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Episode 96: Media Designer Joe Herrington on How to Create Sound Effects at Walt Disney Imagineering

1h 6m 23s11,290 words1,555 segmentsEnglish

FULL TRANSCRIPT

0:00

if you record an animal any kind in

0:02

Panama in a passive state that a calm

0:04

State no matter what you do the

0:06

processor it's going to be perceived as

0:09

something passive and calm if you record

0:12

that

0:13

and another that bird for example in an

0:15

angry aggressive mode no matter what we

0:18

do to that sound it's going to come back

0:20

as angry in the direction and she

0:22

learned to mix and match different kinds

0:25

of animals with the moods that they are

0:27

to get certain things that yeah that was

0:32

sound designer Joe Harrington and you're

0:35

listening to the tomorrow society

0:38

podcast

0:45

[Music]

0:54

[Music]

1:06

[Music]

1:09

thanks for joining me here on episode 96

1:13

of the Tomorrow society podcast I am

1:16

your host Dan Heaton one thing that I

1:19

repeatedly learned when doing this

1:22

podcast is really how little I

1:25

understand and realize about the

1:28

complexity of how attractions are put

1:32

together or even more broadly how the

1:34

parks function in terms of their

1:37

presentation and especially their sound

1:40

I've talked in the past with Greg meter

1:43

and with Glenn Barker and they have

1:45

educated me on some of what goes in to

1:49

the sound of the parks and that

1:51

continues this week with Joe Harrington

1:54

Joe has been with Disney since 1981 he

1:59

joined right around the time that Epcot

2:01

Center was in full swing worked on

2:04

creating sound effects for Spaceship

2:06

Earth and other pavilions and has been

2:08

involved in so many of the big Disney

2:11

attractions since that point he still

2:14

works there now he's worked on Indiana

2:17

Jones on Radiator Springs racers on Tron

2:20

and even on the most recent attraction

2:24

that Disney opened last week which is

2:26

Mickey and Minnie's runaway railway and

2:29

Joe beyond his specific work just has a

2:34

lot of insight into how to sound even

2:38

function in these attractions how do you

2:40

make it seem like the Bears at the

2:43

country Bear Jamboree are actually

2:45

talking to you rather than moving their

2:48

mouth and having a speaker nearby

2:50

present the sound that makes it seem

2:52

like they're talking to you that's just

2:54

one of many examples that Joe gets into

2:57

on this podcast which I kind of think of

2:59

as a master class in sound effects and

3:04

sound design for the parks and I'm sure

3:07

that the way he explained it dumbed it

3:10

down so much for me and for all of you

3:13

yet there's still a lot that he presents

3:16

that I found so interesting during this

3:19

podcast and I can't wait for you to hear

3:21

it it's really fun too

3:23

into this topic before I do so if you

3:26

are enjoying this show and recent

3:29

episodes with Jolin

3:30

Cicero and Carly wise L and Don Carson

3:34

and so many others there's a really cool

3:37

way you can support the show this is a

3:39

listener-supported podcast and the one

3:42

way that the show keeps going is through

3:46

patreon you can make a small monthly

3:48

contribution and really help to keep

3:51

this show going and you also get some

3:54

cool perks there's a membership card and

3:57

a pin and also a monthly show called The

4:00

Tomorrow Society bulletin that I just do

4:02

for members through patreon and I talked

4:06

about some of the big issues affecting

4:08

the parks recent news and just some fun

4:10

topics and it's a way for me to dig even

4:13

further into the parks beyond these

4:15

interviews you can learn more by going

4:16

to tomorrow Society dot-com slash member

4:20

so this was a really fun show Joe took

4:24

my questions and just ran with them and

4:27

gave some really complicated answers

4:29

that I was blown away by some of them

4:32

how much goes into the sound effects so

4:34

here is Joe Harrington

4:41

[Music]

