicity. Film combines visual and auditory information, but listeners cannot process every available element with equal attention. A dense soundtrack may contain extraordinary detail while communicating very little. The designer’s task is therefore not to make everything audible at once, but to create a clear path through the scene.

    Dialogue often provides the starting point. Human listeners extract extraordinary amounts of information from voices. Words communicate explicit meaning, while rhythm, pitch, timbre, hesitation and vocal effort reveal character and emotion. If audiences struggle to understand what somebody is saying, an essential layer of narrative and performance has been weakened. Music offers another route through the experience, leading or following emotional movement, preparing audiences for change or allowing feeling to emerge after an event. Environments and sound effects establish space, physicality, scale, tension and perspective. None of these categories possesses permanent priority. What matters is understanding what the audience should receive from a particular moment and organising the soundtrack accordingly.

    Stateman’s preferred method was additive rather than deductive. Instead of filling a soundtrack with every plausible sound and gradually removing whatever causes problems, begin with what is essential. Establish the dialogue. Introduce music when the scene requires it. Add environment to create space and context. Bring in effects deliberately, allowing each contribution to justify its presence. This approach makes purpose part of the design process before complexity accumulates.

    Spatial sound presents the same challenge on another scale. Contemporary systems allow designers to place and move sounds through increasingly elaborate speaker arrangements, but movement acquires meaning only through its relationship with the story. Surrounding listeners with constant activity can make spatial information less expressive rather than more. If every sound moves, movement itself loses significance. Space becomes useful when its behaviour supports attention, perspective or dramatic intention.

    For Once Upon a Time in Hollywood, the absence of a conventional composed score created a distinctive set of possibilities. Music arrived through records, radio and material connected closely with the period represented by the film. Sound design could occupy areas that might otherwise have belonged to score, contributing low-frequency energy, changes in texture and transitions that influenced mood without announcing themselves as musical cues. The team did not begin by asking how every capability of contemporary soundtrack production could be demonstrated. They considered what would make the film feel connected to 1969.

    That thinking also informed Stateman’s use of Dolby Atmos. He regarded the format as an impressive creative environment, but not as a reason to send objects continually moving through the auditorium. Early experimentation with expanded spatial systems could become cluttered when additional speakers were treated as spaces waiting to be filled. Stateman instead described a stable foundation with carefully selected individual elements used when spatial movement genuinely contributed to the experience.

    For a film drawing heavily upon period recordings, radio and two-channel music sources, aggressive object movement could have conflicted with the aesthetic world being created. A technically advanced format can sometimes serve a film most effectively by concealing its sophistication. As with the single movement of the Terminator 2 platform, possibility acquires value through selection.

    Working with very different directors reinforced Stateman’s resistance to universal solutions. The sonic worlds of John Hughes and Oliver Stone required radically different forms of expression. Moving between comedy and films such as JFK, Born on the Fourth of July and Natural Born Killers prevented one successful method from becoming a formula applied repeatedly. An early mentor had encouraged Stateman to approach every project as a new problem and continue trying different methods rather than relying upon established answers.

    Experience, from this perspective, should expand the vocabulary available to a practitioner rather than narrow the range of possible responses. A Quentin Tarantino film does not require the same sonic logic as an Oliver Stone film, and neither can be approached as a variation of a John Hughes comedy. Even repeated work with the same director changes as the project changes. Trust allows a shorthand to develop, but familiarity should not turn into repetition.

    Comedy offered a useful example of this contextual thinking. Familiarity can establish a pattern, while an unexpected interruption creates surprise. Yet the same broad relationship between expectation and disruption can also support drama, suspense and horror. A technique has no fixed emotional meaning outside its context. What matters is the audience’s developing expectation and the moment at which the soundtrack confirms, delays or overturns it.

    Such decisions require somebody to understand more than individual sounds, which led towards the most distinctive professional idea in Stateman’s lecture. He argued that contemporary practitioners should think of themselves not only as sound designers, but as sound directors, sound producers and sound designers. These are not three disconnected jobs. They represent different perspectives on a shared responsibility for the complete sonic experience.

    The sound director understands intention. This person can discuss the desired experience with the filmmaker, interpret creative needs and establish an overall direction for the soundtrack. The sound producer understands resources. Schedules, budgets, staffing and priorities determine what can be achieved and where effort should be concentrated. The sound designer turns those intentions and resources into creative work. Stateman regarded the combination of these abilities as a professional ideal.

    Directors themselves often move through a similar expansion of responsibility. A writer may become a director to shape the interpretation of the material, then become a producer to gain greater influence over resources and priorities. Stateman argued that sound professionals can develop in a comparable way. Technical expertise remains essential, but understanding intention, organising people and resources and making creative decisions gives the practitioner a more substantial role in shaping the work.

    His career offers several examples of this expanded responsibility. Building large creative teams required production thinking. Designing complex theme-park attractions demanded an understanding of playback systems and engineering. Long-term relationships with directors depended upon interpreting intention rather than waiting for technical instructions. Global distribution and localisation required the sound team to consider what happens after the supposedly finished soundtrack leaves the mixing stage.

    At that point, the problem of control becomes larger. Stateman may work in a highly controlled Atmos environment containing an extensive loudspeaker system, while an audience member eventually hears the result through earbuds on a train. Another listener watches through a television with speakers facing towards a wall. Somebody else lies in bed listening quietly while another person sleeps nearby. A theatrical soundtrack mixed at a high reference level may later be heard at a dramatically lower domestic level.

    No single master can guarantee an identical perceptual experience across all of those conditions. Low-level detail that remains clear in a cinema may disappear when the entire soundtrack is turned down. Wide dynamics that feel exciting in a theatre can become impractical late at night. Dialogue that is intelligible through one system may become difficult to follow through another. Translation therefore concerns more than whether a format can technically fold down from one speaker configuration to another. It concerns what survives perceptually when the listener, environment and playback level change.

    Even cinemas introduce uncertainty. Stateman described discussions with theatre owners about films being played below their intended reference levels. Their explanation was practical. A film begins at the specified level, somebody complains, and the level is reduced. Further complaints lead to further reductions until complaints stop. From the exhibitor’s perspective, this is a rational response to the audience in the room.

    Production can create pressure in the opposite direction. Filmmakers listening in a controlled mixing environment may repeatedly ask for greater excitement, prompting levels to rise until the result satisfies the room. One part of the system pushes upwards while another turns the finished film down. The problem cannot be solved by allowing dialogue, music and effects departments to maximise their own material independently. Somebody needs to maintain responsibility for the dynamic shape of the complete experience.

    Dynamics, in this sense, organise attention across time. Genuine intensity requires quieter material around it. Low-level information needs to remain meaningful under realistic playback conditions, while moments of scale need enough contrast to feel exceptional. The same principle that made one movement of the Terminator 2 platform effective applies to the soundtrack more broadly. Constant intensity reduces the expressive power of intensity itself.

    Global distribution introduces another kind of variation. A soundtrack may need to function across many languages, each with different rhythms, durations and vocal characteristics. Preserving quality across those versions is not merely an administrative task completed after the creative work. It is an audio-design problem involving performance, mixing, workflow and technology.

    Stateman’s approach was to break an apparently overwhelming challenge into smaller problems without losing sight of the whole. A modern feature soundtrack can require enormous quantities of editorial and mixing time, making meaningful control by one person impossible. Large teams become necessary, yet specialisation creates the risk that individuals see only their own component. The sound director-producer-designer model provides a means of maintaining overall intention while complex work is distributed among specialists.

    Localisation makes the limitations of a single fixed soundtrack particularly visible. Different languages alter timing and vocal behaviour, while different audiences and distribution systems introduce further variables. Streaming services now possess forms of information and control unavailable to earlier theatrical systems. Different languages and formats can already be delivered to different users. Stateman’s discussion suggested a logical extension of that capability: audio systems that respond more directly to individual listeners and the circumstances in which they are listening.

    Rather than treating a soundtrack as one fixed master expected to survive every possible situation, elements could remain available for intelligent recombination. Dialogue might receive greater prominence where needed. Dynamic behaviour could change for quiet listening. Different relationships between elements might be created according to the user’s environment, hearing ability or preferences.

    Such possibilities do not necessarily weaken creative intention. They raise a more fundamental question about what preserving intention actually means. A listener who cannot understand the dialogue is not receiving the intended experience merely through being sent the same electrical signal as everyone else. Someone listening quietly in bed occupies a different perceptual situation from an audience inside a calibrated cinema. Identical delivery does not guarantee equivalent experience.

    Adaptive audio therefore extends rather than abandons Stateman’s earlier principles. If the purpose of sound design is to guide attention, communicate story and create emotional relationships, then changes in listening circumstances matter. The challenge is to determine which aspects of an experience must remain stable and which can change to preserve them. A theme-park attraction, theatrical soundtrack, localised release and adaptive audio system appear very different, yet each requires designers to think about the complete journey between creative intention and audience experience.

    Across Stateman’s lecture, simplicity emerged not as an absence of complexity, but as its successful organisation. Hundreds of people may contribute to a project. Thousands of hours may be spent editing and mixing. Sophisticated engineering may sit behind the delivery system. The audience does not need to experience any of that as complication. They need to understand a voice, feel a change in atmosphere, anticipate an event or be surprised by a sudden movement.

    A film soundtrack can contain vast numbers of tracks, edits, recordings and processing decisions while resolving into a clear moment of attention. Achieving that clarity requires more than technical skill. Designers need to understand what matters within the scene. Producers need to organise the resources that make the work possible. Sound directors need to maintain the relationship between individual decisions and the complete experience. Teams need complementary expertise and enough trust for difficult problems to be handed to people capable of solving them.

    Stateman’s lecture ultimately presented sound design as the organisation of attention through time. The designer decides what matters now, what can wait, what should disappear and what should arrive unexpectedly. The producer makes those decisions achievable. The director maintains an understanding of why they matter. Technology expands the available possibilities, but cannot decide which ones belong in the experience.

    That distinction becomes more important as audio technology develops. Spatial formats offer increasingly detailed control inside theatres and listening rooms. Streaming services distribute content globally and create new demands for localisation. Object-based systems can preserve elements beyond a fixed master, while adaptive delivery may eventually allow soundtracks to respond more intelligently to listeners and environments. Each development increases possibility, but also increases the need for judgement.

    Somewhere beyond all of those systems, a listener is trying to follow a story. They may be sitting inside an elaborate cinema, travelling on a train, watching a laptop or lying quietly in bed. The sound professional cannot control every condition surrounding that experience, but can understand the relationships that matter. Dialogue can remain clear. Attention can be guided. Complexity can be organised. Dynamics can create contrast rather than exhaustion. Technology can serve intention rather than advertise itself.

    The response to uncertainty is not complete control. It is to design intelligently for variation while remaining clear about intention. Build teams capable of solving problems that no individual could solve alone. Understand the whole experience while taking responsibility for one part of it. Use complexity behind the scenes to create clarity for the listener. Know the story well enough to recognise when a convention should be followed, when it should be overturned and when the most powerful use of a technology is to leave it silent.

    A soundtrack may be shaped inside a carefully controlled room, but it does not remain there. It travels through cinemas, languages, formats, devices, environments and listeners. Every stage changes the circumstances in which the work will be experienced. Stateman’s lecture suggested that the future of sound design lies not in pretending those differences can be eliminated, but in understanding them well enough to preserve what matters. The mix may be finished when it leaves the studio. The experience begins when somebody, somewhere, presses play.

  • How Do You Design the Sound of Reality? Sefi Carmel on Documentary Sound, Perception, and the Ethics of Construction

    Sefi Carmel

    How do you design the sound of reality?

    A whale dives beneath the surface of the Atlantic Ocean. Filmed from a distant boat, its tail disappears into the water and a splash is heard. The moment appears entirely natural, yet the camera crew may have been hundreds of metres away, surrounded by engine noise and incapable of recording anything resembling the sound presented in the finished film. Perhaps the splash came from a sound-effects library. Perhaps somebody dropped an object into water. Perhaps a Foley artist moved a scuba flipper through a bathtub. Does adding that sound make the documentary less truthful, or does it help audiences experience an event that genuinely occurred but could not be captured adequately during filming?

    During his online guest lecture for Edinburgh Napier University, London-based sound designer, composer and dubbing mixer Sefi Carmel explored the creative and ethical questions surrounding soundtrack creation for documentaries. Drawing upon experience of mixing more than one hundred documentaries, he challenged the assumption that factual filmmaking requires a fundamentally different sonic vocabulary from drama. Dialogue, music, atmospheres, spot effects, Foley and abstract sound design can all contribute towards documentary storytelling. The crucial issue is not whether a sound was recorded at the moment shown on screen, but what its addition asks the audience to believe.

