Episode 96: Media Designer Joe Herrington on How to Create Sound Effects at Walt Disney Imagineering
FULL TRANSCRIPT
if you record an animal any kind in
Panama in a passive state that a calm
State no matter what you do the
processor it's going to be perceived as
something passive and calm if you record
that
and another that bird for example in an
angry aggressive mode no matter what we
do to that sound it's going to come back
as angry in the direction and she
learned to mix and match different kinds
of animals with the moods that they are
to get certain things that yeah that was
sound designer Joe Harrington and you're
listening to the tomorrow society
podcast
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[Music]
[Music]
thanks for joining me here on episode 96
of the Tomorrow society podcast I am
your host Dan Heaton one thing that I
repeatedly learned when doing this
podcast is really how little I
understand and realize about the
complexity of how attractions are put
together or even more broadly how the
parks function in terms of their
presentation and especially their sound
I've talked in the past with Greg meter
and with Glenn Barker and they have
educated me on some of what goes in to
the sound of the parks and that
continues this week with Joe Harrington
Joe has been with Disney since 1981 he
joined right around the time that Epcot
Center was in full swing worked on
creating sound effects for Spaceship
Earth and other pavilions and has been
involved in so many of the big Disney
attractions since that point he still
works there now he's worked on Indiana
Jones on Radiator Springs racers on Tron
and even on the most recent attraction
that Disney opened last week which is
Mickey and Minnie's runaway railway and
Joe beyond his specific work just has a
lot of insight into how to sound even
function in these attractions how do you
make it seem like the Bears at the
country Bear Jamboree are actually
talking to you rather than moving their
mouth and having a speaker nearby
present the sound that makes it seem
like they're talking to you that's just
one of many examples that Joe gets into
on this podcast which I kind of think of
as a master class in sound effects and
sound design for the parks and I'm sure
that the way he explained it dumbed it
down so much for me and for all of you
yet there's still a lot that he presents
that I found so interesting during this
podcast and I can't wait for you to hear
it it's really fun too
into this topic before I do so if you
are enjoying this show and recent
episodes with Jolin
Cicero and Carly wise L and Don Carson
and so many others there's a really cool
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Tomorrow Society bulletin that I just do
for members through patreon and I talked
about some of the big issues affecting
the parks recent news and just some fun
topics and it's a way for me to dig even
further into the parks beyond these
interviews you can learn more by going
to tomorrow Society dot-com slash member
so this was a really fun show Joe took
my questions and just ran with them and
gave some really complicated answers
that I was blown away by some of them
how much goes into the sound effects so
here is Joe Harrington
[Music]
I'm always interested especially in
something that I find that it's easy not
to think as much about which is the
sound and media design but I'd love to
start back more at the beginning just
with you I mean how did you get
interested in doing sound design and
working in audio when you were younger
well I grew up there's a ranch kid but I
always had a very strong interest in
technology I invented a lot of things
when I was younger they weren't
important things but they were things
that had not been done yet and so I left
a tinkerer and I loved electronics and I
loved radio and television so I got
involved in it as much as I possibly
could in my late high school years I got
involved with with television and radio
and and by the time I was a senior in
high school I had my own radio show in
the evenings kind of cutting about
social life that not sure was from 6:00
to midnight every night and so for a
senior in high school and then where I
left off I went to the army and when I
got back from the Army I I sort of
changed my direction I thought maybe I
wanted to teach astronomy so I went back
to college for the purpose of teaching
astronomy and I had an astronomy
professor that really kind of died you
in a different direction he was doing
public shows astronomy show for the the
public and for schools and he wanted me
to get involved in that because he said
he thought it might be good at it and so
I started doing I mean who they liked
that I was doing and he said you know
there's this there's this internship in
Worchester New York which are year-long
and I think the autocrat for well I'm
the kid mystics I've never cried
anything like that so I tried it and I
got it and so I moved to Rutgers New
York for a year and live as part of the
internship and it was over I was looking
for a place to work and so I went to
several places all over the country and
one of the interviews that I got was the
Reuben phage Space Center in San Diego
they were just about to open
and they needed somebody to produce
their material the right introduced the
material and I was fortunate enough to
get that job so I came down to San Diego
and a few years I wrote all of their
school shows and public shows and
produced them and in the course of that
I got back into my own technology ideas
and I started creating the soundtracks
and mostly out of necessity so I was
creating music and sound effects and
recruiting the entire sound sound rocks
in those days there wasn't much
technology available so again I've got