4:51

I'm always interested especially in

4:53

something that I find that it's easy not

4:56

to think as much about which is the

4:58

sound and media design but I'd love to

5:01

start back more at the beginning just

5:02

with you I mean how did you get

5:04

interested in doing sound design and

5:07

working in audio when you were younger

5:10

well I grew up there's a ranch kid but I

5:12

always had a very strong interest in

5:15

technology I invented a lot of things

5:17

when I was younger they weren't

5:19

important things but they were things

5:21

that had not been done yet and so I left

5:24

a tinkerer and I loved electronics and I

5:26

loved radio and television so I got

5:29

involved in it as much as I possibly

5:31

could in my late high school years I got

5:35

involved with with television and radio

5:37

and and by the time I was a senior in

5:40

high school I had my own radio show in

5:43

the evenings kind of cutting about

5:44

social life that not sure was from 6:00

5:46

to midnight every night and so for a

5:50

senior in high school and then where I

5:55

left off I went to the army and when I

5:58

got back from the Army I I sort of

6:01

changed my direction I thought maybe I

6:02

wanted to teach astronomy so I went back

6:05

to college for the purpose of teaching

6:07

astronomy and I had an astronomy

6:10

professor that really kind of died you

6:12

in a different direction he was doing

6:14

public shows astronomy show for the the

6:18

public and for schools and he wanted me

6:20

to get involved in that because he said

6:22

he thought it might be good at it and so

6:23

I started doing I mean who they liked

6:25

that I was doing and he said you know

6:27

there's this there's this internship in

6:29

Worchester New York which are year-long

6:31

and I think the autocrat for well I'm

6:34

the kid mystics I've never cried

6:36

anything like that so I tried it and I

6:39

got it and so I moved to Rutgers New

6:43

York for a year and live as part of the

6:45

internship and it was over I was looking

6:49

for a place to work and so I went to

6:52

several places all over the country and

6:54

one of the interviews that I got was the

6:57

Reuben phage Space Center in San Diego

7:00

they were just about to open

7:02

and they needed somebody to produce

7:04

their material the right introduced the

7:06

material and I was fortunate enough to

7:08

get that job so I came down to San Diego

7:10

and a few years I wrote all of their

7:14

school shows and public shows and

7:16

produced them and in the course of that

7:19

I got back into my own technology ideas

7:24

and I started creating the soundtracks

7:26

and mostly out of necessity so I was

7:28

creating music and sound effects and

7:31

recruiting the entire sound sound rocks

7:34

in those days there wasn't much

7:36

technology available so again I've got

7:39

into inventing a lot of different

7:40

technology take blades and different

7:44

things like that and the looping machine

7:46

thing there is no such thing as a wave

7:48

machine back then so I would record on

7:51

the quarter-inch tape the splice giant

7:54

lips together and stretch them around

7:56

the room on mic stands and let him come

7:58

back through the machine and create my

8:00

sound tracks with those kinds of loops

8:02

and what I was experimenting with was

8:05

that the concept of creating a an

8:09

instrument that you couldn't recognize

8:10

what it was and my primary source for

8:14

that with the human voice and so I would

8:17

take the room in the voice and loop it

8:18

in those giant loops and then it shifted

8:21

in fact in those days we didn't have any

8:24

there's no real good way we had we've

8:26

had seven and a half 15 and 30

8:28

it's about all you could do on our tape

8:31

machine so I needed something that could

8:33

be I saw them and I had a very brilliant

8:35

engineer that made a machine to do just

8:39

that and so I was able to make might

8:41

build up my cords and things like that

8:43

and so I was able to make this music and

8:45

really when you would listen to it you

8:47

couldn't tell really what the instrument

8:49

was but it was very very very belong you

8:53

know anything the space program that I

8:55

was doing and so I was doing after

8:58

doctor said eight and a half years and

9:00

then Marty squatted Randy bright from

9:02

Disney we're down there on vacation in

9:04

San Diego and there so one of my shows

9:06

and Marty called me aside and said come

9:09

work for me and so I did and that's how

9:13

that got started originally they

9:16

wanted me to do soundtracks for

9:18

spaceship earth and then all of that

9:19

path because at that time Disney

9:23

Imagineering the word enterprises of fun

9:26

had other sound effects them over by

9:29

Jimmy McDonald or with the studio it was

9:31

too complex things and did not have a

9:35

Sammy's honor and he wanted me to head

9:38

up a brand new sound effects department

9:40

and have the best sound effects anybody

9:43

had ever heard than the fraction that

9:45

was good work and so I started that up I

9:49

turned up here and really did not know

9:52

what my job would be I mean I knew I was

9:56

sound effects design but you know what

9:59

that entailed in those early stages of

10:01

of being at business I was I was still

10:04

bewildered they stuck me an office with

10:07

Buddy Baker and I shared an office with

10:10

them

10:10

and that kind of pulled me out of my

10:13

shell because you can't be around a guy

10:16

of the caliber of Buddy Baker very wrong

10:18

yeah a lot of it rubbing off and a lot

10:21

of it did and say that's not the

10:23

business you mentioned Buddy Baker who

10:25

was involved with so many important

10:27

songs for Epcot and beyond and I'd love

10:30

to know a little more about what it was

10:32

like to work with him what was how did

10:34

that experience go for you it sounds

10:35

like it was really good

10:36

what my parents the Buddy Baker was very

10:38

good I'd like to say just Buddy Baker I

10:42

should really back up and give credit to

10:44

several of the others at the time that I

10:46

came to to Wed enterprises I mean there

10:50

were legends walk in the hall and and I

10:53

worked with those guys every day or exit

10:55

NCI wafer Rogers of course buddy and

10:58

Jimmy McDonald Ward Kimball and Claude

11:01

coats and of course Marty Sklar

11:03

Harriet burners and Roly crop I mean

11:06

these people were just there at our

11:07

disposal and we talk to them every day

11:10

and they really had a powerful influence

11:14

on all of us young Imagineers who really

11:18

didn't know what we were doing we didn't

11:20

know whether if anything about story

11:22

about putting the fractions together but

11:25

they had understood what these guys knew

11:27

their business to just have David polish

11:29

say

11:30

I'm fighting Baker and shunned over each

11:32

other - and you come up with mr. problem

11:35

and they give you the the benefit of

11:38

their wisdom and when guys like that

11:41

called yes listen why don't you listen

11:44

you take notes you really pay attention

11:46

to what they have to say and you take it

11:48

to the bank and I deal so years later

11:52

when they opened up the endurance video

11:54

we had some news there is some serious

11:57

audio problems mostly because it took

12:00

knowledge Ian and things of that nature

12:02

we were trying to be more than

12:03

technology really allowed so mommy

12:06

established something called the audio

12:08

swapping and it was moving

12:11

exit nco and Buddy Baker and our job is

12:14

to go through all of our collections and

12:16

find out what was wrong and find out

12:18

that fix it and so ballin theta that was

12:21

an incredible learning experience being

12:24

joined at the hip with those two guys

12:26

how many other games not he knows clear

12:29

that these were two veterans who had

12:32

walked in work with Walt and regular

12:36

business and so what an incredible

12:38

opportunity to learn what was wow I I

12:42

can't imagine what that would be like

12:43

cuz both of those guys exit NCO is did

12:47

so many things with pirates and honey

12:49

mansion and so much else there I'm

12:52

curious too about FCAT Center you know

12:54

when you started because I know it was

12:56

very chaotic to get that open in time

12:58

like you mentioned so many new

13:00

technologies with sound what was it like

13:03

with Epcot Center and it's been what

13:05

spaceship earth coming in so new into

13:08

that craziness of trying to get that

13:10

Park together well you know we when I

13:14

came on in 81 this thing was that ball

13:18

was rolling and so I had to catch up

13:20

with it pretty fast and not only that I

13:23

had to catch up but I had to learn a new

13:24

job I had to learn what it is they

13:27

expected of me because Marty expected me

13:30

to turn that thing into a position and

13:32

so I did but he took a while I had to

13:36

discover you know what had to be done

13:38

and then set out ways to figure out how

13:40

to do it and prior to coming to Bruce

13:43

Lee