    Throughout the lecture, Carmel returned to a broad understanding of the soundtrack. Everything emerging from the speakers belongs to a single composition created in relationship with the image. Dialogue, music and effects may be separated technically, but audiences experience their combined movement through time and space. Like music, a soundtrack arranges rhythm, dynamics and timbre to communicate emotions and ideas. Documentary sound therefore involves much more than cleaning interviews and placing music underneath them. It is the construction of an audiovisual experience whose materials may come from reality while their organisation remains an act of filmmaking.

    Carmel began by questioning a belief he had held as a young sound designer. News reporting and documentary filmmaking had once appeared to occupy similar positions on a spectrum between reality and fiction. At one extreme, news aspires towards an account of events with minimal manipulation. At the other, drama openly asks audiences to accept scripted performances, constructed edits, designed sound effects and music intended to influence emotion. Documentary can initially appear closer to the first model, yet Carmel’s experience of the form led him towards a different conclusion. A feature-length documentary still has to hold an audience for sixty, ninety or more minutes. It communicates ideas, develops relationships, establishes places, controls pace and creates emotional movement. Those demands make it filmmaking rather than an extended news report.

    Understanding documentary in those terms considerably widens its creative possibilities. Music can shape emotional interpretation, sound effects can strengthen actions and atmospheres can establish locations that production recordings fail to communicate. Archive footage can be reconstructed into a convincing audiovisual world, Foley can restore physical detail and abstract sound design can emphasise an important transition or idea. Documentary makers have access to almost the complete filmmaking toolbox. With that freedom comes an ethical problem. If documentary claims a relationship with reality, how far can its soundtrack depart from literal recording before enhancement becomes deception?

    The whale provides a useful test. The animal really entered the water and its tail really created a splash, even though the filmmakers could not capture that sound from their position. Adding a plausible splash does not invent the event. It reconstructs an acoustic consequence already implied by the image, allowing audiences to experience the animal’s movement and scale more immediately without asking them to believe that something happened when it did not. Matters become more difficult when sound influences interpretation rather than restoring an unheard event. Carmel drew his clearest ethical line around speech. Reconstructing the likely sound of an action differs substantially from editing somebody’s words in a manner that changes their meaning or context. The latter can alter the evidence from which audiences understand an event. For Carmel, creative sound design remains legitimate when it serves the film without becoming a gross lie.

    A much less serious encounter with perceptual truth came during his work on a documentary about the Winter Olympics. Faced with a distant shot of a skier slaloming down a snowy slope, the director wanted the movement to have greater sonic presence. Library searches failed to produce a suitable recording, so Carmel created one himself. The director liked the result and repeatedly asked what had produced it. Carmel initially refused to answer, but eventually revealed the source: a knife scraping across toast. The sound had worked perfectly while the director perceived it as skiing. Once its origin became known, however, the illusion collapsed. The director could hear only toast and eventually asked for it to be removed. Nothing in the waveform had changed. Image, expectation and context had previously allowed one event to become another, while knowledge of the source created a new and apparently irreversible interpretation.

    Listeners do not identify sounds solely through their acoustic properties. Visual information, expectation, context and prior knowledge shape perception. A recording does not acquire credibility merely through sharing a physical origin with the object shown on screen, and a constructed sound does not automatically become deceptive through coming from somewhere else. Credibility emerges from the relationship between sound, image and meaning. Documentary sound design occupies a space between physical truth and perceptual credibility, requiring the designer to consider where a sound came from alongside what audiences understand it to represent.

    Reality presents another difficulty long before questions of creative enhancement arise. Documentary crews work in environments that cannot be controlled in the manner of a drama production. Interviews happen near roads, beneath aircraft routes, inside noisy buildings and beside machinery. Important moments may occur only once, leaving post-production dependent upon whatever the location recordist managed to capture. Documentary also has limited access to ADR. Replacing a contributor’s voice with a later studio performance can compromise spontaneity, authenticity and practicality. An imperfect recording of an essential contribution therefore has to be made intelligible and aesthetically acceptable even when the original conditions were hostile.

    Some problems are comparatively manageable. Low-frequency rumble can be reduced, while constant noises such as air conditioning, electrical hum or an aircraft cabin may respond well to noise reduction. Variable interference presents a much harder problem. An accelerating motorcycle can move through the same frequency regions as speech while continually changing its spectral character, making removal difficult without damaging the voice. Aggressive processing introduces further compromises. Equalisation can isolate the most intelligible part of a voice while leaving it thin and unnatural. Noise reduction can remove interference at the cost of audible artefacts. A line may become technically clearer but aesthetically less convincing. Restoration is not a contest to remove the greatest possible quantity of unwanted sound. Every intervention changes the material audiences hear.

    Carmel connected this problem to the idea of aesthetic disturbance. Drawing upon Ludwig Wittgenstein, he described aesthetics partly through the recognition of something being wrong: a picture hanging at an angle, for example, produces a disturbance that disappears when the relationship is corrected. Documentary sound can create similar disturbances. A close image accompanied by an unexpectedly distant, reverberant voice may produce audiovisual dissonance. Distortion attracts attention, while harshness, brittleness or excessive boxiness can make listening uncomfortable even when every word remains understandable. Intelligibility is necessary but insufficient. Dialogue also needs to feel congruent with the image and surrounding soundtrack, and a technically rescued voice can still undermine a scene if its perspective, spectrum or acoustic character appears disconnected from what viewers see.

    Modern restoration tools have expanded what can be recovered. Carmel discussed noise reduction, de-clicking, de-crackling, de-clipping, dereverberation and spectral repair as processes capable of rescuing recordings that might once have been considered unusable. Constant noise can sometimes be reduced substantially, while sophisticated interpolation may reconstruct clipped or distorted speech with surprising effectiveness. Greater capability does not remove the need for judgement. Restoration can erase information that belongs to the story. Crackle on an old recording may be technically undesirable while simultaneously communicating historical distance. The noise of an old shellac disc or archive recording can help audiences understand that they are hearing material from another period. Removing every imperfection may weaken the narrative. Technical possibility matters less than understanding what the existing sound already communicates.

    This tension between repair and preservation led to one of Carmel’s central principles: ideally, every layer of the soundtrack should be capable of telling the story. Dialogue carries narrative through words. An atmosphere can communicate location, weather, time of day and activity without spoken explanation. Music can reveal emotional direction. A forest atmosphere containing birds, wind and running water immediately places listeners within a particular kind of environment. Each layer contributes different information, and the complete soundtrack emerges from their interaction rather than from one dominant element surrounded by decoration.

    Documentary production rarely provides ideal materials, so those layers often have to support one another. Aggressively cleaned dialogue recorded on a windy location may no longer contain enough environmental information to make its setting believable. Carefully constructed atmospheres can return that context. Sound effects can reinforce actions the original recording failed to capture, while music can support emotional movement that damaged or fragmented production sound cannot carry alone. None of these layers needs to become conspicuous. A weak recording may become convincing once placed inside an appropriately designed environment, since audiences hear relationships between elements rather than evaluating every track in isolation.

    Voiceover introduces another distinctive element within those relationships. Casting is often a directorial decision, though Carmel argued that sound professionals can contribute valuable thinking when invited into the process. The appropriate voice depends upon the subject, intended audience and emotional character of the film. A documentary about the rise of a young pop group requires a different vocal identity from one exploring humpback whales in the North Atlantic. Performance matters as much as casting. Tone, energy, pacing and character shape the audience’s relationship with the film, while the chosen voice influences the space available for music, effects and atmosphere. Voiceover is part of the soundtrack’s composition, not information simply placed above it.

    Music performs an equally integrated role. Carmel distinguished between music existing within the world shown on screen and music functioning as score. Source music might come from a visible performer, radio, jukebox or other plausible location within the scene, while score operates outside that visible world and shapes emotion from another level. Documentary makers can also blur the distinction deliberately. An old rock-and-roll song treated with band-limiting and room reverberation might appear to come from a jukebox in a diner, allowing music to reinforce the setting, contribute historical or cultural information and perhaps help mask weaknesses in the location sound.

    Selecting or composing music requires an understanding of everything else occupying the scene. Dialogue-heavy sequences need music capable of supporting speech without continually competing for attention. Dense lead instruments or vocals can occupy perceptual and spectral territory similar to the human voice, forcing the music much lower in the mix. More restrained arrangements can create emotional colour while leaving space for narration and interviews. Other sequences allow music to carry more of the narrative. An expansive aerial view with little dialogue may support a large thematic statement that would overwhelm an intimate interview. Musical effectiveness in isolation matters less than the role a piece needs to perform at a particular moment and the relationships it forms with the rest of the soundtrack.

    Location dialogue complicates those relationships further. A controlled voiceover recording tends to maintain comparatively stable level and performance, while spontaneous speech can vary considerably. Contributors may begin sentences with energy and trail away as thoughts conclude. Music automation must respond to those changing patterns. A static reduction may leave quieter words obscured or make stronger phrases feel unnecessarily exposed. Mixing becomes a continual negotiation between intelligibility and musical continuity, with the soundtrack moving around the natural behaviour of voices that were never performed for the convenience of the mixer.

    Atmospheres perform several roles simultaneously. Most obviously, they tell audiences where they are. Traffic, birds, wind, room tone, distant machinery or human activity can define an environment before viewers consciously analyse the image. They also smooth editorial transitions. Documentary scenes are frequently assembled from material recorded at different moments, positions or even days, and a continuous environmental bed can help separate pieces of location sound feel as though they belong to a coherent space. Carmel identified another, less obvious function: atmospheres can contribute spectral balance. If a scene feels sonically empty within a particular frequency region, an appropriate environmental layer can help create a more aesthetically satisfying whole. The choice still needs to make narrative sense, but storytelling and sonic composition overlap here. Atmosphere can provide information, continuity and texture at the same time.

    Spot effects operate on a more local scale. A car door closes, a telephone is placed down or a gun fires. Brief synchronised events can reinforce visible actions and restore details absent from production recordings. Archive footage provides particularly rich opportunities for this kind of reconstruction, especially when historical images arrive without usable synchronous sound. Old footage may be silent or accompanied by narration and music unsuitable for the contemporary documentary. A battlefield sequence showing tanks, artillery and soldiers therefore presents the sound designer with an empty world that needs to be rebuilt.

    For Carmel, archive reconstruction can be approached with the same dramatic ambition used in fiction. Tanks can advance through the frame, gunfire can occupy different distances and artillery can establish scale, while wind across an exposed landscape gives the environment continuity. The designer might process the soundtrack to suggest historical recording technology or create a vivid modern sound world that places the audience imaginatively inside the event. A deliberately aged soundtrack reminds viewers that they are encountering archive material, while a contemporary reconstruction can reduce historical distance and make an event feel immediate. Neither choice is neutral. Both interpret history, leaving the designer to consider the relationship the documentary seeks to create between the audience and the past.

    Foley can contribute in much the same way, although documentary schedules and budgets rarely permit complete coverage. Selective use can still transform significant moments. A historical reconstruction showing chainmail being worn, armour handled or a sword drawn may deserve detailed physical sound even when none was captured during filming. If the moment carries narrative importance, there is no reason to reject Foley merely through an assumption that documentary sound must remain limited to location recordings. Abstract sound design extends the same principle further. Drones, impacts and heavily processed transitions can strengthen important ideas or structural moments, creating unease, giving a cut greater dramatic force or helping an audience experience a transition emotionally as well as intellectually.

    For Carmel, the legitimacy of these devices depends upon purpose. Dramatic sound should strengthen the film rather than substitute manipulation for argument. Documentary editing, cinematography and music already influence how audiences understand material, and sound design participates in the same process. Ethical responsibility lies in recognising what each construction communicates rather than pretending that construction does not occur. Documentaries are built from real people, events, evidence and places, yet films do not emerge automatically from those materials. Someone selects shots, orders sequences, chooses where music begins, decides when silence matters and determines which details audiences hear. Soundtrack creation is part of that authorship.

    Creative decisions are only part of the work. The documentary must also survive the circumstances in which it will be heard. Carmel emphasised that mixing begins with the destination. A theatrical documentary, television broadcast, online film and festival screening present different playback conditions and technical expectations. Format, dynamics, equalisation and level decisions need to reflect those contexts. A large theatrical environment can support substantial low-frequency extension and wider dynamics, while television playback may occur through much smaller speakers and in less controlled surroundings. Processing that creates clarity in one context can become harsh or excessive in another.