into inventing a lot of different
technology take blades and different
things like that and the looping machine
thing there is no such thing as a wave
machine back then so I would record on
the quarter-inch tape the splice giant
lips together and stretch them around
the room on mic stands and let him come
back through the machine and create my
sound tracks with those kinds of loops
and what I was experimenting with was
that the concept of creating a an
instrument that you couldn't recognize
what it was and my primary source for
that with the human voice and so I would
take the room in the voice and loop it
in those giant loops and then it shifted
in fact in those days we didn't have any
there's no real good way we had we've
had seven and a half 15 and 30
it's about all you could do on our tape
machine so I needed something that could
be I saw them and I had a very brilliant
engineer that made a machine to do just
that and so I was able to make might
build up my cords and things like that
and so I was able to make this music and
really when you would listen to it you
couldn't tell really what the instrument
was but it was very very very belong you
know anything the space program that I
was doing and so I was doing after
doctor said eight and a half years and
then Marty squatted Randy bright from
Disney we're down there on vacation in
San Diego and there so one of my shows
and Marty called me aside and said come
work for me and so I did and that's how
that got started originally they
wanted me to do soundtracks for
spaceship earth and then all of that
path because at that time Disney
Imagineering the word enterprises of fun
had other sound effects them over by
Jimmy McDonald or with the studio it was
too complex things and did not have a
Sammy's honor and he wanted me to head
up a brand new sound effects department
and have the best sound effects anybody
had ever heard than the fraction that
was good work and so I started that up I
turned up here and really did not know
what my job would be I mean I knew I was
sound effects design but you know what
that entailed in those early stages of
of being at business I was I was still
bewildered they stuck me an office with
Buddy Baker and I shared an office with
them
and that kind of pulled me out of my
shell because you can't be around a guy
of the caliber of Buddy Baker very wrong
yeah a lot of it rubbing off and a lot
of it did and say that's not the
business you mentioned Buddy Baker who
was involved with so many important
songs for Epcot and beyond and I'd love
to know a little more about what it was
like to work with him what was how did
that experience go for you it sounds
like it was really good
what my parents the Buddy Baker was very
good I'd like to say just Buddy Baker I
should really back up and give credit to
several of the others at the time that I
came to to Wed enterprises I mean there
were legends walk in the hall and and I
worked with those guys every day or exit
NCI wafer Rogers of course buddy and
Jimmy McDonald Ward Kimball and Claude
coats and of course Marty Sklar
Harriet burners and Roly crop I mean
these people were just there at our
disposal and we talk to them every day
and they really had a powerful influence
on all of us young Imagineers who really
didn't know what we were doing we didn't
know whether if anything about story
about putting the fractions together but
they had understood what these guys knew
their business to just have David polish
say
I'm fighting Baker and shunned over each
other - and you come up with mr. problem
and they give you the the benefit of
their wisdom and when guys like that
called yes listen why don't you listen
you take notes you really pay attention
to what they have to say and you take it
to the bank and I deal so years later
when they opened up the endurance video
we had some news there is some serious
audio problems mostly because it took
knowledge Ian and things of that nature
we were trying to be more than
technology really allowed so mommy
established something called the audio
swapping and it was moving
exit nco and Buddy Baker and our job is
to go through all of our collections and
find out what was wrong and find out
that fix it and so ballin theta that was
an incredible learning experience being
joined at the hip with those two guys
how many other games not he knows clear
that these were two veterans who had
walked in work with Walt and regular
business and so what an incredible
opportunity to learn what was wow I I
can't imagine what that would be like
cuz both of those guys exit NCO is did
so many things with pirates and honey
mansion and so much else there I'm
curious too about FCAT Center you know
when you started because I know it was
very chaotic to get that open in time
like you mentioned so many new
technologies with sound what was it like
with Epcot Center and it's been what
spaceship earth coming in so new into
that craziness of trying to get that
Park together well you know we when I
came on in 81 this thing was that ball
was rolling and so I had to catch up
with it pretty fast and not only that I
had to catch up but I had to learn a new
job I had to learn what it is they
expected of me because Marty expected me
to turn that thing into a position and
so I did but he took a while I had to
discover you know what had to be done
and then set out ways to figure out how
to do it and prior to coming to Bruce
Lee
and I have done in the field of sound
production had been really really low
budget and suddenly I kind of throw in
my book I had caught that because I
didn't but it seemed that way to me
because I remember one time I told buddy
I said you know I'd really like to use a
particular synthesizer for this