13:43

and I have done in the field of sound

13:46

production had been really really low

13:48

budget and suddenly I kind of throw in

13:52

my book I had caught that because I

13:54

didn't but it seemed that way to me

13:57

because I remember one time I told buddy

14:00

I said you know I'd really like to use a

14:03

particular synthesizer for this

14:05

particular thing I wasn't much of a

14:07

sympathizer person I was a more of a

14:09

real sound person but I hadn't really

14:12

read for this rusev will go by and I

14:15

wish that I recovered from the shop idea

14:17

there was there was things like that but

14:20

when I needed equipment the got it and

14:23

it was a remarkable learning curve for

14:26

me but I could do things like that and

14:29

then slowly I set up one of the studios

14:31

as my saw design studio and had it kind

14:35

of backed out to the sound design work

14:37

because you know more studios are not

14:39

set up for that kind of work especially

14:42

in those days the sound design was

14:44

required the technology that wouldn't

14:48

belong in a regular studio and so I got

14:51

a lot of that stuff and I kept up with

14:54

the technology and when samplers came

14:56

along I got other they able to get the

14:58

samplers and and learn to use those

15:01

they've been a most efficient way in add

15:03

kinetic fractions so it was just a

15:06

wonderful opportunity to have that

15:09

ability to have the resources that I

15:13

needed when I needed them right yeah

15:16

because essentially it was so new so

15:19

much the technology seemed like it was

15:21

being invented at the time it sounds

15:23

like you were 10 of doing the same and

15:25

working that together as you went along

15:27

so when it got time to put those in the

15:30

attractions what was that experience

15:33

like I know you didn't do it all

15:34

yourself but I'm just saying for your

15:36

sounds then to kind of be mixed and put

15:39

actually into an attraction like

15:41

spaceship earth in those days I could

15:45

say I was working as the sound effects

15:47

designer so my job was just to do the

15:50

sound effects for each one of the shows

15:51

so I wasn't responsible for the whole

15:53

soundtrack of the whole show that was

15:56

kind of a committee

15:57

people that did that and in very often

16:00

it was led up by some of the more senior

16:03

members in Finland in the company for

16:05

example we did American adventure you

16:07

know Randy bright was in there up to his

16:10

collar and he was calling a lot of the

16:13

shots and can Rick Rothschild and so

16:15

these guys carry that that ball forward

16:18

and my job would just create the sound

16:20

effects of it so then the loan wasn't so

16:23

terribly big but it was distribute

16:26

across every single thing that they were

16:28

doing at the time and so I was

16:32

constantly jumping from one project to

16:34

the other to the other together and when

16:36

it came time to put that in for the most

16:39

part my staff had been mixed in to the

16:42

attraction already been to the

16:44

soundtrack already and it was installed

16:46

later and it was about to do it today

16:50

where we do an awful lot of that kind of

16:52

attraction and those days we didn't have

16:54

the ability to do that so we would

16:57

create the soundtracks here in

17:00

California and send him out there and if

17:04

they sounded bad

17:05

who would negative notes and bring them

17:07

back and remake them

17:08

that's kind of the way that that is done

17:11

but in those days I was back and sent to

17:14

Florida two weeks there and two weeks

17:17

there I'll go out there and try things

17:20

and work on things and where I was

17:22

living work and I come back here and fix

17:24

all of those things and go back back

17:26

there excited then there was a lot of

17:28

trial and error because most of the

17:31

fencing event that were founded it had

17:33

never been done before we were using

17:35

brand-new technology that had never been

17:37

done before here in our studios we read

17:40

the very first digital tape machines and

17:43

of course that didn't last long but we

17:45

were the first ones to do and trying to

17:49

edit with those things and of course the

17:51

and you couldn't do nice smooth edits

17:54

loved attended a like that like a

17:55

crossfade it was a pretty much and

18:00

we had a was a little poster on the wall

18:04

of a creature that exit NC outgrew it

18:07

was called a snap it was an ugly little

18:10

little bug and

18:11

when things that go wrong we make a

18:13

little popping sound and we've got to

18:15

call him in a snap

18:17

and so that's big a character on the

18:21

wall of a studio for a long time so

18:24

that's what a real real thorn in our

18:26

side because the digital machines

18:28

sounded good but it didn't take much to

18:30

screw them up yeah I can imagine

18:33

especially given from what I know I mean

18:35

like you said the digital machines there

18:37

was this was the cutting-edge technology

18:39

at the time like right there were only a

18:42

few at all when you're creating the

18:44

sound effects like you mentioned before

18:47

you started at Disney you were doing a

18:48

lot of things with the voice and

18:50

everything well were some of your tools

18:52

that you use to create those effects

18:54

like I'm sure there were many things but

18:56

I'm just curious you know because what

18:58

were you using to create them before

19:00

they even got to the attraction since

19:02

you were working on the effects well I

19:06

was partly influenced by Jimmy McDonald

19:09

Jimmy of course is sound effects legend

19:13

for Disney he created literally

19:15

thousands and thousands of sound effects

19:17

devices and he was also the voice of

19:20

Mickey Mouse for almost 40 years I was

19:23

influenced by what he did

19:24

he created sound effects devices now his

19:27

dad who did it out of necessity but I

19:29

quickly realized that I could give his

19:31

devices new life by recording them in

19:34

different ways and he was always very

19:36

intrigued by that he would he would live

19:38

to see me take his old props and record

19:43

him in different ways and precious him

19:45

in different ways and then they wouldn't

19:48

do them sound like they've started here

19:50

so I got very very fascinated with using

19:54

organic sounds both sounds in nature and

19:58

props that I could make to create this

20:01

sounds that I wanted and like Jimmy I

20:03

was always on the lookout for something

20:06

that would make a good sound that I and

20:09

I got through a compact effect I could I

20:12

could turn that into this you know you

20:16

don't hear it boy he as you hear it with

20:18

what you can do to it

20:19

and I've got to feel in the same way

20:22

with insects or animals and

20:25

things like that but this there's an

20:28

interesting thing techniques and

20:31

according animals that pretty much stay

20:34

with it if you understand those things

20:36

you can visit to your benefit and if you

20:39

don't understand them even just make a

20:40

mess of it but for example if you record

20:44

an animal any kind of Panama in a

20:46

passive state that a calm State no

20:49

matter what you do the processor it's

20:51

going to be perceived as something

20:52

passive and calm if you record that and

20:56

another that bird for example in an

20:58

angry aggressive mode no matter what we

21:01

do to that sound it's going to come back

21:03

there's anger in the direction and she

21:05

learned to mix and match different kinds

21:08

of animals with the moods that they are

21:11

to get certain things that you're after

21:14

now I started off like everybody else

21:17

and creating for Epcot the energy Batman

21:21

no with full of dinosaurs I had to

21:24

create a whole bunch of dinosaurs I

21:25

would lose a lot of the techniques that

21:27

most people in the business had been

21:29

using for years and that's combining

21:32

different kinds of animal sounds and

21:34

things of that nature but I got where I

21:36

started also adding organic sounds that

21:39

weren't necessarily from some kind of

21:42

life-form and I found that I could get

21:44

some amazing things that way to really

21:47

color and influence the signs that I was

21:50

trying to create when I started they can

21:53

go dinosaur was the first thing I did I

21:55

study all I could and I found out that

21:57

most dinosaurs didn't war like the

22:00

movies making war and so I tried to be

22:03

much more but even anything I tried to I

22:06

would study a particular creature and I

22:09

would try to imagine based on my

22:13

studying of the you know their size and

22:16

all in the size of the major cavity of

22:19

the vents in a voice box just what I

22:23

might really do that might be a

22:25

realistic because after all that thought

22:28

was thought to be a place of one I

22:30

wasn't supposed to be blades for

22:33

sensationalism so I tried to make

22:35

anything as true to life as I possibly

22:38

could

22:39

an apology when I even went our