    Platform awareness connects technical delivery directly with audience experience. Spectral energy inaudible on small television speakers can still consume headroom. Extreme dynamics may work beautifully in a cinema while causing viewers at home to continually adjust volume. Loudness standards formalise part of that relationship, particularly for broadcast delivery, but Carmel’s broader point concerned the distribution of intensity across the film. Loudness can be understood as a budget. If every moment is treated as maximally intense, little room remains for genuine peaks. Dynamic planning becomes another form of storytelling, allowing contrast to carry dramatic meaning rather than treating level merely as a compliance problem.

    Compression and limiting require similar contextual judgement. A theatrical mix may use comparatively subtle master processing, preserving headroom and contrast, while television and online material may tolerate or require greater control. One version is not inherently superior to another. Each mix needs to function within the medium for which it is intended, preserving the film’s intentions under different listening conditions.

    Deliverables extend that responsibility beyond the primary audience. Documentary films may travel between territories and require new narration or dubbed dialogue. Music and effects tracks need to support localisation rather than reproduce automation created around the timing of the original language. Carmel explained the value of providing undipped music for this purpose. In an English version, music may be reduced beneath a particular phrase and raised again when the speaker stops. A translated version may take longer or shorter to communicate the same idea. If the music stem already contains automation tied to the English timing, the foreign-language mixer inherits a structure that no longer fits. Providing material without those dialogue-specific reductions allows the new mix to respond properly to the translated performance.

    A soundtrack therefore exists as more than a finished mix. It may need to survive new languages, platforms and contexts, and good delivery anticipates the work of people who will encounter the material later. Carmel ended with an even simpler responsibility: check the work. Quality control may appear less intellectually exciting than documentary ethics or perceptual sound design, yet it protects every creative decision made before delivery. A mixer can spend days constructing a sophisticated soundtrack and still send an unusable file through a routing mistake or export error. Recording or exporting something does not prove that the expected material exists in the resulting file. Listen to it. Watch it. Check it.

    That practical instruction sits neatly alongside the lecture’s larger argument. Documentary soundtrack creation moves constantly between interpretation and responsibility. Designers can construct sounds that were never recorded, rebuild silent archives, use Foley, shape emotion through music and introduce dramatic sonic devices. Those freedoms demand judgement. Does a sound restore an experience, clarify it, interpret it or falsify it? What does it ask the audience to believe? Does it support the film’s argument without altering the meaning of its evidence?

    Carmel’s lecture presented documentary sound as an art of constructing experience from incomplete reality. Location recordings arrive damaged. Cameras capture actions from distances at which their sounds cannot be heard. Archive images survive after their original acoustic worlds have disappeared. Interviews need to coexist with music, while fragmented scenes require atmospheres capable of making them feel continuous. The documentary soundtrack is built through responses to these absences. Sometimes the response is technological: remove a constant noise, repair distortion or restore intelligibility. Sometimes it is editorial: create a continuous atmosphere around fragmented material. Sometimes it is performative: add Foley to a significant physical action. Sometimes it is musical, shaping the emotional direction of a sequence. At other moments, the solution may be a completely unrelated object whose acoustic behaviour happens to make an image believable.

    A knife scraping toast can become a skier moving across snow, at least until somebody learns the secret. Reality does not arrive in post-production as a complete audiovisual object waiting to be preserved. It arrives as recordings, images, testimony, fragments and absences. Filmmakers decide how those materials should be organised into an experience that audiences can follow and understand. Sound designers participate in that process by reconstructing relationships between actions and consequences, voices and spaces, images and expectations.

    Construction and dishonesty are not the same thing. A documentary soundtrack can be richly designed while remaining faithful to the people and events it represents. Literal accuracy may sometimes be essential. At other moments, perceptual credibility communicates an experience more effectively than an unusable or absent location recording ever could. A splash can give weight to a whale entering the ocean. An atmosphere can return a damaged interview to its environment. Designed sound can give silent archive footage physical immediacy. Music can reveal emotional relationships without changing the evidence shown on screen.

    Documentary sound occupies the space between what happened, what could be recorded and what audiences need in order to understand and feel the film. Carmel’s lecture showed that this space is not a technical inconvenience to be hidden. Much of the creative work begins there. The documentary sound designer cannot preserve every sound of reality, since many were never captured in the first place. The responsibility is to decide what should be repaired, what can be reconstructed, what needs to remain imperfect and what must never be changed.

  • How Do You Make a Game Feel Dangerous? Will Morton on Emotion, Attention, and Designing Sound for the Player

    Will Morton

    How do you make a game feel dangerous?

    A gun can sound enormous and still fail to make a gunfight frightening. Every weapon may have a powerful attack, convincing mechanical detail and an impressive environmental tail, yet the player can remain strangely detached from the danger. Solving that problem may have little to do with redesigning the weapon itself. Bullets pass close to the head. Impacts strike nearby walls with exaggerated force. Brickwork breaks apart, fragments scatter and the environment appears to react violently to the threat. During his online guest lecture for Edinburgh Napier University, game audio designer Will Morton explored how sound can shape emotion, focus attention and guide players through complex interactive experiences. Drawing upon twelve years at Rockstar North, where his work included the Grand Theft Auto series, Red Dead Redemption and L.A. Noire, followed by the establishment of Solid Audio Works with fellow former Rockstar audio specialist Craig Connor, Morton presented game sound design as a discipline of selection. Thousands of sounds may exist within a game, but their value depends upon knowing which ones matter at any particular moment. Throughout the lecture, one principle repeatedly emerged. A designer must ask not only what a game world should sound like, but what the player needs to hear in order to feel what the game intends them to feel.

    Morton began by placing creative decisions within the realities of AAA game production. Large games are expensive, technically constrained and continually changing. Development rarely follows a fixed design from beginning to end. Features evolve, producers reconsider decisions and new requests arrive late in production. Platform restrictions impose further limits through storage, memory, streaming performance and processing capability. Scale introduces organisational complexity as well. Larger games require larger teams, while experienced creative specialists can find increasing amounts of their time absorbed by scheduling, administration and coordination. Sound design develops inside a moving system of technical, financial and organisational constraints. Success requires more than imagining an ideal soundtrack. Designers must create one capable of surviving years of changing requirements.

    Historical changes in technology have altered the scale of those constraints without eliminating them. Morton recalled Commodore 64 composer Martin Galway fitting numerous sound effects into approximately one kilobyte of memory. Restrictions of that magnitude appear almost comic from the perspective of contemporary production, yet modern open-world games can still leave audio teams fighting for storage and memory. Vastly greater resources are now available, while games simultaneously attempt to represent entire cities, landscapes and fictional worlds. Technological abundance creates new possibilities, but ambition expands alongside it. Designers still have to decide where limited resources will make the greatest contribution.

    Money introduces another set of choices. Sound effects require designers, recording equipment, locations, editing time, libraries, software and continually changing computer systems. Dialogue adds writers, actors, directors, studios, recording staff and extensive editing. Music may involve composition, licensing, performers, orchestras, specialist recording facilities and interactive implementation. Morton’s overview exposed the consequences hidden behind apparently simple creative ambitions. Another recording variation, character voice or interactive music feature consumes time, money, memory and attention that cannot be spent elsewhere.

    Dialogue provided one of the clearest examples of complexity hiding behind familiar production tasks. Morton spent much of his Rockstar career dividing his time between sound design and dialogue before the scale of Grand Theft Auto V led him to work entirely as dialogue supervisor. For story-heavy games, dialogue cannot be treated as a sequence of lines requested by designers and recorded by actors. Repetition needs consideration. Lines must make sense across changing gameplay situations. Story information may unfold over many hours or days of play, while players can interrupt, delay or alter the circumstances in which dialogue occurs. A dialogue designer therefore needs to understand the interactive structure of the game as deeply as the individual performances being recorded.

    Direction presents a related challenge. Experience in film and television can produce excellent performances, yet game dialogue introduces problems absent from linear media. Cutscenes may operate much like conventional scenes, while in-game dialogue can occur within changing gameplay circumstances and across story structures experienced differently by individual players. Directors need more than an ability to elicit compelling performances. Detailed knowledge of the script, game and eventual context of each line becomes essential. A performance recorded in isolation must later remain convincing within circumstances that may not even be visible inside the recording studio.

    Morton also challenged assumptions about professional recording. Technically excellent dialogue can be captured with comparatively modest equipment in a carefully treated space. A suitable microphone, simple accessories and an acoustically controlled room may produce results approaching those of a far more expensive studio. Recording quality, however, forms only one part of a professional session. High-profile performers need confidence that they are participating in a serious production. Environment, organisation and treatment of the actor can influence trust in the project and relationships with agents and management. Professionalism encompasses the experience surrounding a recording alongside the technical quality of the resulting file.

    From these production realities, Morton moved towards the central creative argument of the lecture. Designers can easily assume that everything visible in a game should automatically produce a sound. Faced with an unsounded world, teams begin filling every action with detail. Cars receive engines and collisions. Characters acquire footsteps. Objects gain interactions. Environments fill with ambiences. A technically comprehensive and entirely plausible soundtrack gradually emerges, yet plausibility alone cannot guarantee clarity, excitement or emotional effect.

    Practical concerns provide one reason for restraint. Every additional sound requires creation, editing, implementation, memory and testing. Artistic considerations are even more important. If everything demands attention simultaneously, nothing receives focus. Morton encouraged designers to identify what deserves to be heard and what can remain absent. Important sounds require room to breathe. Dynamics rely upon contrast, while emotional emphasis depends upon moving attention between elements. Silence and omission become active design decisions.

    Player experience consequently takes priority over literal acoustic reconstruction. Real events often sound less dramatic than audiences expect. A gunshot captured from a particular position may seem surprisingly small. A suppressed weapon does not necessarily produce the familiar cinematic whisper audiences have learned to associate with it. A real minigun may collapse into an almost continuous mechanical roar instead of revealing every stage of its operation. Decades of film, television and games have established sonic conventions that now influence how audiences expect objects and events to behave. Designers work within that accumulated perceptual history.

    Morton demonstrated the point by comparing cinematic and real recordings of suppressed firearms. A familiar designed version sounded short, controlled and immediately recognisable, carrying characteristics audiences strongly associate with a silenced weapon. Real recordings behaved quite differently. Neither approach offered a universal answer. Documentary representation might favour acoustic accuracy, while an action game may need immediate recognition, excitement and dramatic satisfaction. Before designing a sound, Morton considers the role accuracy should play, whether an event needs to feel larger than reality and how strongly audience expectations should influence the result.

    Miniguns provided an even clearer illustration. Morton discussed the famous weapon sequence in Predator, where mechanical movement, spinning and other details reinforce the spectacle shown on screen. Real recordings present a very different impression, dominated by the extraordinary density of rapid gunfire. Grand Theft Auto: Vice City and Grand Theft Auto V offered further interpretations, each constructing the weapon differently, while Terminator 2 adopted another cinematic approach that remained closer to aspects of the real sound. Comparing them did not reveal a correct minigun. Instead, their differences showed how each design serves the experience of a particular production.

    Reality and relevance are therefore separate considerations. A game designed as escapism may gain little from reproducing everyday acoustic experience with complete fidelity. Players do not always need to hear events from the perspective of ordinary observers. They need a version that communicates the event’s importance within the game. Sound design selects, enlarges, simplifies and reshapes reality according to dramatic purpose.

    Attention can be directed just as effectively through subtraction. Morton used a remotely detonated explosive from Grand Theft Auto IV: The Ballad of Gay Tony to demonstrate how removing surrounding sound can make a single event dominate awareness. Immediately before the explosion, the wider soundtrack recedes and the bomb’s warning becomes the focus. He compared the moment with the seismic charge sequence from Star Wars: Episode II, where a brief interruption in the expected sound field creates anticipation and gives the subsequent event greater impact. Both sequences derive part of their power from absence.

    Focus involves more than increasing the level of an important sound. Every event competes with its surroundings. Removing distractions can achieve more than additional layers, greater loudness or further spectral exaggeration. Presence acquires meaning through contrast with absence. A fraction of a second of reduced activity can prepare an event more effectively than a continuously dense soundtrack.

    Morton’s most revealing example concerned a producer asking for guns to sound more dangerous. Existing weapon sounds already seemed successful to the audio team. They contained convincing mechanical detail, a strong initial attack, substantial body and satisfying environmental tails. Reworking those qualities did not solve the problem. Although the request appeared to concern the sound of the guns, the underlying dissatisfaction was emotional.

    An unexpected experience away from the studio suggested another approach. During a paintball game, Morton found himself sheltering behind structures made from metal oil drums. The paintball markers themselves produced relatively insignificant sounds. Fear came from sudden, violent impacts striking the metal around him. His immediate environment appeared to contract as attention focused upon nearby impacts, resonances and the sense that projectiles were arriving from directions he could not fully control. The weapon itself was not frightening. Being under fire was.