particular thing I wasn't much of a
sympathizer person I was a more of a
real sound person but I hadn't really
read for this rusev will go by and I
wish that I recovered from the shop idea
there was there was things like that but
when I needed equipment the got it and
it was a remarkable learning curve for
me but I could do things like that and
then slowly I set up one of the studios
as my saw design studio and had it kind
of backed out to the sound design work
because you know more studios are not
set up for that kind of work especially
in those days the sound design was
required the technology that wouldn't
belong in a regular studio and so I got
a lot of that stuff and I kept up with
the technology and when samplers came
along I got other they able to get the
samplers and and learn to use those
they've been a most efficient way in add
kinetic fractions so it was just a
wonderful opportunity to have that
ability to have the resources that I
needed when I needed them right yeah
because essentially it was so new so
much the technology seemed like it was
being invented at the time it sounds
like you were 10 of doing the same and
working that together as you went along
so when it got time to put those in the
attractions what was that experience
like I know you didn't do it all
yourself but I'm just saying for your
sounds then to kind of be mixed and put
actually into an attraction like
spaceship earth in those days I could
say I was working as the sound effects
designer so my job was just to do the
sound effects for each one of the shows
so I wasn't responsible for the whole
soundtrack of the whole show that was
kind of a committee
people that did that and in very often
it was led up by some of the more senior
members in Finland in the company for
example we did American adventure you
know Randy bright was in there up to his
collar and he was calling a lot of the
shots and can Rick Rothschild and so
these guys carry that that ball forward
and my job would just create the sound
effects of it so then the loan wasn't so
terribly big but it was distribute
across every single thing that they were
doing at the time and so I was
constantly jumping from one project to
the other to the other together and when
it came time to put that in for the most
part my staff had been mixed in to the
attraction already been to the
soundtrack already and it was installed
later and it was about to do it today
where we do an awful lot of that kind of
attraction and those days we didn't have
the ability to do that so we would
create the soundtracks here in
California and send him out there and if
they sounded bad
who would negative notes and bring them
back and remake them
that's kind of the way that that is done
but in those days I was back and sent to
Florida two weeks there and two weeks
there I'll go out there and try things
and work on things and where I was
living work and I come back here and fix
all of those things and go back back
there excited then there was a lot of
trial and error because most of the
fencing event that were founded it had
never been done before we were using
brand-new technology that had never been
done before here in our studios we read
the very first digital tape machines and
of course that didn't last long but we
were the first ones to do and trying to
edit with those things and of course the
and you couldn't do nice smooth edits
loved attended a like that like a
crossfade it was a pretty much and
we had a was a little poster on the wall
of a creature that exit NC outgrew it
was called a snap it was an ugly little
little bug and
when things that go wrong we make a
little popping sound and we've got to
call him in a snap
and so that's big a character on the
wall of a studio for a long time so
that's what a real real thorn in our
side because the digital machines
sounded good but it didn't take much to
screw them up yeah I can imagine
especially given from what I know I mean
like you said the digital machines there
was this was the cutting-edge technology
at the time like right there were only a
few at all when you're creating the
sound effects like you mentioned before
you started at Disney you were doing a
lot of things with the voice and
everything well were some of your tools
that you use to create those effects
like I'm sure there were many things but
I'm just curious you know because what
were you using to create them before
they even got to the attraction since
you were working on the effects well I
was partly influenced by Jimmy McDonald
Jimmy of course is sound effects legend
for Disney he created literally
thousands and thousands of sound effects
devices and he was also the voice of
Mickey Mouse for almost 40 years I was
influenced by what he did
he created sound effects devices now his
dad who did it out of necessity but I
quickly realized that I could give his
devices new life by recording them in
different ways and he was always very
intrigued by that he would he would live
to see me take his old props and record
him in different ways and precious him
in different ways and then they wouldn't
do them sound like they've started here
so I got very very fascinated with using
organic sounds both sounds in nature and
props that I could make to create this
sounds that I wanted and like Jimmy I
was always on the lookout for something
that would make a good sound that I and
I got through a compact effect I could I
could turn that into this you know you
don't hear it boy he as you hear it with
what you can do to it
and I've got to feel in the same way
with insects or animals and
things like that but this there's an
interesting thing techniques and
according animals that pretty much stay
with it if you understand those things