22:41

recording Birds I refused to put a bird

22:44

in a location that we didn't do that so

22:48

this was a common thing I think you

22:50

think I mean you put a kookaburra in

22:53

every jungle movie we've ever seen

22:55

please you know there was living very

22:58

restricted areas so it stuff like that

23:01

so with the combination of animal sounds

23:04

and insect sounds I mean I did things

23:07

like I would record sand dunes and got

23:10

incredible chance that a lot of sand is

23:13

placing my mics underneath the sand

23:16

letting the sand beach then place in

23:18

Mike's been sighted truth them that

23:21

inside of burrowing down inside at

23:24

angles

23:24

no I was I was in a real experimentation

23:28

though there was no place that I would

23:30

not stick a microphone and and I look

23:33

for very specialized microphones to do

23:35

just that and when we do that kind of

23:38

stuff you find size that nobody has ever

23:40

heard before and then when you beget to

23:42

manipulate those sounds if they have

23:44

heard it before you complain that things

23:46

that they have a good before highs of

23:49

loans that are beyond or below you know

23:51

I'm hearing you can bring them into play

23:54

and lose them as articulating characters

23:58

in your sound and so I did it awful lot

24:03

of that kind of stuff

24:04

and then I didn't make things for

24:05

example let's say there's an American

24:09

adventure so for the wind in American

24:12

adventure I went out to attend them

24:14

that's near here and I stretched which

24:18

and fishing line all over that fender

24:21

very cliffs there were two almost

24:24

vertical cliffs and I would climb those

24:26

cliffs and spec fishing line very tight

24:29

until I handed that up a hundred and

24:31

fifty strands across that corner and

24:33

then when I started recording there's

24:35

the wind look through that clearly and

24:36

across all that fishing line if it's

24:38

just awesome and so there were a lot of

24:41

things you don't like that did I do it

24:44

wow that's that's incredible I I knew

24:49

there was a lot involved with it but now

24:52

here

24:52

you talk about just so much

24:54

experimentation that you did it's it

24:57

amazes me I love it Joe it's it's so

24:59

good and so I'd love to know - I mean

25:02

this is a little bit later on but like

25:06

for I have some questions on attractions

25:08

and how you set up the sound which I

25:10

know I've heard you talk about before

25:11

but like for example when you have

25:13

something like country Bear Jamboree and

25:15

you're trying to make us believe the

25:17

sound is coming from a bears mouth or an

25:20

animatronic or something like that how

25:23

do you set up the speakers or how do you

25:25

make the sound work that actually makes

25:27

that believable because to me I sit

25:29

there and I think it's coming from the

25:31

bear but I know that's not really true

25:33

so I'd love to hear you talk about that

25:35

well now that is a challenge it's a

25:38

we've got a number of solutions for

25:40

challenges like that but it's always a

25:42

challenge because every place that I

25:45

want to put a speaker which is where the

25:47

speaker really belongs the art director

25:51

or the lighting director or somebody

25:53

else says absolutely not you cannot put

25:57

a speaker there and so obviously the

26:00

sweet spots are everybody's sweet spots

26:02

so we have to play some games and sound

26:06

and for example in the in the country

26:08

their exam Duluth that's actually

26:11

probably just backed up you start off we

26:14

don't just put speakers in a room and

26:17

that'd play back sound we designed we

26:20

designed the room and the sound system

26:22

around the story that's going to be

26:24

played in there we have the luxury of

26:27

doing that most nobody else on the

26:29

planet has that luxury it is very often

26:32

that we are building our facilities for

26:35

that particular attraction we know

26:38

what's going to happen in that room know

26:39

where the characters are we've been

26:41

working on this forever and so we don't

26:43

do it we try to get the acoustics right

26:45

and then we put the speakers as close to

26:48

where they can possibly do this the best

26:51

storytelling that possibly can but

26:54

there's always those that bell country

26:56

Bear Jamboree there's a good example of

26:58

that because you can't get a speaker

27:01

large enough in in a bear to make it

27:05

believable

27:06

that is coming from here so a couple of

27:09

things that you have to understand just

27:11

about the physics of some human beings

27:14

are really really good by clicking that

27:18

sound left and run you can hear at the

27:21

green one way they said it left and

27:23

right but walking down is real shopping

27:26

you might have seven to ten called the

27:28

greens up and down that you can't tell

27:31

where it is and so put that in your back

27:35

pocket and you let that work for you

27:37

but what that means is if I put a

27:40

speaker beside Big Al the speaker is

27:43

going to sound like this beside that al

27:45

so preferably what I would like to do is

27:48

put a speaker on line or a vertical line

27:51

with his voice above them or below them

27:55

and most left will never understand

27:58

there's a difference but even sometimes

28:01

that won't work because then you can get

28:03

the sound loud enough an example of that

28:06

is that great moments with mr. Lincoln

28:07

when you're trying to get mr. Lincoln to

28:10

talk to this giant theater which is

28:13

spread out and large wings on both sides

28:16

and try to make everybody believe that

28:19

the sound is coming from

28:20

so there's another trick that food that

28:23

we favorite very often and that is to

28:26

put a smaller high-powered speaker as

28:30

close to the mouth source as we can

28:32

possibly and then use fill speakers in

28:36

the theater around the character and

28:39

delay those speakers so that the sound

28:42

that comes to your fear precedes the

28:45

sound it comes from the fill and so it

28:48

cooks your brain and the brain says oh

28:50

it's coming for mr. Lincoln what in fact

28:52

only that initial I just heard that high

28:56

frequency sound coming out of really

28:59

you'd say oh that's that's oh but that's

29:01

not what you hear you hear a totality of

29:03

that

29:04

well everything lost all the mids and

29:06

lows are coming from the face because

29:09

but they're all delayed to hit you here

29:12

after this is called the Haase FET and

29:15

so you just believe that it's them

29:18

talking and it's and you don't

29:20

the claim super harp suddenly you

29:22

realize this is limit itself lucky which

29:25

Sabbath we were standing there and we

29:28

use that all over the place

29:30

because in almost everything we do we

29:33

can never be the characters wards where

29:36

you are speaker what you wanted voice to

29:38

come from so you have to play with those

29:41

clips other times you cook stickers on

29:44

both sides and phantom different you

29:46

know fan of it in between with a center

29:49

source speaker for thing and then a

29:51

little bit the Haas effect because

29:52

you're not a game that you could play by

29:55

the same token many times you ought to

29:57

turn that around and say I do not go on

29:59

a point so much sound that's especially

30:02

clear of things like ambulances I

30:04

started doing this practice a long time

30:06

to go and of course it's it's not in the

30:08

book and then there my engineers was

30:10

just having this effect when I was here

30:12

but I would take an ambulance speaker

30:14

and turn it around away from the desk

30:16

and competed against the well and

30:18

whether its spotter up against the wall

30:20

by the plan to clean back paddock

30:22

address instead of having a point source

30:25

of beta ten inches it had a wide

30:29

wavefront that's maybe eight feet across

30:32

and so it's much easier if you must I've

30:35

sounds like that is ambiences then

30:38

against to put the little speaker expect

30:42

the Ender's I don't expect to be

30:44

believable another thing that you have

30:46

to be when you're favored creating

30:48

ambiences especially that the creatures

30:51

in the end there's not birds for example

30:53

e they're not a birds in a countryside

30:54

the typical cheap way to do that is to

30:57

make a stereo birdbath and mix on your

31:00

birds in that in that crack but that

31:02

said that sounds fake

31:04

so what we do is we put as many speakers

31:08

a drug there's a story calls form around

31:10

in the forest at the set where they

31:13

would naturally be up in the trees down

31:16

in the brush over on the behind some

31:18

rock and different places and to play

31:20

different creatures from different

31:23

places

31:24

and suddenly when you play that back

31:26

there's a realism to take place because

31:28

now instead of your fear being forced to

31:32

listen to that story

31:34

or crack and try to decipher that but

31:36

you can't experience ound points come