    Recognising that distinction transformed the design problem. Bullet passes became more prominent, with their levels responding more strongly to proximity. Impacts against brick and concrete gained force. Low-frequency energy added physical weight, while debris and crumbling material made the environment appear to react to nearby gunfire. Details that might be acoustically subordinate to a real gunshot were deliberately brought forward. Stronger weapon sounds had never been the answer. Gunfights needed to communicate vulnerability and danger.

    Here Morton identified a broader professional skill. Directors and producers rarely describe every sound problem in acoustic terms. They may ask for something to be louder, bigger, darker, faster or more dangerous while expressing dissatisfaction with an emotional result. Following the literal wording can send a designer towards the wrong solution. Morton argued for interpreting the intention behind the request. Someone asking for a more dangerous gun may actually be asking to feel vulnerable. Once the desired experience becomes clear, the designer can decide which part of the sound world needs to change.

    Creative collaboration therefore requires translation between intention and acoustic action. Sound professionals develop specialised vocabularies for frequency, dynamics, spatial behaviour, envelope and processing. Producers may describe experiences through emotion, imagery or metaphor. Useful information can exist within both forms of language. Professional expertise includes moving between them and identifying the experience concealed inside an apparently vague request.

    Gunfire also demonstrates how game audio operates through systems of cause and consequence. A weapon consists of more than the sound emitted when a trigger is pulled. Projectiles move through space. Near misses pass the player. Bullets strike walls. Debris falls afterwards. Environments respond differently according to material and distance. Danger emerges from relationships between these events. Concentrating exclusively upon the source can leave the wider experience emotionally incomplete.

    Similar systems govern the game mix. Morton described mixing a large game as a potentially overwhelming process involving thousands of assets and potentially hundreds of simultaneous channels, all changing according to gameplay. Exact combinations cannot be predicted in advance as they can within a linear soundtrack. Dialogue, music, ambience, vehicles, weapons, footsteps and environmental interactions combine differently according to player behaviour. Even excellent individual assets can produce an exhausting result when their relationships are poorly controlled.

    Morton recalled playing games whose soundtracks felt like continuous acoustic assault. Constant density can be as tiring as excessive level. When every category remains active and prominent, listeners receive no opportunity for recovery and little indication of where attention belongs. More detail can therefore produce less communication.

    Working with Craig Connor, Morton developed a useful analogy for managing this complexity: approach the game as a music producer approaches a song. Every element needs an appropriate place and enough space around it. The comparison does not imply imposing a static musical mix upon an interactive system. Its value lies in encouraging relational thinking. Sounds acquire meaning through their positions alongside other elements rather than through isolated perfection.

    Arrangement offers another useful parallel. Music producers rarely expect every instrument to occupy the foreground continuously. Parts enter and leave, density changes and contrast creates structure. Individual elements occupy different spectral, spatial and dynamic roles. Interactive audio can apply similar principles while responding continuously to player action, with priority changing according to what the player is doing and what the game needs to communicate.

    Waiting until asset production is complete before attempting a final mix creates serious problems. By the time thousands of sounds have accumulated, assumptions about level, density and priority may already be embedded throughout the project. Assets designed without a meaningful reference mix can prove difficult to reconcile, particularly when each has been created to sound impressive in isolation.

    Morton recommended an iterative alternative. Early in development, designers can choose a small but representative collection of sounds and make them work together convincingly. A useful reference might include something loud, such as a gunshot or explosion, alongside quieter material such as footsteps. Approximate ambience establishes the environmental bed, while dialogue examples can cover a range from quiet speech through ordinary conversation to shouting. Mixing these elements early creates a working scale for everything that follows.

    New assets can then be designed in relation to an existing sonic framework. Designers know roughly where a sound needs to sit and how much space surrounds it. Original reference assets may eventually be replaced, but their early role remains valuable. They establish relationships before growing complexity makes fundamental decisions harder to change.

    Mixing, from this perspective, becomes part of sound design rather than a finishing process. Working without context encourages every gun, vehicle, impact and interaction to become enormous, detailed and impressive. Once combined, they compete. An evolving reference mix permits more varied decisions. Some sounds can remain small. Others can be narrow, distant or restrained. Detail can be reserved for moments when players have enough space to perceive it.

    Focus also connects sound directly to gameplay. Players continually decide where to look, where to move and what to do next. Audio can support those decisions by drawing attention towards useful information or allowing distractions to recede. An approaching threat, important character, changing environment or imminent event may receive temporary priority. Elements contributing little to the current experience can move into the background.

    Informational and emotional focus can coexist. A soundtrack can communicate danger without identifying an enemy’s exact position, or create suspense without explaining precisely what will happen next. Morton’s examples showed how game audio shapes a player’s state of mind while remaining part of the fictional world. Excitement, suspense, drama and humour are designed responses. A weapon feels powerful partly through its sound. An approaching explosion gains anticipation from the quiet preceding it. A gunfight becomes dangerous when incoming fire appears to tear apart the world immediately around the player.

    Realism consequently remains flexible. Effective sounds may preserve recognisable aspects of reality while exaggerating qualities useful to the experience. A weapon can retain enough mechanical identity to remain believable while gaining additional weight. An impact can exceed its real counterpart without feeling inappropriate to the image. A suppressed firearm can satisfy an established cultural expectation even when that expectation differs from literal acoustic reality.

    Morton resisted turning these observations into universal rules. Predator and Terminator 2 can present radically different miniguns while both succeeding on their own terms. A game pursuing realism may demand a different balance from an exaggerated action title. Intimate narrative experiences may use restraint where large-scale spectacle needs greater sonic scale. Designers need to understand what their particular project is asking players to experience.

    Selectivity also shapes resource allocation. No production can pursue every possible recording session, dialogue variation or interactive feature. Large games generate an almost unlimited number of potential tasks while budgets and schedules remain finite. Designers select which events deserve sound, which sounds deserve prominence, which systems justify development time and which details will genuinely improve the experience.

    Morton’s discussion of sound libraries introduced a longer view of professional practice. Building a useful collection of original recordings is expensive, but opportunities to capture interesting material should be taken when possible. A sound recorded today may remain unused for years before finding its purpose. Game audio professionals develop habits of listening beyond individual projects, continually noticing potential material in the world around them.

    His paintball experience represents an even deeper form of professional listening. Morton did not return merely with a useful recording. He had experienced a relationship between threat, proximity and environmental impact that changed how he understood a design problem. Everyday experiences can reveal how attention and emotion respond to sound. Listening professionally involves recognising such relationships as well as collecting interesting timbres.

    Technical constraints and psychological effects remain closely connected throughout Morton’s practice. Memory budgets, recording costs, dialogue systems, asset creation and mixing strategies eventually converge upon one question: what experience is the player having? Sophisticated technology has limited value when it does not support that experience. Conversely, a simple decision such as briefly removing surrounding sound can transform a moment when it directs attention effectively.

    By the end of the lecture, Morton had presented AAA game audio as a discipline balanced between enormous complexity and deliberate restraint. Contemporary designers have access to more memory, processing, channels and real-time synthesis than earlier generations could have imagined. Additional technical capacity, however, does not remove the need to choose. More available sounds do not make more audible sounds desirable. Processing power cannot determine where attention belongs. Larger worlds make focus increasingly important.

    His account also challenged the familiar suggestion that audiences notice game audio only when it fails. Players respond to powerful sound design even when they cannot describe every mechanism behind it. They feel the danger of a gunfight, anticipate an explosion during a sudden moment of quiet and recognise when a world has enough space to breathe. Good audio can elevate games whose code, visuals and other systems already represent enormous investment. Its contribution reaches far beyond correcting problems. Sound helps determine the emotional character of the experience.

    Morton’s lecture ultimately revealed game sound design as the management of attention through an interactive world. Designers decide when reality should be preserved and when expectation should take priority. Silence can become more powerful than another layer. A producer’s request needs to be interpreted through the emotion it seeks to achieve. A gun may already sound excellent while the gunfight surrounding it remains ineffective. Thousands of assets can exist within a game, yet the success of the soundtrack depends upon knowing which ones deserve attention at a particular moment.

    Perhaps the most important question is simply what the player needs to hear now. Sometimes the answer is a spectacular weapon. At another moment, it is the violent impact of a projectile against the wall beside them. Elsewhere, a quiet footstep, distant ambience or line of dialogue needs enough space to be understood. Occasionally, almost everything should disappear. Game audio becomes powerful when sound shapes experience rather than catalogues events. A virtual world may contain thousands of possible sounds. The art lies in choosing the ones that make the player feel something.

  • How Do You Mix Television Sound Under Pressure? Frank Morrone on Dialogue, Workflow, and the Art of Re-Recording

    Frank Morrone

    How do you mix television sound under pressure?

    A television soundtrack may contain hundreds of dialogue recordings, sound effects, Foley performances, backgrounds, ADR takes and music stems, all competing for space within a mix that must remain clear, emotionally convincing and technically suitable for broadcast. The audience should never become aware of that complexity. They should simply understand every line, believe every environment and remain absorbed in the story. During his online guest lecture for Edinburgh Napier University, re-recording mixer Frank Morrone explored the craft behind achieving that apparent simplicity. Drawing upon a career in film and television that began in 1979, and projects including Lost, The Strain, Sleepy Hollow and Criminal Minds: Beyond Borders, he revealed a discipline shaped equally by technology, organisation, collaboration and judgement. Throughout the session, one principle emerged repeatedly. The most effective mixing workflows allow enormous technical complexity to disappear behind the story.

    Morrone began by tracing a career that developed across several different areas of professional audio. His earliest work took place in music studios, recording jazz and orchestral film scores before following those recordings into the dubbing theatre and becoming increasingly interested in the way complete soundtracks were assembled. A move into post-production allowed him to work across dialogue editing, music editing and Foley recording before concentrating upon re-recording mixing. That breadth of experience shaped the collaborative philosophy running throughout the lecture. Unlike a music recording session, where one engineer may remain closely involved from recording through to the final mix, film and television sound brings together work created by many different specialists. The dub stage is where those contributions finally meet. Successful mixing therefore depends upon understanding not only the material itself, but the people, processes and decisions that produced it.

    Television makes this collaboration particularly demanding. Morrone described an industry in which track counts have continued to increase while schedules and budgets have become progressively tighter. Sophisticated surround mixes must be created rapidly, and emerging formats add further complexity without removing the need to support conventional playback systems. His response is not simply to work faster. It is to design workflows that remove unnecessary decisions from the mixing stage. As soon as he joins a project, he communicates with the supervising sound editor about track requirements and provides a starting template so that incoming material already fits an established structure. Organisation begins before the mixer enters the room. Under severe time pressure, the ability to find, control and compare material immediately becomes part of the creative process itself.

    This reveals something deeper about Morrone’s understanding of expertise. His templates, early conversations with sound editors, knowledge of production microphones, preparation of alternative takes and habit of printing completed passes all anticipate problems before they are allowed to interrupt the mix. The same thinking extends beyond the dubbing theatre. He considers how broadcast processing will react to dynamics, how a mix will translate to domestic systems and how material created for one format will behave when heard through another. Professional experience, in this sense, is not simply the ability to solve problems quickly. It is the ability to recognise where problems are likely to emerge and construct a workflow in which many of them have already been addressed before they become urgent.

    The scale of Lost provided a striking illustration. Morrone showed the students sessions containing extraordinary numbers of elements, including dozens of tracks dedicated to the Smoke Monster alone. Its identity emerged from a deliberately ambiguous combination of animal voices, pneumatic machinery, roller-coaster wheels and other contrasting sources, creating something that resisted being understood as either entirely organic or entirely mechanical. Those effects existed alongside hard effects, backgrounds, Foley, production dialogue, ADR, group recordings and substantial music deliveries. The technology available at the time imposed strict limits upon voices and processing, requiring careful decisions about resource allocation as well as creative balance. Complexity could not simply be solved by adding more processing. The session itself had to be organised so that the mixers could navigate it instinctively.

    Custom fader layouts and VCA groups became essential to that process. Morrone described arranging controls so that principal dialogue could immediately be balanced against ADR, group recordings and music, while different categories of material remained independently accessible. Music sources could be separated from score, while dialogue in different languages could be isolated for international deliverables. Every layer of organisation reduced the time between hearing a problem and solving it. This became especially important during pilot season, when mixers might receive unusually elaborate material without first having time to develop a workflow around the programme. A sufficiently flexible template must already be capable of accommodating whatever arrives. Preparation, in this context, creates the conditions in which creative decisions can still be made under pressure.