you can visit to your benefit and if you
don't understand them even just make a
mess of it but for example if you record
an animal any kind of Panama in a
passive state that a calm State no
matter what you do the processor it's
going to be perceived as something
passive and calm if you record that and
another that bird for example in an
angry aggressive mode no matter what we
do to that sound it's going to come back
there's anger in the direction and she
learned to mix and match different kinds
of animals with the moods that they are
to get certain things that you're after
now I started off like everybody else
and creating for Epcot the energy Batman
no with full of dinosaurs I had to
create a whole bunch of dinosaurs I
would lose a lot of the techniques that
most people in the business had been
using for years and that's combining
different kinds of animal sounds and
things of that nature but I got where I
started also adding organic sounds that
weren't necessarily from some kind of
life-form and I found that I could get
some amazing things that way to really
color and influence the signs that I was
trying to create when I started they can
go dinosaur was the first thing I did I
study all I could and I found out that
most dinosaurs didn't war like the
movies making war and so I tried to be
much more but even anything I tried to I
would study a particular creature and I
would try to imagine based on my
studying of the you know their size and
all in the size of the major cavity of
the vents in a voice box just what I
might really do that might be a
realistic because after all that thought
was thought to be a place of one I
wasn't supposed to be blades for
sensationalism so I tried to make
anything as true to life as I possibly
could
an apology when I even went our
recording Birds I refused to put a bird
in a location that we didn't do that so
this was a common thing I think you
think I mean you put a kookaburra in
every jungle movie we've ever seen
please you know there was living very
restricted areas so it stuff like that
so with the combination of animal sounds
and insect sounds I mean I did things
like I would record sand dunes and got
incredible chance that a lot of sand is
placing my mics underneath the sand
letting the sand beach then place in
Mike's been sighted truth them that
inside of burrowing down inside at
angles
no I was I was in a real experimentation
though there was no place that I would
not stick a microphone and and I look
for very specialized microphones to do
just that and when we do that kind of
stuff you find size that nobody has ever
heard before and then when you beget to
manipulate those sounds if they have
heard it before you complain that things
that they have a good before highs of
loans that are beyond or below you know
I'm hearing you can bring them into play
and lose them as articulating characters
in your sound and so I did it awful lot
of that kind of stuff
and then I didn't make things for
example let's say there's an American
adventure so for the wind in American
adventure I went out to attend them
that's near here and I stretched which
and fishing line all over that fender
very cliffs there were two almost
vertical cliffs and I would climb those
cliffs and spec fishing line very tight
until I handed that up a hundred and
fifty strands across that corner and
then when I started recording there's
the wind look through that clearly and
across all that fishing line if it's
just awesome and so there were a lot of
things you don't like that did I do it
wow that's that's incredible I I knew
there was a lot involved with it but now
here
you talk about just so much
experimentation that you did it's it
amazes me I love it Joe it's it's so
good and so I'd love to know - I mean
this is a little bit later on but like
for I have some questions on attractions
and how you set up the sound which I
know I've heard you talk about before
but like for example when you have
something like country Bear Jamboree and
you're trying to make us believe the
sound is coming from a bears mouth or an
animatronic or something like that how
do you set up the speakers or how do you
make the sound work that actually makes
that believable because to me I sit
there and I think it's coming from the
bear but I know that's not really true
so I'd love to hear you talk about that
well now that is a challenge it's a
we've got a number of solutions for
challenges like that but it's always a
challenge because every place that I
want to put a speaker which is where the
speaker really belongs the art director
or the lighting director or somebody
else says absolutely not you cannot put
a speaker there and so obviously the
sweet spots are everybody's sweet spots
so we have to play some games and sound
and for example in the in the country
their exam Duluth that's actually
probably just backed up you start off we
don't just put speakers in a room and
that'd play back sound we designed we
designed the room and the sound system
around the story that's going to be
played in there we have the luxury of
doing that most nobody else on the
planet has that luxury it is very often
that we are building our facilities for
that particular attraction we know
what's going to happen in that room know
where the characters are we've been
working on this forever and so we don't
do it we try to get the acoustics right
and then we put the speakers as close to
where they can possibly do this the best
storytelling that possibly can but
there's always those that bell country
Bear Jamboree there's a good example of
that because you can't get a speaker
large enough in in a bear to make it
believable
that is coming from here so a couple of
things that you have to understand just