31:39

from all of these different places as

31:41

they would in nature and then your brain

31:43

begins to create the specialization and

31:46

where they come from it's much more

31:48

reason and satisfying to address and

31:51

it's extremely believable when you do

31:53

that it's more expensive obviously but

31:56

that's that's that attention to detail

31:59

it gives you an element of reality that

32:03

is really really very desirable I'm

32:06

curious to when like how challenging it

32:08

is when you have an attraction like

32:10

Pirates of the Caribbean which is kind

32:12

of you know been described as like a

32:13

cocktail party that idea when you have

32:16

all the different pirates and some of

32:18

them are talking and someone might be

32:19

singing and everything how do you it's a

32:23

big question but how does the sound for

32:25

that like how do you plan that out and

32:27

for an attraction like that or spaceship

32:29

earth or something with a lot of

32:30

characters at one time well mostly what

32:35

you're really addressing there is

32:36

there's a problem of you don't have any

32:38

you know have isolated scene Radiator

32:41

Springs racers was a good example of

32:42

that we just had this giant building and

32:45

all the scenes were kind of in most of

32:48

that building and yet they had to play

32:50

in the same place and not pollute each

32:53

other so it becomes a advance of

32:57

choreography and spectral analysis in

33:01

other words understanding let me explain

33:04

what I mean by that they've been a

33:06

forest all the creatures live in their

33:08

own little this bird lives in this

33:11

spectral range this bird lives and their

33:13

spectral range that all of these

33:15

creatures least insects and whatever

33:18

lives in that forest has its own

33:20

particular place to live it's very much

33:22

like a corporate stuff when a components

33:25

expanding rights for an orchestra he

33:27

doesn't expect them the piccolo to

33:29

really what the elbow is going to do is

33:31

we write both of those creatures to tell

33:35

a different story point well all of

33:37

these creatures in the forest are living

33:39

in their own little niche and if we come

33:43

in there with this generator an orange

33:46

device or something that said in

33:48

yes usually better leave or die because

33:51

if that we can't survive there and we

33:54

understand that you realize we have to

33:57

clear it our sound States for the same

33:58

way things need to live in different

34:01

spectral places so they're not able to

34:03

each other one of the most difficult

34:06

times out there with a sound practice

34:08

when I get a composer who is used to

34:11

doing writing where the war he doesn't

34:15

have any good space so he feels up

34:16

perspective and I've got no place to

34:18

court and so now early on I didn't with

34:23

the composer and we're kind of joined at

34:24

the good boil and then because then we

34:27

can say off because what my corner is

34:29

this is what I plan to be here so this

34:32

is the spectral range that we have to

34:34

work with and so suddenly things work

34:36

really well you did a lot of quality and

34:38

things like that because he's living in

34:41

one place I'm living in a different

34:43

place and my individual elements are

34:45

living in different places and I'm not

34:46

stepping on each other there's

34:48

individual element you're living in

34:49

different places I'm not stepping on

34:50

each other or stepping on me and

34:53

suddenly we have clarity in your

34:54

sampling you don't have this with mud

34:57

let me very quickly happen when

35:00

everybody is trying to have the same

35:03

space to play and we utilize all of

35:06

these cliques that quest choreography

35:09

the choreography and today's multi class

35:11

consumers or multi class playback

35:13

abilities I can plan out a giant ruin of

35:17

five or six scenes and make sure that

35:21

things that would conflict happen at

35:23

different time so that they don't

35:25

conflict and so that's a matter of many

35:28

times living with the composer that it

35:30

was the writer and saying you have this

35:33

happen three seconds late stuff like

35:37

that and so when you do that you don't

35:40

have a loud explosion stepping over an

35:42

important dialogue around or something

35:44

of that nature but it really helps a lot

35:47

we have the clarity of your individual

35:50

students yeah I mean I think about

35:52

something like Indiana Jones for example

35:55

where so much is happening and you have

35:58

the Indiana Jones talking to you and

36:01

then

36:01

there's fire and then there's music and

36:03

everything and then you have the sound

36:05

of the vehicle so how do you get all

36:08

that together in any way for that or for

36:11

something like it where those sounds can

36:13

all live you kind of just described it

36:15

but I'm curious when the thrills get

36:18

added in and it's even more fast-paced

36:20

how does that work yeah every show has

36:23

its challenges and Indiana Jones was a

36:26

different kind of a challenge because

36:27

you own a vehicle any time you're on a

36:30

vehicle and you're you're moving and

36:32

especially like in anything Jones would

36:33

know in moving but you're being flashed

36:35

about you cannot be a critical listener

36:38

but you have to approach that with okay

36:41

what is the important point in the story

36:45

and what it has to be told first and one

36:48

of the things I recognized early on in

36:50

Indiana Jones was that everybody in the

36:53

country knows what it sounds like to

36:56

ride in a vehicle so we better get that

36:58

right because you can't have a pasty

37:01

little engine we're out of sync with the

37:04

body motion or it's going to be pursued

37:06

as stupid click on autosum 11 your

37:10

brains are something wrong it doesn't

37:12

matter to know what it is it's the susan

37:14

mistake that required a whole new kind

37:16

of technology and then we created that

37:18

now when we did Indiana Jones we had a

37:20

test rat Batman sir and we grow that

37:23

vehicle around that that test track of

37:26

course they were trying to you know to

37:28

run hours on it so that it would work

37:30

but I took advantage of that time and I

37:34

I realized that well let me back up one

37:37

of the ways that we have been beating

37:39

sound tracks on vehicles was create a

37:41

linear track a linear track on a vehicle

37:44

that changes speeds they're worthless

37:46

and on a vehicle like Indiana Jones or

37:50

Space Mountain or anything that moves

37:53

like a rocket roller coaster cold

37:55

vehicles hot vehicles heavy vehicles

37:57

like vehicles they're all going to get

38:00

through a particular zone at a different

38:02

time and you got to recognize that and

38:05

so I knew that an Indiana Jones only

38:08

because the pilot after issue that I

38:10

needed to make a vehicle believable I

38:13

had to have sent points weather

38:15

seconds if I had perished there as I

38:18

went around a corner it better be in the

38:19

right place

38:20

everybody's been in there what's wrong

38:22

so that's when I realized that sample

38:26

technology was the kind of technology I

38:28

needed to be back because I've been the

38:31

vehicle tells me precisely where it is

38:34

all the time to do it and so that's to

38:36

me that's what I'm gonna cut amendment

38:38

so I can use a typical through the menu

38:43

set one inquiry and I loaded all of my

38:47

challenge on that and after at Valencia

38:50

I put little that in patch with LED

38:52

lights on on the ground and I would

38:55

drive around and have a good a team just

38:58

as I was at a particular place so that I

39:01

could mark the essentially where that

39:02

everything was and I did that but I

39:05

would ride it on again and see if it

39:07

would fire in the same place I'm sure

39:08

that it was working flawlessly I also

39:12

knew that that that e3 that I'd spent on

39:14

that vehicle if not going to last more

39:16

than a week because it's got a moving

39:18

distance I'd and that vehicle is

39:20

crashing around and so that was just

39:23

kind of the first step of the treatment

39:25

point then I went to army and there was

39:29

a young man over there working that

39:30

language Jamie Robertson I always

39:33

considered him to be a genius and I went

39:36

to Jamie and I said written here's what

39:38

I mean to do you think you can help me

39:40

with this and he said yeah but I can

39:42

build one of those and he did and so he

39:45

built what's called the LCU the local

39:47

control minute then in control lights

39:50

and sounds and all the sound of staring

39:52

on a flash card and you could call that

39:55

thing eventually though when it wouldn't

39:56

pick up they just kept falling checking

39:58

and so that became the sampler that went

40:02

on the movie I filmed beautiful they

40:05

winning it in the rear chassis and when

40:07

I programmed that I distract the

40:10

keyboard for the front seat and I sat

40:13