    The production of Lost also demonstrated the tension between creative ambition and delivery requirements. Morrone recalled the exceptional resources devoted to the programme, including a large pilot budget and Michael Giacchino’s insistence upon recording a live orchestra for each episode. Yet the soundtrack still had to survive the restrictions of television broadcast. The team therefore created a more dynamic version for DVD before producing a contained broadcast mix designed to survive transmission processing. A similar approach was later adopted on The Strain. The distinction mattered. A mix can remain technically within specification and still behave poorly when subsequent broadcast processing responds to excessive dynamics. Re-recording therefore requires mixers to think beyond the dubbing theatre. They are mixing for every system through which the programme will eventually reach its audience.

    Dialogue occupied the centre of Morrone’s approach. His first objective is always to preserve the production performance wherever possible. When ADR has been recorded, he wants to know why. A line replaced for performance reasons presents a different problem from one replaced to solve a technical fault. If the director wanted a different performance, Morrone respects that decision while keeping the original available as an alternative. If the problem was technical, he first explores whether the production recording can be repaired. Modern restoration tools have dramatically expanded what can be rescued, reducing the need to replace performances that may possess subtleties difficult to recreate months later in an ADR studio.

    When ADR is necessary, matching involves far more than applying equalisation and reverb. Morrone keeps production dialogue available alongside the replacement so that he can compare transitions directly, matching tone, acoustic environment, pacing and performance. He prefers to receive several strong takes and recordings from both boom and lavalier microphones, recognising that the microphone apparently closest to the production perspective is not always the easiest to integrate. Understanding which microphones and wireless systems were used during production can also provide valuable clues, particularly where transmission systems have imparted their own sonic characteristics. ADR matching consequently becomes a process of reconstructing relationships rather than searching for a single corrective setting.

    Technology has transformed that work, though Morrone repeatedly warned against allowing powerful restoration tools to encourage excessive processing. Noise reduction, spectral repair, ambience matching, EQ matching and dereverberation can rescue material that would previously have required replacement. Yet he deliberately removes less noise than might appear necessary when dialogue is heard in isolation. Once backgrounds, effects and music return, much of the remaining noise may be perceptually masked. Processing that sounds impressively clean in solo can leave dialogue lifeless and constricted in the finished mix. Morrone therefore keeps copies of original material and sometimes returns to less processed versions during the final mix. The objective is not the cleanest possible dialogue track. It is dialogue that remains natural and convincing within the complete soundtrack.

    His attitude towards restoration reveals a broader philosophy of technology. Morrone began working with magnetic tape, a Cat 43 noise reduction unit and a notch filter, and he clearly values the extraordinary capabilities available to contemporary mixers. Yet greater technical power has not removed the need for judgement. In many respects, it has increased it. The ability to remove more noise does not mean that more noise should be removed, just as the ability to place sound almost anywhere within an immersive field does not mean that every available position should be used. New tools expand the range of possible decisions. They do not determine which decisions are appropriate. Throughout Morrone’s lecture, technical capability remained subordinate to perception.

    This distinction between isolation and context became one of the lecture’s most important ideas. Morrone described television mixing as beginning with dialogue and music, establishing the foundation against which the effects mixer can develop backgrounds and action. Once those elements come together, the mixers decide what should drive the scene. Some moments belong to music, others to effects, while still others require a more subjective perspective or a deliberate reduction of material. Experienced mixing partners develop an almost instinctive understanding of one another’s decisions. If an effect obscures a line during an early pass, Morrone knows that a trusted colleague will create space for it during refinement. Collaboration is therefore more than the division of tracks between two people. It is a shared process of deciding where the audience should listen.

    The idea that sounds must be judged in context reaches far beyond balancing dialogue against effects. Dialogue that appears too noisy when soloed may become entirely convincing once the world of the scene surrounds it. ADR that attracts attention after twenty repeated comparisons may pass unnoticed when the audience encounters it once within a continuous performance. Group recordings that sound absurd under isolated scrutiny may perform their role perfectly when placed at the correct distance behind principal dialogue. Morrone’s examples repeatedly challenged the assumption that individual elements should be perfected independently. The meaningful unit of evaluation is ultimately the audience’s experience of the scene. A soundtrack succeeds through relationships between sounds rather than the isolated perfection of its components.

    Normally, the priority within those relationships remains dialogue. Morrone described it as both the foundation of the mix and the principal carrier of storytelling. His concern with intelligibility, however, extends beyond maintaining a technical hierarchy between dialogue, music and effects. It is fundamentally about preserving attention. His most revealing test is not a meter reading but a listener asking what somebody has just said. At that moment, the audience member has been pulled out of the story and required to think about the failure of the soundtrack. Clear dialogue therefore supports immersion precisely by avoiding attention to itself. The better the mix communicates, the less the audience needs to think about the process of communication.

    Yet the rule is not absolute. For one sequence in The Family, a child was being used as bait to attract a kidnapper in a crowded shopping centre. The environment needed to feel genuinely busy, yet the available collection of separate crowd recordings and reverberant elements never created a convincing whole. Morrone took a six-channel recorder into a real shopping centre, captured the food court from different perspectives and brought the recordings back into the mix. The result allowed the environment to crowd the dialogue slightly, which was precisely what the scene required. Clarity remains fundamental, but realism sometimes depends upon controlled difficulty.

    The shopping-centre sequence illustrates an important tension within Morrone’s approach. His practice is built upon strong principles, but those principles do not become inflexible rules. Dialogue normally takes priority, except when allowing the environment to interfere with it makes the dramatic situation more believable. Restoration should preserve intelligibility, except when excessive cleaning destroys naturalness. Acoustic simulation is valuable, except when recording the real physical relationship between people and space produces a more convincing result. Expertise therefore involves knowing the rules well enough to understand what they protect, then recognising the moments when the needs of the scene justify bending them.

    This willingness to leave the dubbing theatre and record real spaces appeared repeatedly throughout the session. Morrone discussed impulse responses, convolution reverbs and carefully developed presets for rooms, vehicles and other environments, all of which provide useful starting points for worldizing sound. Yet he remained pragmatic about their limitations. A real location does not necessarily sound like the space suggested by the finished image, and even a carefully captured impulse response may require additional reflection, delay or reverberation before it feels convincing. Cars present an especially difficult problem, combining strong early reflections from glass with highly absorptive surfaces elsewhere. Experience gradually produces a library of useful starting points, though listening still determines the final result.

    Sometimes no simulation is as convincing as returning to the physical situation itself. Morrone described a scene in which a group of foster children were supposed to be creating chaos upstairs while a conversation took place below. Studio-recorded group voices did not reproduce the peculiar combination of footfalls, structural transmission and reflections travelling down a staircase into another room. His solution was direct. He gathered children on the upper floor of a house, recorded from downstairs and captured the complete acoustic event as it occurred. No increasingly elaborate chain of processing was required. The physical relationship between performers, building and microphone provided what the scene needed.

    The pressures of television production make such judgement particularly important. Morrone compared television mixing to boot camp. Schedules leave little room for hesitation, and mixers must develop workflows capable of producing strong results quickly. Once a scene has been successfully mixed, he prefers to print it rather than trusting that automation will remain untouched throughout later work. Accidental writes, changed sends and technical errors can occur even in experienced hands. Printing completed work provides security and allows later changes to be punched into established stems. Efficiency does not mean rushing blindly. It means reducing the opportunities for avoidable problems to consume the limited time available.

    Long sessions also introduce a more human limitation: hearing fatigue. Morrone described working on the highly dynamic soundtrack of The Strain, where sustained exposure to loud material forced him to think deliberately about auditory recovery. His solution was simple but important. He left the room for short periods, walked and allowed his ears to recover while his mixing partner continued working. The two mixers could alternate demanding passes, giving each other opportunities for rest without stopping the session. After decades of mixing, one of the useful discoveries was not another plug-in or processor, but the value of leaving the chair for ten minutes. Professional listening depends upon recognising the limits of the listener.

    Morrone’s discussion of client relationships revealed another dimension of the re-recording mix that students may rarely encounter in technical demonstrations. Mixers are working with directors, producers and other clients who may have strong preferences that differ from their own. Morrone described situations in which clients wanted music loud enough to compete with dialogue. His responsibility was to explain the likely consequences, demonstrate how the mix translated at lower levels and on smaller monitors, and search for a compromise that preserved the client’s intention while protecting intelligibility as far as possible. The mixer offers expertise, but does not own the programme. Knowing which decisions are worth challenging and which require accommodation is part of the craft.

    His description of deciding whether an issue represents a “hill to die on” reveals a sophisticated understanding of professional authority. Expertise does not give the mixer unlimited control over the work, nor does collaboration require the abandonment of professional judgement. The mixer must advocate for the audience, explain likely consequences and make alternatives audible, while recognising that the final creative intention belongs to the client. Professional judgement therefore includes negotiation. Sometimes expertise means defending a decision. Sometimes it means finding a compromise that neither side initially imagined. Occasionally, it means implementing a choice that remains contrary to personal taste while ensuring that it works as successfully as possible.

    Technical fluency plays an important role in maintaining those relationships. When a client requests a change, Morrone wants to make it immediately, play it once and continue. Searching through tracks or repeatedly troubleshooting a familiar process changes the atmosphere of the room and interrupts attention to the programme itself. A well-designed session keeps the conversation focused upon storytelling and communication. The deeper the mixer’s command of the tools, routing and session layout, the less those systems intrude upon the creative discussion.

    This is another form of transparency. Morrone repeatedly returned to the idea that technology should disappear from the client’s experience, yet transparency does not mean that technology has become unimportant. The opposite is closer to the truth. Considerable technical knowledge is required to make complex systems feel immediate. Templates, custom layouts, routing, monitoring, printed stems and intimate familiarity with the workstation create an environment in which a creative request can become an audible result without breaking the flow of the session. Mastery becomes visible through the absence of friction.

    The growth of immersive sound has expanded this challenge further. Morrone described mixers as working between extremes, from Dolby Atmos and sophisticated home theatres to stereo playback and mobile devices with earbuds. His philosophy was to begin with the best mix possible in the most capable format, then ensure that it translates successfully into simpler ones. Immersive technology may offer extraordinary spatial possibilities, but Morrone remained cautious about using novelty without considering perception. In particular, he defended dialogue remaining anchored to the centre. Moving voices between speakers can alter timbre and create distracting changes that audiences may notice without understanding their source. New formats create possibilities, though they do not invalidate principles developed through decades of listening.

    His argument about dialogue placement is particularly revealing. Audiences do not need to identify the technical source of a problem in order to experience discomfort. Morrone described viewers sensing that something was wrong when dialogue moved around an immersive field, even when they could not explain precisely what disturbed them. This places an unusual responsibility upon the mixer. Professional listening must sometimes diagnose experiences that ordinary listeners can feel but cannot name. The purpose of expertise is not to dismiss those responses as technically uninformed, but to understand the perceptual conditions that produced them.

    The same concern for translation shaped his approach to low frequencies. Subwoofers vary enormously between listening environments, and domestic listeners frequently adjust them far beyond calibrated levels. Morrone therefore warned against depending entirely upon the LFE channel for the weight of a soundtrack. Low-frequency energy can also be carried through the main channels, creating a result that remains powerful across a wider range of playback systems. His experience of hearing a domestic subwoofer struggle with low-frequency material from Sleepy Hollow reinforced the point. A soundtrack must survive real listening environments, not merely sound impressive on a perfectly calibrated dubbing stage.

    As the discussion widened, Morrone considered the future possibility of mixes that adapt more intelligently to different devices and contexts. Streaming, immersive audio, virtual reality and personalised playback were already creating pressure for soundtracks to function across radically different systems. Yet his underlying philosophy remained remarkably consistent. Whatever the format, begin with the strongest possible mix, preserve the storytelling hierarchy and understand how human perception responds to the result. Technology changes quickly. The responsibility to guide attention and communicate narrative does not.

    Questions from the students returned the discussion to practical preparation. Morrone strongly supported editors delivering material that is already sensibly balanced before it reaches the stage. Dialogue editors who use clip gain to create consistent levels save valuable mixing time, while backgrounds and effects arriving close to useful operating levels allow the mixer to begin creatively rather than first correcting avoidable problems. He described requesting particular editors for demanding productions precisely for this reason. Good preparation is noticed. In a professional environment where a pilot may need to be mixed in only a few days, the person who consistently delivers well-organised, intelligently balanced material becomes someone mixers actively want on the next project.

    His discussion of ADR offered another deceptively simple lesson about perception. Morrone sometimes works on difficult replacement lines privately through headphones while the effects mixer is making a pass. The client then hears the finished line only once in context rather than listening to it repeated dozens of times during adjustment. Repetition directs attention towards the repair and teaches the listener exactly where to expect it. The same awareness shaped his humorous rule about never soloing loop group in front of a client. Background conversations that work perfectly as part of a scene may sound absurd when isolated and scrutinised. What matters is not whether every element survives examination on its own, but whether it performs its intended role in the scene.