about the physics of some human beings
are really really good by clicking that
sound left and run you can hear at the
green one way they said it left and
right but walking down is real shopping
you might have seven to ten called the
greens up and down that you can't tell
where it is and so put that in your back
pocket and you let that work for you
but what that means is if I put a
speaker beside Big Al the speaker is
going to sound like this beside that al
so preferably what I would like to do is
put a speaker on line or a vertical line
with his voice above them or below them
and most left will never understand
there's a difference but even sometimes
that won't work because then you can get
the sound loud enough an example of that
is that great moments with mr. Lincoln
when you're trying to get mr. Lincoln to
talk to this giant theater which is
spread out and large wings on both sides
and try to make everybody believe that
the sound is coming from
so there's another trick that food that
we favorite very often and that is to
put a smaller high-powered speaker as
close to the mouth source as we can
possibly and then use fill speakers in
the theater around the character and
delay those speakers so that the sound
that comes to your fear precedes the
sound it comes from the fill and so it
cooks your brain and the brain says oh
it's coming for mr. Lincoln what in fact
only that initial I just heard that high
frequency sound coming out of really
you'd say oh that's that's oh but that's
not what you hear you hear a totality of
that
well everything lost all the mids and
lows are coming from the face because
but they're all delayed to hit you here
after this is called the Haase FET and
so you just believe that it's them
talking and it's and you don't
the claim super harp suddenly you
realize this is limit itself lucky which
Sabbath we were standing there and we
use that all over the place
because in almost everything we do we
can never be the characters wards where
you are speaker what you wanted voice to
come from so you have to play with those
clips other times you cook stickers on
both sides and phantom different you
know fan of it in between with a center
source speaker for thing and then a
little bit the Haas effect because
you're not a game that you could play by
the same token many times you ought to
turn that around and say I do not go on
a point so much sound that's especially
clear of things like ambulances I
started doing this practice a long time
to go and of course it's it's not in the
book and then there my engineers was
just having this effect when I was here
but I would take an ambulance speaker
and turn it around away from the desk
and competed against the well and
whether its spotter up against the wall
by the plan to clean back paddock
address instead of having a point source
of beta ten inches it had a wide
wavefront that's maybe eight feet across
and so it's much easier if you must I've
sounds like that is ambiences then
against to put the little speaker expect
the Ender's I don't expect to be
believable another thing that you have
to be when you're favored creating
ambiences especially that the creatures
in the end there's not birds for example
e they're not a birds in a countryside
the typical cheap way to do that is to
make a stereo birdbath and mix on your
birds in that in that crack but that
said that sounds fake
so what we do is we put as many speakers
a drug there's a story calls form around
in the forest at the set where they
would naturally be up in the trees down
in the brush over on the behind some
rock and different places and to play
different creatures from different
places
and suddenly when you play that back
there's a realism to take place because
now instead of your fear being forced to
listen to that story
or crack and try to decipher that but
you can't experience ound points come
from all of these different places as
they would in nature and then your brain
begins to create the specialization and
where they come from it's much more
reason and satisfying to address and
it's extremely believable when you do
that it's more expensive obviously but
that's that's that attention to detail
it gives you an element of reality that
is really really very desirable I'm
curious to when like how challenging it
is when you have an attraction like
Pirates of the Caribbean which is kind
of you know been described as like a
cocktail party that idea when you have
all the different pirates and some of
them are talking and someone might be
singing and everything how do you it's a
big question but how does the sound for
that like how do you plan that out and
for an attraction like that or spaceship
earth or something with a lot of
characters at one time well mostly what
you're really addressing there is
there's a problem of you don't have any
you know have isolated scene Radiator
Springs racers was a good example of
that we just had this giant building and
all the scenes were kind of in most of
that building and yet they had to play
in the same place and not pollute each
other so it becomes a advance of
choreography and spectral analysis in
other words understanding let me explain
what I mean by that they've been a
forest all the creatures live in their
own little this bird lives in this
spectral range this bird lives and their
spectral range that all of these
creatures least insects and whatever
lives in that forest has its own
particular place to live it's very much
like a corporate stuff when a components
expanding rights for an orchestra he
doesn't expect them the piccolo to
really what the elbow is going to do is
we write both of those creatures to tell
a different story point well all of
these creatures in the forest are living