there and played all the road sound

40:15

effects and the music in exactly where

40:19

they belong and just like you would

40:22

sitting it sit in the studio and compose

40:24

a piece of music them and guide you

40:26

through you got it right so that's the

40:28

way I did nothing

40:29

the vehicle right now of course backing

40:32

up from there you have to have a

40:33

sprinkler that they have they're gonna

40:34

play Bach on in the right place so I had

40:38

vampire thinkers underneath two in the

40:41

front and two in the back and say they

40:44

would vampire suit against the fair

40:45

board and they were playing all of the

40:47

the undercarriage so they were convinced

40:49

that they were very convincing as

40:51

engines and squeals and things like that

40:53

and then the music speakers and the

40:56

dialogue came out of the back door so

40:59

they did you rotten face so what was

41:02

working for it there was something

41:03

called signal the north the vehicle

41:06

itself has a tenancy any vehicle that

41:10

has been explained it all has a tendency

41:12

to kind of build off a bubble for rabbit

41:15

and that bubble really makes it

41:18

difficult for sounds for off-board

41:20

to get to the best and the less than 30

41:22

you know and so the idea I'm using that

41:26

to my advantage I had all the dialogue

41:28

and music playing close to the desk

41:31

blasting in their face so that those two

41:34

elements were definitely heard because

41:36

the signal was given to the best that a

41:40

greater level than the noise could

41:42

possibly be produced so that worked

41:45

there and then we contour the music and

41:48

the dialogue and effects on the vehicle

41:50

collect stronger more pronounced and

41:53

like explosions and flares and things

41:56

like that happen off more so again it's

41:58

a game of choreography you know you've

42:01

got a big explosions ooh see I'm not

42:02

sure you don't have dialogue there or a

42:04

big music moment there then they let

42:06

that play out but even if that Indiana

42:09

Jones was extremely challenging because

42:12

when we built that the technology really

42:16

wasn't where it needed to be speaker

42:19

wise we blew up so many speakers and

42:22

Indiana Jones you cannot even believe

42:25

things you wouldn't believe that you

42:28

could tear up we just turn them into

42:29

paper mache because we were trying to

42:32

drive things so incredibly hard we were

42:35

ahead of where technology was today

42:38

that's a different story when I did Tron

42:41

in control

42:43

I was playing incredibly loud stuff that

42:47

would make the stuff in Indiana Jones

42:48

seem like you know cakewalk but even at

42:52

that you're traveling very very fast and

42:55

because you are that bubble that

42:58

prevents sound from penetrating and

43:00

getting to the death there's even more

43:02

deaths and so we would have these gates

43:06

and the best would go through these

43:08

gates and they would supposed to be a

43:10

particular cron Shan that told them that

43:14

they were counting up but padding them

43:15

it was a very important story me not

43:19

understand these things were playing

43:21

back at about how did you find vegetable

43:22

that is seriously wrong I mean if you

43:25

were standing there that changed your

43:27

hair did you know what I'm talking yeah

43:29

but it's a group incredibly loud stuff

43:32

and so I went serving through there on a

43:35

timing track from one of those vehicles

43:37

and I didn't even hear this thing but I

43:39

knew it fired but I didn't even hear it

43:42

and all that this can't possibly be well

43:45

after a little bit more experimentation

43:47

I started I went off and stood on the

43:49

side of the track and then took in camp

43:52

took a camera and video where the

43:55

vehicle was when it went by that and it

43:59

turned out that the vehicle were just a

44:01

little bit out of the zone of coverage

44:06

for that particular speaker it's a very

44:09

male coverage and so what's happening is

44:12

let's say this think that is sitting

44:14

close to the track but it's that like a

44:16

30-degree pattern and that 30 degree

44:18

pattern is shooting across the track

44:20

well that gas passes through that

44:23

pattern in less than a second and so I

44:26

was in and out of that pattern and the

44:28

sound was like a second later and I

44:30

never heard because I'm completely out

44:32

of the pattern and I'm gone in further

44:34

down the price so what we tried to do

44:37

and what we ended up doing was moving

44:38

all of those speakers so that the

44:41

pattern we were shooting more up track

44:44

and so the best were in that pattern for

44:47

a longer period of time and so when that

44:50

sound went off they were absolutely good

44:53

and we were able to get our timing very

44:55

precise so

44:56

when it went off everybody in there dude

44:59

go hurry sorry it's the stuff out there

45:02

doing it with onboard audio you got the

45:04

place and those kinds of things and

45:07

you've got to realize that there's that

45:10

bundle around that vehicle and it's

45:12

really hard for anything awkward to get

45:14

into it and when you want something to

45:16

play into that double we've got to

45:18

choreograph that and said everything

45:20

that so that when it's time for that to

45:22

play

45:22

that's what play is it's it's crazy that

45:27

that thought of Tron it's almost like

45:29

you're like a a sports player you're

45:31

trying to lead a pass and somehow hit

45:33

this vehicle moving really quickly I

45:36

mean I know that's about the crudest way

45:38

I could explain it but it's so

45:40

complicated and I'm it still given the

45:43

technology and I'm curious too about

45:45

something like Tron because I know you

45:48

know the film especially the recent more

45:50

recent film has a lot of sound effects

45:52

that already are there but I know for a

45:56

theme-park it's different so I mean do

45:58

you use any of that original audio for

46:01

that or do you end up creating new

46:03

things that kind of have a similar vibe

46:05

or what a perceptive question

46:08

and the reason I say that is because

46:10

even people in my business don't realize

46:13

that you you just don't automatically

46:16

use effects made for the film in an

46:20

attraction the effects made for a film

46:22

or a matrix the two-dimensional world

46:25

and we live exclusively in the

46:29

three-dimensional world and so the

46:32

effects have to be used in a different

46:33

way so yes we would get assets from the

46:37

studios as guide tracks as reference

46:40

tracks and then we will create things

46:43

that are in the same family so that the

46:47

general public says oh that's the crown

46:49

by well see I would completely rebuild

46:52

the crown but if you look at the Tron

46:54

bike for example it's a good example of

46:56

what we just said in Tron every time you

47:00

see that but that sound lasts for

47:03

accepted outside two and a half seconds

47:07

and it's always you know

47:11

well in the attraction they're sitting

47:13

on top of that day then it's got the

47:15

last with a whole attraction so how do

47:17

you do that and so I got a Ducati

47:20

motorcycle went down to a test facility

47:24

that had a dynamo motorcycle or that

47:28

dynamo and we just put it through its

47:30

paces and then once we had that the copy

47:33

that that mast and sound that's not so

47:36

people might not want to say it's a

47:38

nasty sound but I mean it's a it's a

47:40

very weak aggressive kind of the sound

47:43

that you can do an awful lot yeah and

47:45

then we began to process that sound and

47:47

get our get our typical crong character

47:50

out of it but now you can sit on that

47:52

they can ride it through the whole

47:53

attraction or the guy in the in the guy

47:56

next to you you can believe that that's

47:59

him - then one zooms in the crash

48:02

against you you can articulate that do

48:05

what you want to do because you made it

48:06

yourself

48:07

you made it to fit the story booth and

48:09

we didn't probably do something that is

48:11

somewhere else another example of that

48:14

same kind of thing would be when we did

48:16

Endora

48:17

in the world they wanted to use all of

48:22

the sound effects from the film off of

48:25

all that before its creepers and things

48:26

like that well what people don't realize

48:29

is when these creatures are seen on the

48:32

screen that's kind of their their big

48:35

moment that's their unknown so every

48:39

sound that you live these creatures are

48:41

making it's their kind of an armlock so

48:43

you take all those creatures when all

48:45

they're on moment you try to populate an

48:47

ambience with that and you've got a

48:49

bunch of creatures that are saying look

48:51

at me look at me look at me

48:53

but it doesn't work that's not that's

48:54

not the way the real world works so you

48:57

have to go back and medically so we

48:59

remade almost all of those printers to

49:03

be believable in the soundscapes that

49:06