    These examples reveal that Morrone is not simply mixing sound. He is managing attention, expectation and knowledge. Once listeners have been taught where an edit exists, they may hear it differently. Once an element has been isolated, they may judge it according to criteria that have little relevance to its actual purpose. Perception is shaped not only by acoustic information, but by what listeners have been encouraged to notice. Part of the mixer’s craft therefore lies in protecting the audience’s experience from unnecessary awareness of the mechanisms used to construct it.

    Yet group recording could also become a powerful storytelling tool. On Criminal Minds: Beyond Borders, episodes moved between international locations while much of the production remained based in Los Angeles. Carefully performed local-language group recordings, combined with music and other environmental elements, became essential to establishing each location convincingly. Here, group material could be brought forward rather than hidden. There was no universal rule governing how loudly an element should be mixed. Its appropriate level depended upon what the scene needed to communicate.

    By the end of the session, Morrone’s account of re-recording mixing had moved far beyond faders, plug-ins and delivery specifications. The technology matters enormously, as do templates, routing, restoration tools, monitoring and control surfaces, but those things serve a larger process. A mixer must understand performance, storytelling, perception, collaboration, translation and the subtle politics of working with clients under pressure. The session may contain hundreds of tracks, yet the audience should hear a coherent world rather than the complexity required to construct it. Morrone’s lecture revealed a craft built upon anticipation, contextual judgement and the careful management of attention. Preparation preserves the possibility of creativity under pressure. Technical knowledge allows technology to disappear from the conversation. Rules provide essential foundations, while experience reveals when the needs of a scene require them to bend. Great television sound is not created by making every element impressive or every recording perfect in isolation. It emerges from understanding what the audience needs to hear, recognising what they should never need to notice, and making hundreds of individual decisions feel like one continuous experience.

  • How Do You Design the Sound of a Blockbuster Game? Michael Caisley on Creativity, Recording, and Crafting the Sound of Call of Duty

    Michael Caisley

    How do you design the sound of a blockbuster game?

    Modern video games are built from extraordinarily complex systems. Artificial intelligence, physics, animation, graphics and networking all operate simultaneously to create worlds that respond continuously to the player’s decisions. Sound design must function within that same complexity. Unlike film, where every frame is predetermined, game audio unfolds differently every time someone plays. Thousands of individual sounds interact dynamically, responding to changing environments, player behaviour and gameplay events without losing clarity or dramatic impact. During his online guest lecture for Edinburgh Napier University, Michael Caisley drew upon his experience as Senior Sound Designer on Call of Duty: Advanced Warfare to explore how one of the industry’s largest productions approached this challenge. Throughout the session, one principle emerged repeatedly. Great game audio is designed as a complete system rather than a collection of individual sound effects.

    This philosophy shaped every stage of the project’s development. Rather than asking how individual weapons, footsteps or explosions should sound, the audio team began with a broader question. How should the player experience the world? Every recording, editing decision and implementation technique ultimately served that objective. Sound design therefore became an exercise in shaping perception rather than simply producing assets. Individual recordings remained important, though their true value emerged only through the relationships they formed with every other element of the soundtrack. The player never experiences sounds in isolation. They experience an acoustic world.

    Caisley explained that this perspective influenced one of the team’s earliest decisions. Although Call of Duty already possessed an established sonic identity developed across multiple successful titles, the audio team resisted the temptation simply to inherit those conventions. Instead, they treated Advanced Warfare as an opportunity to rethink the game’s entire sound philosophy from first principles. Existing assets, familiar production techniques and long-standing implementation methods were all reconsidered. Their ambition was not to reject the past, but to ensure that every creative decision continued to serve the experience they wanted players to have. Innovation therefore emerged through careful questioning rather than change for its own sake.

    That philosophy also transformed the relationship between sound design and implementation. In many production pipelines, sound designers create assets that are later integrated into the game by other specialists. Caisley described a markedly different approach. Sound designers remained responsible for implementation inside the game itself, allowing them to shape how recordings behaved once they became part of the interactive experience. The timing of a sound, the circumstances under which it played, the way it interacted with other events and its contribution to the overall mix all became part of the design process. Creating an excellent recording represented only the beginning. The player’s experience ultimately depended upon how successfully that recording functioned within the wider system. Implementation was therefore not separate from sound design. It was an essential part of it.

    The same systems-oriented thinking naturally extended to recording. Rather than relying primarily upon commercial sound libraries, the team invested heavily in producing original recordings specifically for the game. Specialist libraries remained valuable resources, particularly carefully curated collections produced by experienced field recordists, though Caisley consistently argued that original recording provides opportunities to discover sounds that nobody else possesses. More importantly, recording becomes a creative process rather than simply a method of gathering raw material. Unexpected textures, unusual perspectives and subtle acoustic details often emerge only when designers capture sounds for themselves. Distinctive game audio begins long before editing or implementation. It begins with listening carefully to the world.

    One particularly revealing example involved footsteps. Traditional Foley often records isolated footsteps on carefully prepared surfaces inside controlled studio environments. Caisley questioned whether this approach remained appropriate for a first-person game in which movement is experienced continuously through the player rather than observed from an external viewpoint. Instead, the team carried lightweight portable recorders into forests, hillsides and outdoor locations, capturing complete performances that naturally progressed from walking to running and sprinting. Rather than constructing movement artificially from disconnected recordings, they captured the changing rhythm, effort and momentum that emerge naturally when people move through real environments. The resulting recordings felt noticeably more convincing, illustrating that authenticity sometimes depends less upon technical precision than upon preserving the natural behaviour of the performer.

    The recording equipment itself reflected the same practical philosophy. Caisley encouraged students not to become preoccupied with expensive technology at the expense of creative opportunity. Much of the team’s field recording relied upon compact portable recorders that could be deployed quickly whenever an interesting sound presented itself. Mounted directly onto lightweight boom poles, these systems reduced handling noise while allowing recording sessions to remain flexible and spontaneous. The lesson extended far beyond the specific equipment being used. Interesting sounds rarely arrive when it is convenient to record them. Designers therefore benefit from tools that allow them to respond immediately rather than waiting for ideal conditions or elaborate recording setups. Creativity, he suggested, often rewards preparedness more than perfection.

    The same willingness to question established practice shaped the recording of weapons. Rather than organising one large recording session intended to capture every firearm in a single location, the team divided the work across numerous smaller sessions. This approach simplified logistics, though its greatest benefit proved creative rather than organisational. Each session could be reviewed afterwards, allowing the team to identify opportunities for improvement before returning to record additional material. Different environments also introduced naturally varying acoustic characteristics, providing a richer collection of perspectives than a single location could have offered. Recording therefore became an iterative process in which every session informed the next. The objective was not simply to accumulate material, but to refine the sonic identity of the game through continual experimentation.

    Perhaps the most important lesson from this stage of the lecture concerned the relationship between individual sounds and the finished player experience. Caisley observed that players rarely remember isolated recordings. They remember moments. The impact of those moments depends upon countless design decisions working together, from recording and editing through implementation, mixing and gameplay design. The audio team’s objective was therefore never to create the loudest explosion or the most detailed weapon recording. It was to build a soundtrack in which every element supported the player’s understanding of the world. Call of Duty: Advanced Warfare consequently adopted a more dynamic approach to mixing, allowing important sounds to occupy the foreground while leaving space for the rest of the soundtrack to breathe. Restraint became every bit as valuable as spectacle. The most memorable moments did not emerge from individual sound effects alone. They emerged from a coherent acoustic world in which every element strengthened the player’s belief that the environment around them was responsive, believable and alive.

    Having established the technical foundations of the project, Caisley turned towards the creative decisions that ultimately give a game its identity. Recording and implementation provide the raw materials, though they do not determine how a player experiences a moment. That depends upon judgement. Throughout the remainder of the session, he returned repeatedly to an idea that sounds deceptively simple but lies at the heart of professional sound design. Every sound reflects a design decision. The role of the sound designer is not merely to create convincing audio, but to decide what deserves to be heard, when it should be heard and, just as importantly, what should remain absent.

    This philosophy shaped the way Caisley approached almost every design problem. Instead of searching immediately for the perfect recording, he preferred to build what he described as palettes of possibilities. Families of related sounds sharing particular textures, movements and tonal characteristics were assembled through recording, processing and experimentation. Organic recordings of motors, impacts, machinery and environmental sounds were manipulated repeatedly, gradually forming a collection of materials from which the final design could emerge. Creativity therefore developed through exploration instead of beginning with a predetermined solution. Designers rarely know exactly what they are searching for at the start of a project. They discover it by experimenting until unexpected relationships begin to reveal themselves.

    His workflow reflected the same exploratory mindset. Projects often began in apparent disorder, with sounds accumulating rapidly as multiple ideas were investigated simultaneously. Immediate organisation was deliberately given lower priority than experimentation. Once a broad range of possibilities had been created, the process shifted towards careful refinement. Caisley compared this approach to sculpting. A sculptor begins with a block of material and gradually removes everything that does not belong until the final form becomes visible. Sound design, he suggested, often develops in exactly the same way. Instead of continually asking what should be added, designers should also ask what can be removed.

    This idea challenges one of the most common assumptions made by new sound designers. Richer sound does not necessarily result from adding more layers. As recordings accumulate, frequency masking increases, textures become crowded and important details begin to disappear. Caisley described repeatedly muting, removing and simplifying elements until only those making a genuine contribution remained. Equalisation, dynamics processing, timing adjustments and careful layering all supported this process, though none represented the objective in itself. Their purpose was to improve clarity, strengthen communication and ensure that every remaining sound justified its place within the mix. Professional sound design therefore depends less upon the quantity of material than upon the quality of the decisions shaping it.

    A particularly memorable example came from a sequence in which the player escapes across a glass roof before an ally destroys the structure beneath pursuing enemies. The obvious solution might appear to involve recording increasingly dramatic glass impacts before combining them into one spectacular crash. Caisley approached the problem very differently. The event was divided into a sequence of distinct dramatic stages. Initial bullet impacts, subtle structural weakening, growing instability and the final collapse each received their own carefully judged sonic treatment. Texture, pacing and silence changed gradually as the scene unfolded, allowing players to follow the progression of the collapse as a connected series of events rather than experiencing a single overwhelming burst of noise. The sequence derived its dramatic impact from the way the sound evolved over time, allowing the narrative of the scene to unfold naturally through listening as well as through the visuals.

    The same attention to dramatic pacing shaped Caisley’s approach to synchronisation. Students often assume that every visible action should be matched precisely by an accompanying sound. Professional practice, he suggested, is considerably more nuanced. Delaying one sound slightly, allowing another to emerge first or simplifying an otherwise crowded moment can produce a stronger dramatic effect than strict synchronisation alone. Rhythm, pacing, expectation and contrast all become compositional tools that guide the player’s attention. Instead of following every visual event mechanically, sound design helps determine what players notice, what they anticipate and how they interpret the unfolding action. Games therefore rely upon many of the same principles of dramatic storytelling found in music and cinema, while remaining responsive to player interaction.

    Equally revealing was Caisley’s discussion of realism. Throughout the lecture, he challenged the assumption that authentic sound must originate from authentic sources. Recording larger explosions does not necessarily produce better explosions, nor does striking more metal automatically create more convincing mechanical impacts. Professional sound designers routinely combine recordings whose original sources bear little resemblance to the finished result. Environmental ambiences, machinery, organic textures and countless unexpected recordings may all contribute qualities that literal recording alone cannot provide. What ultimately matters is not the origin of the sound, but whether it supports the player’s perception of the world. Believability depends upon the finished experience rather than literal accuracy.

    Technical processing formed part of this broader creative process rather than existing as an end in itself. Equalisation, compression, distortion and other processing tools undoubtedly shape the final soundtrack, though Caisley resisted presenting them as universal recipes. Every adjustment served a specific purpose within the wider composition. Heavy compression might transform an otherwise unremarkable recording into the perfect supporting layer. Subtle timing adjustments could reveal details previously hidden within the mix. Equalisation often preserved recordings that might otherwise have been discarded. Considered individually, many processed sounds appeared incomplete or even unattractive. Their value emerged only through their relationship with every other element. As throughout the lecture, the emphasis remained firmly upon systems rather than isolated sounds.

    Towards the end of the session, Caisley reflected upon the qualities that distinguish successful sound designers from merely competent technicians. Technical expertise undoubtedly matters, though he argued that curiosity, collaboration and the willingness to accept constructive criticism exert a far greater influence over long-term professional development. Working alongside experienced colleagues continually challenges assumptions and exposes designers to alternative ways of thinking. Equally valuable is the habit of listening analytically to other people’s work. Rather than deciding whether an entire game succeeds or fails, Caisley encouraged students to identify individual moments that demonstrate particularly thoughtful creative decisions. Examining one successful interaction in depth often teaches far more than making broad judgements about an entire soundtrack. Developing as a sound designer therefore depends as much upon careful listening as upon creating new sounds.