in their own little niche and if we come
in there with this generator an orange
device or something that said in
yes usually better leave or die because
if that we can't survive there and we
understand that you realize we have to
clear it our sound States for the same
way things need to live in different
spectral places so they're not able to
each other one of the most difficult
times out there with a sound practice
when I get a composer who is used to
doing writing where the war he doesn't
have any good space so he feels up
perspective and I've got no place to
court and so now early on I didn't with
the composer and we're kind of joined at
the good boil and then because then we
can say off because what my corner is
this is what I plan to be here so this
is the spectral range that we have to
work with and so suddenly things work
really well you did a lot of quality and
things like that because he's living in
one place I'm living in a different
place and my individual elements are
living in different places and I'm not
stepping on each other there's
individual element you're living in
different places I'm not stepping on
each other or stepping on me and
suddenly we have clarity in your
sampling you don't have this with mud
let me very quickly happen when
everybody is trying to have the same
space to play and we utilize all of
these cliques that quest choreography
the choreography and today's multi class
consumers or multi class playback
abilities I can plan out a giant ruin of
five or six scenes and make sure that
things that would conflict happen at
different time so that they don't
conflict and so that's a matter of many
times living with the composer that it
was the writer and saying you have this
happen three seconds late stuff like
that and so when you do that you don't
have a loud explosion stepping over an
important dialogue around or something
of that nature but it really helps a lot
we have the clarity of your individual
students yeah I mean I think about
something like Indiana Jones for example
where so much is happening and you have
the Indiana Jones talking to you and
then
there's fire and then there's music and
everything and then you have the sound
of the vehicle so how do you get all
that together in any way for that or for
something like it where those sounds can
all live you kind of just described it
but I'm curious when the thrills get
added in and it's even more fast-paced
how does that work yeah every show has
its challenges and Indiana Jones was a
different kind of a challenge because
you own a vehicle any time you're on a
vehicle and you're you're moving and
especially like in anything Jones would
know in moving but you're being flashed
about you cannot be a critical listener
but you have to approach that with okay
what is the important point in the story
and what it has to be told first and one
of the things I recognized early on in
Indiana Jones was that everybody in the
country knows what it sounds like to
ride in a vehicle so we better get that
right because you can't have a pasty
little engine we're out of sync with the
body motion or it's going to be pursued
as stupid click on autosum 11 your
brains are something wrong it doesn't
matter to know what it is it's the susan
mistake that required a whole new kind
of technology and then we created that
now when we did Indiana Jones we had a
test rat Batman sir and we grow that
vehicle around that that test track of
course they were trying to you know to
run hours on it so that it would work
but I took advantage of that time and I
I realized that well let me back up one
of the ways that we have been beating
sound tracks on vehicles was create a
linear track a linear track on a vehicle
that changes speeds they're worthless
and on a vehicle like Indiana Jones or
Space Mountain or anything that moves
like a rocket roller coaster cold
vehicles hot vehicles heavy vehicles
like vehicles they're all going to get
through a particular zone at a different
time and you got to recognize that and
so I knew that an Indiana Jones only
because the pilot after issue that I
needed to make a vehicle believable I
had to have sent points weather
seconds if I had perished there as I
went around a corner it better be in the
right place
everybody's been in there what's wrong
so that's when I realized that sample
technology was the kind of technology I
needed to be back because I've been the
vehicle tells me precisely where it is
all the time to do it and so that's to
me that's what I'm gonna cut amendment
so I can use a typical through the menu
set one inquiry and I loaded all of my
challenge on that and after at Valencia
I put little that in patch with LED
lights on on the ground and I would
drive around and have a good a team just
as I was at a particular place so that I
could mark the essentially where that
everything was and I did that but I
would ride it on again and see if it
would fire in the same place I'm sure
that it was working flawlessly I also
knew that that that e3 that I'd spent on
that vehicle if not going to last more
than a week because it's got a moving
distance I'd and that vehicle is
crashing around and so that was just
kind of the first step of the treatment
point then I went to army and there was
a young man over there working that
language Jamie Robertson I always
considered him to be a genius and I went
to Jamie and I said written here's what
I mean to do you think you can help me
with this and he said yeah but I can
build one of those and he did and so he
built what's called the LCU the local
control minute then in control lights
and sounds and all the sound of staring
on a flash card and you could call that
thing eventually though when it wouldn't
pick up they just kept falling checking