they simply play both you know I think

49:09

it sounded weird away from your question

49:11

I think I'm not sure oh no it's great I

49:14

love Pandora's so I that was very that's

49:17

fairly interesting to me to hear about

49:19

how that works because I feel like the

49:21

sound in that land

49:22

just the ambient sound is so so

49:25

fascinating to me and how that even

49:27

works so I would love to know to kind of

49:30

on a related note area music I feel like

49:33

is so important to a Disney park like

49:35

how like with Pandora for example or

49:37

something else that really sets the

49:40

stage and then there's these transitions

49:41

where you're going from land to land and

49:43

things have to be different and I know I

49:46

believe you've had some involvement in

49:48

that like how do you set up like you

49:51

know like you mentioned ambient sounds

49:53

and such that don't again that allow

49:56

each area to kind of live on their own

49:58

and have their own feeling especially

50:00

when they're so close together well no I

50:03

do have a lot to do with that it's part

50:05

of what I do is creating that stuff that

50:08

those sound tracks that go into those

50:09

areas I work with the composers and give

50:12

them the parameters to work with in so

50:15

it really it starts off by there's an

50:17

old method that we've been four years in

50:19

there since 1955 we've been playing you

50:22

know playlists we've been playing a

50:24

music then an execute on the next year

50:26

the next year and for a decade I've been

50:28

trying to get away from that and I've

50:30

finally been able to do that and I'll

50:32

explain that in a minute but back to the

50:35

original points of the question they're

50:37

creating the zone the first thing you

50:39

need to do is you have to create an area

50:42

we have no dead zones within the desired

50:46

place for this music is going to plus

50:48

other words you don't want to sleep

50:50

that's too far apart you don't want to

50:52

keep close together your hot spots that

50:54

you got to deal with you want to have

50:56

even coverage where ever addressed walk

50:59

a crude example of that is overhead

51:02

scene advanced and the crash if you've

51:05

got a ten-foot ceiling in a room and you

51:09

put speaker cams too far apart in there

51:13

your guests are going to go let's say to

51:15

the speaker can serve as a 90-degree peg

51:18

well that 90 degree pattern if the too

51:20

far apart in those patterns cross that

51:23

down around her waist or your needs then

51:25

the gases don't go thinking musicality

51:27

music so just kind of up and down up and

51:30

down nothing back

51:31

that's not to say you clear here if you

51:33

can't hear it but it's going up and down

51:34

and then proceed

51:36

your binders gonna say no we're wrong

51:38

with this the same thing is true then

51:41

you're going through alone you don't

51:42

want to go from a set of clothes papers

51:45

to what some bit of too far apart that

51:47

then you end up having these dips

51:48

between the speakers you want even

51:51

coverage wherever they are so that's

51:54

step one step two is the permanent way

51:56

they're zones are where your buffer

51:58

zones are and work to two zones new

52:03

particular lands might clash you create

52:06

a buffer zone there so that they can't

52:08

cry this doesn't proceed that because

52:11

the noise floor just a crowd noise floor

52:15

that apart is you know it's going to be

52:17

75 76 people just making noise and we

52:21

generally run that our backbone move it

52:23

about this I've got that same level so

52:25

it's proceed see that go music has a

52:28

couple of different applications if

52:30

wanna fish to take them to a place but

52:33

make me believe that you're there

52:34

another especially in a restaurant

52:37

environment is to create a bubble of

52:40

privacy so you can have a conversation

52:42

they go back to that signal or noise

52:45

thing there's an overall overall noise

52:48

floor that music playing you can have a

52:50

fan of conversation that's beneath that

52:52

and the family next to you can hear your

52:54

conversation so that mean that comes

52:56

into play as well you establish what

52:59

these zones are and what your story is

53:02

that you're trying to tell and now in

53:04

many cases you can tie key areas to

53:07

better lesson secrets and show that they

53:10

that quite in harmony with gentle but

53:12

but must answer you can't to do that and

53:15

so you'd have to create these buffer

53:18

zones and the other thing that we do is

53:20

we are very very careful about how we

53:23

prepare our background music tracks we

53:26

compose your sometimes bag when they

53:28

realize what we do that is it because

53:30

normally don't like music with a lot of

53:32

dynamics and if you look at that

53:34

dynamics on a meter

53:35

wishing rock your fluctuation but by the

53:38

time we get through processing it or a

53:41

background music track they look like a

53:43

straight line there is no dynamics

53:45

whatsoever to be had but but it's done

53:48

artistically so that

53:50

yes don't know that the dynamics are

53:51

sucked out but what it does is when you

53:54

go into loud areas and soft areas the

53:57

music doesn't go away and come back and

54:00

go away and come back it's always stay

54:02

it's always there it's okay to go into a

54:06

competitive park and be listening to a

54:09

piece of music and then suddenly it's

54:10

just gone

54:11

but then they don't they don't do any of

54:13

this compression processing at all they

54:15

just take it right off the list and play

54:18

it like it is

54:19

and so naturally normally that has

54:22

dynamic it's supposed to have done but

54:25

in a theme park attraction dynamics kid

54:27

in in the case of background music what

54:31

I've been leaning towards mostly and

54:33

finally I was able to convince the

54:37

powers-that-be that mostly the music

54:39

guys of this process was going to did

54:43

Shanghai that was extremely effective a

54:47

religion in Tomorrowland and we visited

54:49

Adventure al and the idea is to create

54:53

the giant bed and the bed is a there's a

54:56

piece of music that just doesn't really

54:58

go anywhere there's no melding there

54:59

that's just just chord progressions and

55:02

things good but then within this bed

55:06

actually living on top of this bed on

55:09

your melody lines and your accent pieces

55:11

and all that kind of stuff so over here

55:14

at a particular let's say at the entry

55:17

to a particular eruption you want that

55:18

to be I thought you want that to be

55:21

making a steak so you create this bed

55:24

and then create these islands that live

55:26

on top of that bed but everything is

55:27

played in sync so if you walk from one

55:30

island to the other Island the music

55:32

just naturally changes and takes on the

55:35

identity of this particular place or the

55:37

identity of that particular place but it

55:39

all feels like this same place we're

55:42

using that technology in the new Marvel

55:45

and Disney Land it what a DC a you're

55:49

going to see the very same thing there's

55:50

an overall bed that plays everywhere and

55:52

the composer is writing all these these

55:56

little islands in within the particular

55:58

places where story beats are important

56:01

and they play on top of it they quite

56:03

upset and

56:04

on top of that rewrites the music from

56:06

chapters so that the little comb that

56:10

comes in with their live shows all the

56:11

time and so entertainment knows that at

56:15

7:03 this chapter is going to end so

56:19

with you that they're going to run up an

56:21

entertainment show it's seven okay so

56:23

it's not like it used to be where they

56:25

were just come in and step all over the

56:27

background music now the background

56:29

music comes to a conclusion they start

56:32

their show and when they are back in

56:35

their show they send a flag to us that

56:37

says we're about to end I sell so what

56:39

do that but it's in a bit then we start

56:41

the next chapter and it picks up right

56:44

where it left off into the back it's a

56:46

seamless transition that seems to work

56:48

very well we've hit a similar thing for

56:51

adventure Isle but we realized that not

56:53

the sound effect now for adventure I'll

56:56

say we created a culture we created a

57:00

winery we created a music and a history

57:03

for those people so one of the things

57:06

that we did if we found a young composer

57:08

here in town Chuck jumping who his whole

57:12

life he travels around the world

57:15

recording natives their instrumentation

57:18

that musicology and he composes to what

57:22

they do and this stuff is extremely

57:25

pathetic

57:27

so we do struck to create the musical

57:30

language of this new people that we

57:32

invent and then on top of that we

57:35

created all his music plays pretty

57:37

heavily in the village but they should

57:40

go further away from the village we

57:42

begin we had him write the music in such

57:45