    Taken together, Caisley’s presentation revealed that blockbuster game audio is built as much through judgement as through technology. Recording, editing, implementation and mixing undoubtedly provide the necessary tools, though those tools acquire meaning only through the decisions that shape them. Every sound exists in relation to every other sound, every moment contributes to a larger dramatic experience and every creative choice influences how players understand the world around them. Sound design is not the art of creating more sound, but of making better decisions. Technology provides the tools. Careful listening, thoughtful judgement and an understanding of human perception transform those tools into interactive experiences that players instinctively accept as real.

  • How Do You Make an Orchestra Fit Inside a Television Show? Phil McGowan on Recording, Mixing, and the Sound of Star Trek: Picard

    Phil McGowan

    How do you make an orchestra fit inside a television show?

    At first glance, the answer appears straightforward. Musicians gather in a studio, microphones are placed around the room, a conductor raises a baton, and the music is recorded. Yet during his online guest lecture for Edinburgh Napier University, recording and mixing engineer Phil McGowan revealed a process that is considerably more complex. Drawing upon his work on Star Trek: Picard, McGowan described a world of orchestral recording that combines musical performance, engineering, editing, production management, and problem-solving. By the end of the lecture, it became clear that recording an orchestra is only one small part of a much larger process. Throughout the lecture, McGowan repeatedly returned to the importance of preparation, organisation, and communication. Although microphones, software, and recording techniques played important roles, many of the challenges he described ultimately concerned coordinating people, decisions, and workflows across an unusually complex production process.

    McGowan began by introducing the recording sessions for the third season of Star Trek: Picard. Across ten episodes, the score was recorded using large orchestral forces, with most episodes featuring a sixty-five-piece ensemble recorded at Warner Brothers Studios in Burbank. For the majority of the season, the orchestra was divided across separate recording sessions. Strings and woodwinds were recorded together, while brass was recorded later. Only the final episode brought the entire eighty-piece orchestra into the room simultaneously. Although audiences often imagine a film score as a single orchestra performing together, McGowan explained that modern production frequently relies upon these layered recording approaches. Recording sections separately provides greater flexibility during mixing while allowing music editors and dubbing mixers more control later in the production process.

    Yet even before a note is recorded, a surprising number of decisions have already been made. The placement of every section within the room affects both the recording and the eventual mix. Strings, woodwinds, brass, piano, harp, and other instruments each occupy carefully chosen positions. Microphone placement becomes equally important. Looking at the recording diagrams shown during the lecture, it was difficult not to be struck by the sheer number of microphones involved. Individual sections receive dedicated spot microphones, larger groups receive overhead microphones, and the entire orchestra is captured by an array of room microphones positioned high above the ensemble.

    What was particularly interesting, however, was McGowan’s repeated emphasis that the most important microphones are often not the closest ones. In a well-designed scoring stage, much of the orchestra’s character emerges from a relatively small number of carefully positioned room microphones. Spot microphones provide detail, definition, and control, though the overall impression of the orchestra often comes from the way the ensemble interacts with the acoustic space itself. Rather than constructing an orchestral sound entirely from individual instruments, the recording process begins with capturing the orchestra as a unified musical body.

    This relationship between detail and cohesion appeared repeatedly throughout the lecture. Modern recording technology allows engineers to place microphones extremely close to instruments. Individual players can be isolated with remarkable precision. Yet McGowan’s approach demonstrates considerable restraint. Spot microphones are available when needed, though many remain relatively low in the final mix. The objective is not to maximise separation. Instead, it is to preserve the sense that listeners are hearing a single orchestra performing together within a shared acoustic environment.

    Recording the orchestra is only the beginning. Once the sessions finish, the material enters a complex process of editing and mixing. Here, McGowan’s role becomes particularly interesting. The raw recordings arrive alongside extensive collections of programmed material supplied by the composer. Modern television scores often combine live orchestral recordings with sampled instruments, synthesizers, percussion libraries, pads, textures, and electronic elements. One of the mixer’s responsibilities is deciding how these different layers should coexist.

    What emerged from the lecture was a strong preference for using the live recordings whenever possible. Sampled instruments often provide useful support, additional weight, or subtle reinforcement, though McGowan repeatedly emphasised that the live orchestra remains the foundation of the sound. The samples are rarely intended to replace the musicians. Instead, they are carefully blended into the mix where appropriate.

    Organisation becomes essential at this stage. Large orchestral sessions generate enormous numbers of tracks. Strings, brass, woodwinds, percussion, piano, harp, synthesizers, effects, and auxiliary elements all require separate management. McGowan demonstrated how sessions are organised into stems, allowing different components of the score to be adjusted independently later in the production process. These stems become particularly important when the music eventually reaches the dubbing stage, where it must coexist with dialogue, sound effects, Foley, ambience, and every other element of the soundtrack.

    This relationship between music and the rest of the soundtrack formed one of the most revealing parts of the discussion. Audiences often imagine that a score reaches the screen in essentially the same form in which it leaves the recording studio. McGowan demonstrated that the reality is considerably more complicated. The music mixer occupies a position between composition and final dubbing, shaping material that must eventually coexist with dialogue, Foley, ambience, sound effects, and every other component of the soundtrack.

    This creates an unusual challenge. During the mixing process, the final soundtrack often does not yet exist. Dialogue may still be evolving. Effects tracks may be incomplete. Editorial changes may continue arriving. The mixer therefore works partly with the present version of the programme and partly with an anticipated future version. Decisions must account not only for what is currently on screen but also for what will eventually happen when the material reaches the dubbing stage.

    In this sense, music mixing becomes an act of translation. The composer’s intentions need to remain intact, though they must also survive the practical realities of television production. A passage that sounds spectacular in isolation may compete with dialogue once the final soundtrack is assembled. A delicate orchestral texture may disappear beneath effects. A dramatic crescendo may need flexibility if the editorial structure changes. The mixer therefore balances musical priorities with narrative requirements, ensuring that the score remains expressive while still serving the larger needs of the programme.

    McGowan described the importance of communication throughout this process. Conversations with composers, music editors, producers, and re-recording mixers help establish how the material will ultimately be used. Stem structures become especially valuable here. By separating different orchestral and electronic elements into organised groups, later stages of production retain the flexibility needed to support storytelling decisions. What appears to be a purely technical workflow is therefore deeply connected to narrative concerns.

    Seen in this light, the music mixer occupies a remarkably important position within the production chain. The role involves much more than balancing levels or applying plug-ins. It requires understanding composition, orchestration, recording, editing, post-production, and storytelling simultaneously. The objective is not simply to make the music sound good. The objective is to ensure that the music can fulfil its dramatic function once every other element of the soundtrack is finally assembled.

    Questions of storytelling therefore remain central throughout the process. Although the lecture contained detailed discussions of microphones, reverbs, routing structures, and plug-ins, these technical topics were rarely presented as ends in themselves. Instead, they were framed as tools supporting dramatic communication. Reverb is not merely an acoustic effect. It helps create scale, atmosphere, and emotional character. Stem structures are not simply organisational devices. They provide flexibility for storytelling. Even microphone choices ultimately serve narrative goals.

    A particularly striking example emerged in McGowan’s discussion of reverberation. For Star Trek: Picard, the production deliberately embraced a more expansive orchestral sound inspired by earlier generations of science-fiction scoring. Rather than pursuing absolute clarity or dryness, the score was allowed to inhabit larger acoustic spaces. The resulting sound connects contemporary production practices with earlier traditions of science-fiction scoring associated with composers such as Jerry Goldsmith and James Horner. Listening to McGowan describe these decisions, it became clear that technical choices often carry historical and aesthetic significance as well.

    The lecture also offered a fascinating glimpse into the practical realities of large-scale media production. Television schedules are rarely generous. Recording sessions must fit within union regulations, musicians’ availability, studio bookings, editorial deadlines, and dubbing schedules. Scores are often recorded while other parts of the production remain unfinished. Picture edits may continue evolving. Visual effects may still be in development. Deadlines continue approaching regardless.

    Under such conditions, consistency becomes invaluable. McGowan described how recording setups, templates, routing structures, and mixing approaches are designed to remain stable across multiple episodes. Establishing reliable systems allows creative decisions to happen more efficiently. Rather than reinventing workflows repeatedly, engineers can focus their attention on the musical and dramatic needs of each project.

    Another recurring theme throughout the lecture was collaboration. Large orchestral productions depend upon extensive networks of expertise. Composers, orchestrators, contractors, recording engineers, Pro Tools operators, music editors, re-recording mixers, musicians, producers, and showrunners all contribute to the final result. No individual controls every aspect of the process. Instead, successful productions emerge through coordination between specialists whose work overlaps at crucial moments.

    Listening to McGowan describe recording sessions, one gains a strong sense of the trust involved. Musicians are trusted to perform complex scores with remarkable efficiency. Engineers are trusted to capture those performances accurately. Music editors are trusted to manage revisions and conforming. Dubbing mixers are trusted to integrate the score into the larger soundtrack. The finished music reflects not only technical skill but also a highly collaborative production culture.

    Perhaps the most interesting aspect of the lecture was the way it challenged romantic ideas about orchestral recording. Popular accounts often focus on dramatic moments: the orchestra enters the room, the conductor raises a baton, and the music comes to life. Those moments certainly exist. Yet McGowan’s account suggests that the real craft often lies elsewhere. It lies in preparation, organisation, consistency, communication, editing, and the countless small decisions that allow large productions to function successfully.

    Looking back across the lecture, what emerges most clearly is not simply a story about recording orchestras. It is a story about connecting different stages of a creative process. Recording sessions, editing workflows, stem preparation, music mixing, and final dubbing all form part of a chain in which every decision influences what follows. Managing that chain requires technical expertise, though it also requires communication, anticipation, and an understanding of how music functions within narrative storytelling. Every stage of the process involves balancing competing demands. Technical precision must coexist with musical expression. Flexibility must coexist with consistency. Individual details must support larger dramatic goals. The orchestra must sound impressive in its own right while still serving the needs of the programme.

    For students interested in recording, mixing, or film music production, this may be the lecture’s most valuable lesson. Technology remains important. Microphones matter. Software matters. Recording techniques matter. Yet none of these elements exist in isolation. They are part of a larger system whose purpose is ultimately narrative. The audience does not hear microphone placements, stem structures, or routing templates. They hear music supporting a story.

    For Phil McGowan, the challenge is not simply recording an orchestra. The challenge is shaping hundreds of performances, thousands of audio tracks, and countless technical decisions into something that helps bring a fictional world to life. By the time audiences sit down to watch Star Trek: Picard, most of that work has become invisible. The orchestra feels as though it simply belongs there. Achieving that illusion, however, requires an extraordinary amount of craft.

  • What Did They Say? Gary Bourgeois on Dialogue, Attention, and the Art of Film Mixing

    Gary Bourgeois

    What happens when an audience misses a line of dialogue?

    At first glance, the consequences seem relatively minor. A viewer leans towards a friend. Someone quietly asks for clarification. A sentence is repeated. Yet during his online guest lecture for Edinburgh Napier University, veteran re-recording mixer Gary Bourgeois suggested that this moment reveals something important about the relationship between sound and storytelling. The audience has stopped following the narrative and started thinking about the soundtrack. For Bourgeois, whose career spans more than five decades across film, television, music, and streaming media, preventing that moment has remained one of the central responsibilities of a mixer.

    This might appear surprising. Popular discussions of film sound often focus on spectacle. We talk about explosive action sequences, immersive surround sound systems, powerful musical scores, and increasingly sophisticated technologies. Yet Bourgeois repeatedly returned to a much simpler idea. Sound exists to support communication. Every creative and technical decision ultimately serves the story. If audiences cannot understand what matters at the moment it matters, even the most technically impressive soundtrack has failed in its primary task.

    Throughout the lecture, Bourgeois described film mixing as a process of guiding attention. A finished soundtrack may contain dialogue, Foley, ambience, music, effects, backgrounds, transitions, and countless other elements. These sounds do not all demand equal attention simultaneously. Their relationships are constantly shifting. During a conversation, dialogue may occupy the foreground while music retreats slightly into the background. During a dramatic reveal, music may briefly become the dominant element. An action sequence may allow effects to take centre stage before returning attention to character and narrative. Mixing therefore involves much more than balancing levels. It involves shaping the audience’s experience of a story.