and so that became the sampler that went
on the movie I filmed beautiful they
winning it in the rear chassis and when
I programmed that I distract the
keyboard for the front seat and I sat
there and played all the road sound
effects and the music in exactly where
they belong and just like you would
sitting it sit in the studio and compose
a piece of music them and guide you
through you got it right so that's the
way I did nothing
the vehicle right now of course backing
up from there you have to have a
sprinkler that they have they're gonna
play Bach on in the right place so I had
vampire thinkers underneath two in the
front and two in the back and say they
would vampire suit against the fair
board and they were playing all of the
the undercarriage so they were convinced
that they were very convincing as
engines and squeals and things like that
and then the music speakers and the
dialogue came out of the back door so
they did you rotten face so what was
working for it there was something
called signal the north the vehicle
itself has a tenancy any vehicle that
has been explained it all has a tendency
to kind of build off a bubble for rabbit
and that bubble really makes it
difficult for sounds for off-board
to get to the best and the less than 30
you know and so the idea I'm using that
to my advantage I had all the dialogue
and music playing close to the desk
blasting in their face so that those two
elements were definitely heard because
the signal was given to the best that a
greater level than the noise could
possibly be produced so that worked
there and then we contour the music and
the dialogue and effects on the vehicle
collect stronger more pronounced and
like explosions and flares and things
like that happen off more so again it's
a game of choreography you know you've
got a big explosions ooh see I'm not
sure you don't have dialogue there or a
big music moment there then they let
that play out but even if that Indiana
Jones was extremely challenging because
when we built that the technology really
wasn't where it needed to be speaker
wise we blew up so many speakers and
Indiana Jones you cannot even believe
things you wouldn't believe that you
could tear up we just turn them into
paper mache because we were trying to
drive things so incredibly hard we were
ahead of where technology was today
that's a different story when I did Tron
in control
I was playing incredibly loud stuff that
would make the stuff in Indiana Jones
seem like you know cakewalk but even at
that you're traveling very very fast and
because you are that bubble that
prevents sound from penetrating and
getting to the death there's even more
deaths and so we would have these gates
and the best would go through these
gates and they would supposed to be a
particular cron Shan that told them that
they were counting up but padding them
it was a very important story me not
understand these things were playing
back at about how did you find vegetable
that is seriously wrong I mean if you
were standing there that changed your
hair did you know what I'm talking yeah
but it's a group incredibly loud stuff
and so I went serving through there on a
timing track from one of those vehicles
and I didn't even hear this thing but I
knew it fired but I didn't even hear it
and all that this can't possibly be well
after a little bit more experimentation
I started I went off and stood on the
side of the track and then took in camp
took a camera and video where the
vehicle was when it went by that and it
turned out that the vehicle were just a
little bit out of the zone of coverage
for that particular speaker it's a very
male coverage and so what's happening is
let's say this think that is sitting
close to the track but it's that like a
30-degree pattern and that 30 degree
pattern is shooting across the track
well that gas passes through that
pattern in less than a second and so I
was in and out of that pattern and the
sound was like a second later and I
never heard because I'm completely out
of the pattern and I'm gone in further
down the price so what we tried to do
and what we ended up doing was moving
all of those speakers so that the
pattern we were shooting more up track
and so the best were in that pattern for
a longer period of time and so when that
sound went off they were absolutely good
and we were able to get our timing very
precise so
when it went off everybody in there dude
go hurry sorry it's the stuff out there
doing it with onboard audio you got the
place and those kinds of things and
you've got to realize that there's that
bundle around that vehicle and it's
really hard for anything awkward to get
into it and when you want something to
play into that double we've got to
choreograph that and said everything
that so that when it's time for that to
play
that's what play is it's it's crazy that
that thought of Tron it's almost like
you're like a a sports player you're
trying to lead a pass and somehow hit
this vehicle moving really quickly I
mean I know that's about the crudest way
I could explain it but it's so
complicated and I'm it still given the
technology and I'm curious too about
something like Tron because I know you
know the film especially the recent more
recent film has a lot of sound effects
that already are there but I know for a
theme-park it's different so I mean do
you use any of that original audio for
that or do you end up creating new
things that kind of have a similar vibe
or what a perceptive question
and the reason I say that is because
even people in my business don't realize
that you you just don't automatically
use effects made for the film in an
attraction the effects made for a film
or a matrix the two-dimensional world
and we live exclusively in the