a way that we could peel it off and so

57:47

let's back up and go all the support

57:50

role completely away from the village

57:52

you're not the edge of the land you come

57:54

into the land and all you hear are the

57:56

jungle creatures and jungle birds and

57:59

ambulances and things like that and if

58:01

you get a little bit closer into the

58:02

next zone you begin to put things and

58:05

you think to yourself is that music I'm

58:08

not sure what that is so that the one

58:09

what is that

58:11

and then as you get a little closer

58:12

that's the best to take on a rhythm and

58:15

a structure and so the core

58:17

the village the more it becomes like

58:20

music until by the time we get to the

58:21

village it is in fact music so that's a

58:25

beautiful scenario of how this

58:27

multitrack system allows us to create

58:30

this humongous palette for the best to

58:34

walk through it and as they approach the

58:36

village they're approaching you because

58:37

they leave it there you know going back

58:40

to the forest and it's not just turning

58:41

stuff down it's like it's thinning out

58:44

the music so that it's written to be

58:47

done that happened it's brilliant the

58:51

whole thing is just I knew was gobbling

58:54

it but I mean it's really exciting to me

58:56

to to hear about what you said about

58:57

Marvel and just even adventure Isle

59:00

which I haven't been able to get to yet

59:01

out in Shanghai and now of course not

59:03

open but eventually hopefully we get

59:05

there that's great that's so complicated

59:07

I just have one more big question for

59:10

you Joe and I'm curious for you as you

59:13

look back on your career which I know is

59:16

still going what's something either a

59:19

project or just something you've

59:20

accomplished that you're just really

59:22

proud of that that you've worked with

59:24

you know that's a very hard question

59:26

because you have different different

59:28

projects your favorite for different

59:30

reasons for things that you know for

59:32

some of the projects I got to do some

59:34

really really fun things like American

59:36

journeys I spent a week in the North Sea

59:38

on the Saratoga aircraft carrier

59:40

recording at 14 what was a pretty high

59:43

point in my career and then the week

59:46

after that I spent all the Durango

59:48

Silverton train recording that train and

59:50

so those are those are fun wonderful

59:52

things to do and they might lend you to

59:55

believe that yeah those are probably

59:57

your favorite but my favorites tend to

60:00

be the ones that are really more trim

60:03

two-story I say that because we're in an

60:05

age where a technology is really

60:08

threatening the crop story and so many

60:10

things very other technologies come

60:13

along and I can't wait to write in

60:15

traction already I work very closely

60:17

with Ted and Rafferty and if your

60:19

business you know you know Kevin

60:20

reference that's writers and creative

60:23

people that we have we're so much better

60:25

off for having that young man with us

60:28

he's 41 years for the company

60:31

so so long together but we're both

60:33

powerful believers and story first and

60:36

so two of the shows that I've done with

60:39

Kevin the first word Radiator Springs

60:41

racers and the second was that showed

60:44

that I'm opening in in Florida next week

60:47

which is and Mickey and Minnie runaway

60:49

railway both of those are done with

60:51

Kevin both of those have powerful

60:53

powerful stories you can go back to

60:56

after all the years radius things like

60:58

you to go back and look at the original

61:00

story boards and say that's what we did

61:03

that's exactly what we built because

61:06

definitely Kevin walks he knows what he

61:09

won't really delve into it and he has

61:11

the team surrounded them that believes

61:13

in his story and the morning before

61:15

they're hardly to that story and that's

61:17

what story to tell and so for that

61:19

reason those because such fun to do

61:21

victory a mini runaway railway saying

61:25

we've had a vision we've conveyed that

61:28

vision to the rest of us

61:29

and we all use our skills to tell our

61:33

aspect of that story and it has come

61:36

together then probably one of the most

61:39

delightful experiences that our guests

61:43

will ever have a free number of reasons

61:45

number one it's it fuses all the

61:48

characters here is near and dear to our

61:49

hearts I mean it's making a minumum

61:51

Donald booth and basil and prudence it's

61:54

those characters that we love and it's

61:56

their first attraction you can believe

61:58

that but their beloved character stand

62:00

there put together and have delightful

62:02

story that everybody next and it was

62:05

such fun to be that it's leading with

62:07

pathology buddy no not for instance the

62:11

women allow the technology to crop the

62:14

sport if the technology did not advance

62:17

the story that did not get into the

62:19

depression working like that it's just

62:22

an awful lot of fun and those those

62:24

attractions come up to the top of my

62:26

list as being the most rewarding because

62:29

they're done right that's great to hear

62:31

especially about runaway railway because

62:33

I'm really excited to write it and

62:35

especially after hearing you talk about

62:37

it that just sounds great so so this has

62:40

been amazing Jo and I know beyond what

62:44

you

62:45

you and Imagineering I know you're

62:46

involved in a lot of other things

62:48

outside of it so you know what else do

62:51

you do I know you do a lot of other

62:53

things on the side that sound really fun

62:55

well I'm a professional Western

62:58

storyteller I travel around the world

63:00

telling Western stories and I'm one of

63:03

the top cowboy courts in the country and

63:05

so I do those things and that's very

63:08

rewarding to travel around and actually

63:10

I've got Marty Sklar was very

63:12

instrumental and making sure that I got

63:15

the company involved in there he saw a

63:17

great value and in my storytelling

63:19

within the company and he wanted me to

63:23

stay involved in that I wasn't very

63:25

encouraged by the fact that he was so

63:27

much behind that and so then really got

63:30

to the point where if I had a

63:31

storytelling gig somewhere the company

63:34

never bad of an eye they would let me go

63:36

and so I travel around the country doing

63:39

that and I really really enjoy that it's

63:42

and I think it's it's so crude for food

63:46

for business storytelling is the way

63:50

humans are wired to communicate it's the

63:52

very best way to evoke emotion and

63:56

persuade and could be able to do that

63:58

and to sit in front and in front of a

64:01

bunch of people and tell them explore

64:03

and have them completely absorbed and

64:06

letting their imagination pen cassettes

64:09

and dress the landscape and see them

64:12

being absorbed in that sport is

64:14

extremely rewarding we see it all the

64:16

private business but to be able to go

64:18

out and do it on that sounds exciting

64:22

I am glad that you've had the ability to

64:24

do that like you mentioned it definitely

64:26

connects to what Disney does with

64:28

storytelling and this has been great I

64:30

feel like I know I've learned a lot and

64:32

you've had a lot of great background in

64:35

cool stories so thanks so much for

64:37

talking with me well absolutely we kind

64:39

of just scratched the surface but you

64:41

bet you

64:45

if you liked this episode you should

64:47

definitely check out my conversations

64:50

with Greg meter and Glen Barker all

64:54

about sound design mixing sound

64:56

retractions so much more you can find

64:58

that at tomorrow's society dot-com I'm

65:01

also coming up on my 100th episode of

65:04

the podcast something I want to do on

65:06

that show is do a Q&A with questions

65:10

from you with the listeners or certain

65:12

topics anything you'd like me to talk

65:15

about on that show shoot me an email Dan

65:18

at tomorrow society dot-com send me a

65:21

message on Twitter at tomorrow SOC

65:24

Facebook or Instagram you can also put

65:26

something out there on Twitter with the

65:28

hashtag tomorrow Society 100 and I will

65:32

see that too I just want to get into a

65:34

bunch of different things that you're

65:36

interested in make it really fun to

65:38

celebrate the hundredth episode of this

65:40

show the Tomorrow society podcast is

65:43

hosted produced and edited by the

65:46

unheeding the music was written by Adam

65:48

hooky and performed by the sophisticated

65:50

babies next time I am talking all about

65:54

Universal Orlando with fellow podcaster

65:57

at Jessica Lise she has a really

65:59

interesting take about how we might not

66:02

be giving Universal a fair shake

66:04

especially with young kids I think

66:07

you're gonna really enjoy this show it

66:09

was a lot of fun thank you so much for

66:12

listening

66:12

I'll talk to you again next time

66:15

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