    This perspective helps explain why Bourgeois places such importance on dialogue. Writers spend months or years developing scripts. Actors devote enormous effort to performance. Directors construct scenes around the communication of information, emotion, and character. If a crucial line becomes unintelligible, the audience loses access to part of that work. More importantly, they momentarily leave the fictional world. Instead of thinking about the characters, they begin thinking about the soundtrack. The illusion is interrupted.

    One of the most interesting aspects of the lecture concerned the relationship between film mixing and human perception. During the discussion, we explored the idea that many mixing decisions effectively replicate forms of selective attention that listeners perform naturally. In everyday life, people can focus on a particular voice within a crowded room, follow a conversation in a noisy taxi, or attend to one sound source while ignoring dozens of others. The auditory system constantly prioritises information. Bourgeois agreed that much of professional mixing involves recreating these perceptual priorities for audiences. The mixer helps listeners focus on what matters without drawing attention to the process itself.

    Seen in this light, many familiar audio tools acquire a different significance. Equalisation is not simply a way of adjusting frequencies. Compression is not merely a method of controlling dynamics. Reverb is not only about creating a sense of space. These processes become valuable insofar as they help establish relationships between sounds. A dialogue track may require subtle equalisation to distinguish it from surrounding ambience. A sound effect may need certain frequencies reduced so that speech remains intelligible. A reverberant environment may need careful shaping to preserve clarity. The technical operations matter, though their ultimate purpose remains perceptual. Ultimately, they help prevent the audience from asking the question that opened the lecture. What did they say?

    Several examples from Bourgeois’ career illustrated this philosophy particularly well. Large-scale productions such as Transformers are often associated with spectacle, scale, and sonic intensity. Audiences remember giant robots, enormous impacts, and dense layers of sound. Yet Bourgeois described how even the most elaborate action sequences depend upon careful control of attention. One memorable example involved introducing a single frame of silence immediately before an explosion. The audience never consciously notices this interruption. Nevertheless, the brief absence of sound creates a perceptual contrast that makes the subsequent impact feel considerably larger. The effect depends not on additional volume but on the way listeners perceive change.

    Examples such as this reveal a recurring principle running throughout the lecture. Effective sound design often depends less upon adding material than upon managing relationships between existing elements. A soundtrack filled continuously with dramatic gestures eventually loses its ability to surprise. Contrast becomes difficult. Emphasis becomes impossible. Restraint therefore plays an important role within the mixer’s craft. Sometimes the most effective decision is deciding what not to hear.

    This concern with attention also shapes Bourgeois’ attitude towards immersive audio formats such as Dolby Atmos. The technology provides extraordinary creative possibilities. Sounds can move through three-dimensional space with remarkable precision. Environments can become more detailed and immersive than ever before. Yet Bourgeois consistently framed these capabilities in relation to storytelling rather than technology. An Atmos mix succeeds when it helps audiences engage more deeply with a scene. It fails when the technology becomes the focus of attention itself. More speakers do not automatically produce better storytelling. The same principles still apply. Audiences need to understand what matters and why it matters.

    A particularly revealing section of the lecture explored Bourgeois’ lifelong curiosity about listening. Long before spatial audio became a major industry topic, he was conducting informal experiments with binaural recording, environmental acoustics, and perceptual phenomena. Rather than treating recording purely as a professional necessity, he approached it as an opportunity to investigate how sound behaves.

    One story involved recording a stream in rural Canada. Expecting to capture clear differences between close, medium, and distant perspectives, he recorded the same source from multiple locations. When he returned to the studio, however, the recordings sounded remarkably similar. What initially appeared disappointing became an important lesson. Distance is often communicated less by direct sound than by reflections, environmental interactions, and contextual cues. The stream itself had changed very little. The surrounding environment had provided most of the information listeners normally use to judge distance. Stories such as this reveal another dimension of Bourgeois’ approach. Technical expertise emerges not only from formal training but also from observation. Throughout the lecture, he repeatedly emphasised the importance of listening carefully to the world. Many of the insights that shaped his professional practice originated in moments of curiosity rather than commercial necessity. A recording experiment, an unusual acoustic environment, or an unexpected perceptual effect could become the foundation for future creative decisions.

    His reflections on Canada extended this theme further. Bourgeois noted that a surprisingly large number of Hollywood film mixers originate from Canada. While partly humorous, the observation led into a broader discussion about listening environments. Growing up in quieter surroundings encouraged attention to subtle acoustic details, spatial relationships, and environmental sounds. Whether or not this fully explains the phenomenon, the anecdote reinforced a larger point. Listening is not a passive activity. It is a skill developed through experience, practice, and sustained attention.

    The conversation eventually turned towards emerging technologies, particularly artificial intelligence. Here again, Bourgeois adopted a perspective shaped by decades of professional experience. Throughout his career he has witnessed repeated technological transformations. Analogue workflows gave way to digital systems. New recording formats emerged. Distribution platforms changed. Entire production processes evolved. Each transition created uncertainty alongside opportunity.

    Rather than treating AI as fundamentally different from earlier technological developments, Bourgeois viewed it as another stage within a continuing process of change. New tools will inevitably alter professional practice. Some tasks may become easier. Others may disappear entirely. Yet the underlying challenge remains remarkably consistent. Practitioners must learn how new technologies work, understand their limitations, and identify meaningful ways of applying them. Avoiding change rarely proves productive. Understanding it usually does.

    Looking back across the lecture, what emerges most clearly is a conception of mixing rooted in attention. Compressors, equalisers, reverbs, Atmos systems, loudness standards, recording technologies, and AI tools all matter. Yet they matter only insofar as they help audiences remain connected to a story. Bourgeois repeatedly returned to the same fundamental question. Can the audience understand what matters at the moment it matters?

    Many discussions of sound focus primarily on technology. Gary Bourgeois offered a useful reminder that technology is ultimately a means rather than an end. The purpose of a soundtrack is not to demonstrate technical sophistication. Its purpose is to support communication, emotion, and narrative understanding. The most successful mixes often pass unnoticed precisely because they allow audiences to remain fully absorbed in the world unfolding before them.

    Perhaps that is why the simple question that opened the lecture remains so revealing. What happens when an audience misses a line of dialogue? For Bourgeois, the answer extends far beyond a few misunderstood words. It represents a brief fracture in the relationship between story and listener. Much of the mixer’s craft is devoted to preventing that fracture from occurring. Every adjustment, every balance decision, every technical process ultimately serves the same goal: helping audiences hear not merely the sounds of a film, but the story those sounds are trying to tell.

  • Dubbed to Perfection: Graham Hartstone’s Guide to Enhancing Storytelling Through Sound

    Graham Hartstone, a highly respected dubbing mixer and former head of post-production at Pinewood Studios, shared his expertise in an online guest lecture. Drawing on his extensive career in film sound, which spans decades and includes work on major productions, he offered a wealth of insights into the art and technical precision of rerecording sound for film.

    Graham Hartstone

    The Evolution of Sound and Its Role in Storytelling

    Hartstone’s career began in 1961 as a cable operator, progressing through various roles in sound before ultimately leading the dubbing team at Pinewood. His experience includes working on iconic films such as the James Bond series and collaborations with directors like Stanley Kubrick and Ridley Scott. He reflected on the shift from analogue mixing techniques to the expansive digital tools available today, discussing how technological advancements have changed the sound mixing process.

    Throughout his career, Hartstone emphasised that sound must serve the narrative, with careful attention to dialogue clarity, atmospheric cohesion, and the interplay between sound effects and music. He discussed the importance of premixing, highlighting how dialogue, effects, and Foley must be balanced to create a seamless final mix. Foley, he stressed, should blend naturally rather than draw attention to itself. Using Aliens as an example, he described how even background movements were carefully crafted to maintain immersion without overwhelming the primary action.

    Collaborations, Challenges, and International Versions

    Hartstone shared experiences working with directors who had strong opinions on sound, such as James Cameron and Stanley Kubrick. Kubrick was known for personally directing foreign language dubs to maintain creative control, often insisting that his own team handle translations to ensure consistency across different languages. Hartstone recalled how Kubrick’s meticulous nature extended to every aspect of post-production, with dialogue edits often requiring multiple iterations to match the director’s high standards. Kubrick even insisted on making foreign dubs sound as close to the original English version as possible, ensuring that voice tone and performance retained the same impact.

    James Cameron was similarly demanding, particularly about technical precision in sound. Hartstone shared an example from Aliens, where Cameron required the sound of motion trackers to be carefully crafted to enhance suspense. He recalled how Cameron would repeatedly review sound effects, adjusting subtle details to make sure they perfectly complemented the tension of each scene. This attention to detail extended to mixing explosions and gunfire, where Cameron wanted the audience to feel every impact without overwhelming the dialogue.

    The challenges of working on large-scale productions also included meeting tight deadlines and working with evolving edits. Hartstone noted that in films like Blade Runner, changes were often made up to the last minute. He shared how the iconic ambient soundscape of Los Angeles in Blade Runner was built from unused Alien sound elements, giving the city a layered, futuristic atmosphere. He also recounted how Ridley Scott requested late-stage changes to music and sound effects after test screenings, requiring the mixing team to make quick adjustments to balance the soundtrack effectively.

    For international versions, Hartstone explained that dialogue premixes had to be prepared well in advance of final mixes to allow time for translation and dubbing. On GoldenEye, special care was taken to ensure the foreign dubs matched the English version’s intensity, particularly during action sequences. His team provided detailed mixing notes, ensuring that foreign versions retained the same dynamic range and impact. He also explained the additional complexities of preparing mixes for different distribution formats, including airline and television edits, which required removing or replacing strong language while maintaining natural speech flow.

    Practical Techniques for Mixing

    Hartstone provided a wealth of practical advice for sound mixers, focusing on achieving clarity, balance, and impact.

    Dialogue Mixing and Clarity

    He advised using high-pass and low-pass filters to enhance dialogue clarity, suggesting a high-pass filter at around 80Hz to eliminate unwanted low-end rumble and a low-pass filter at around 9kHz to reduce sibilance. He explained that dialogue should be prioritised in the mix, ensuring that off-screen lines remain intelligible by adjusting levels and adding subtle reverb to match distance perception.

    Hartstone also discussed the importance of perspective in dialogue mixing. He emphasised that the audio should match the framing of the shot—voices should not shift unnaturally in relation to the camera’s viewpoint. For example, close-up dialogue should be crisp and intimate, while wide shots should have a more open sound, reflecting the environment. When working with ADR (Automated Dialogue Replacement), he recommended blending it with the original production sound by matching room acoustics and microphone placement to avoid inconsistencies.

    Balancing Sound Elements and Surround Mixing

    Hartstone stressed the importance of dynamic balance between different sound elements. He warned against overusing compression, explaining that while it can help smooth out levels, excessive compression can make a mix sound unnatural. Instead, he recommended using automation and manual level adjustments to retain natural dynamics, especially for dialogue-driven scenes.

    For surround mixing, Hartstone advised positioning ambient sounds carefully to avoid distracting the audience. Dialogue and primary sound effects should remain anchored in the front channels, while environmental sounds and subtle atmospheric elements should be spread across the surround channels. He suggested that surround effects should be used sparingly in dialogue-heavy scenes but can be more pronounced in action sequences to enhance immersion.

    Layering Explosions and Action Sequences

    Hartstone shared techniques for mixing action-heavy films, particularly regarding explosions and gunfire. He explained that layering sound elements helps create depth and realism. For an explosion, he suggested layering three key components: a bass-heavy thump for impact, a mid-range crack for texture, and high-end debris for detail. He recommended ensuring that these layers are carefully mixed so that the low end does not overpower dialogue and other important sounds.

    He also discussed the importance of spatial placement for action scenes. For instance, gunfire should have directional placement in the mix to match the on-screen perspective. He recalled how, on James Bond films, the team carefully panned gunfire and bullet ricochets to follow the action, adding realism and depth to chase and fight sequences.

    Checking Mixes Across Different Playback Systems

    To ensure consistency, Hartstone recommended testing mixes on multiple playback systems, from large cinema screens to nearfield monitors. He suggested switching between full surround and stereo playback to detect phase issues or missing elements. He also noted that checking the mix at lower volumes can help identify problems with clarity, as important dialogue or sound effects may get lost when played at lower levels.

    Additionally, he highlighted the importance of attending final screenings to verify the mix in the intended playback environment. He recalled how, during a Blade Runner premiere screening, last-minute mix adjustments were needed to correct sound balance issues, reinforcing the importance of checking the final product under real-world conditions.

    Final Thoughts

    Graham Hartstone’s lecture provided a detailed exploration of film sound design, offering valuable lessons for professionals and enthusiasts alike. His expertise underscored how vital a well-crafted soundtrack is in shaping the audience’s experience, blending technical precision with creative storytelling.