three-dimensional world and so the
effects have to be used in a different
way so yes we would get assets from the
studios as guide tracks as reference
tracks and then we will create things
that are in the same family so that the
general public says oh that's the crown
by well see I would completely rebuild
the crown but if you look at the Tron
bike for example it's a good example of
what we just said in Tron every time you
see that but that sound lasts for
accepted outside two and a half seconds
and it's always you know
well in the attraction they're sitting
on top of that day then it's got the
last with a whole attraction so how do
you do that and so I got a Ducati
motorcycle went down to a test facility
that had a dynamo motorcycle or that
dynamo and we just put it through its
paces and then once we had that the copy
that that mast and sound that's not so
people might not want to say it's a
nasty sound but I mean it's a it's a
very weak aggressive kind of the sound
that you can do an awful lot yeah and
then we began to process that sound and
get our get our typical crong character
out of it but now you can sit on that
they can ride it through the whole
attraction or the guy in the in the guy
next to you you can believe that that's
him - then one zooms in the crash
against you you can articulate that do
what you want to do because you made it
yourself
you made it to fit the story booth and
we didn't probably do something that is
somewhere else another example of that
same kind of thing would be when we did
Endora
in the world they wanted to use all of
the sound effects from the film off of
all that before its creepers and things
like that well what people don't realize
is when these creatures are seen on the
screen that's kind of their their big
moment that's their unknown so every
sound that you live these creatures are
making it's their kind of an armlock so
you take all those creatures when all
they're on moment you try to populate an
ambience with that and you've got a
bunch of creatures that are saying look
at me look at me look at me
but it doesn't work that's not that's
not the way the real world works so you
have to go back and medically so we
remade almost all of those printers to
be believable in the soundscapes that
they simply play both you know I think
it sounded weird away from your question
I think I'm not sure oh no it's great I
love Pandora's so I that was very that's
fairly interesting to me to hear about
how that works because I feel like the
sound in that land
just the ambient sound is so so
fascinating to me and how that even
works so I would love to know to kind of
on a related note area music I feel like
is so important to a Disney park like
how like with Pandora for example or
something else that really sets the
stage and then there's these transitions
where you're going from land to land and
things have to be different and I know I
believe you've had some involvement in
that like how do you set up like you
know like you mentioned ambient sounds
and such that don't again that allow
each area to kind of live on their own
and have their own feeling especially
when they're so close together well no I
do have a lot to do with that it's part
of what I do is creating that stuff that
those sound tracks that go into those
areas I work with the composers and give
them the parameters to work with in so
it really it starts off by there's an
old method that we've been four years in
there since 1955 we've been playing you
know playlists we've been playing a
music then an execute on the next year
the next year and for a decade I've been
trying to get away from that and I've
finally been able to do that and I'll
explain that in a minute but back to the
original points of the question they're
creating the zone the first thing you
need to do is you have to create an area
we have no dead zones within the desired
place for this music is going to plus
other words you don't want to sleep
that's too far apart you don't want to
keep close together your hot spots that
you got to deal with you want to have
even coverage where ever addressed walk
a crude example of that is overhead
scene advanced and the crash if you've
got a ten-foot ceiling in a room and you
put speaker cams too far apart in there
your guests are going to go let's say to
the speaker can serve as a 90-degree peg
well that 90 degree pattern if the too
far apart in those patterns cross that
down around her waist or your needs then
the gases don't go thinking musicality
music so just kind of up and down up and
down nothing back
that's not to say you clear here if you
can't hear it but it's going up and down
and then proceed
your binders gonna say no we're wrong
with this the same thing is true then
you're going through alone you don't
want to go from a set of clothes papers
to what some bit of too far apart that
then you end up having these dips
between the speakers you want even
coverage wherever they are so that's
step one step two is the permanent way
they're zones are where your buffer
zones are and work to two zones new
particular lands might clash you create
a buffer zone there so that they can't
cry this doesn't proceed that because
the noise floor just a crowd noise floor
that apart is you know it's going to be
75 76 people just making noise and we
generally run that our backbone move it
about this I've got that same level so
it's proceed see that go music has a
couple of different applications if
wanna fish to take them to a place but
make me believe that you're there
another especially in a restaurant
environment is to create a bubble of
privacy so you can have a conversation
they go back to that signal or noise
thing there's an overall overall noise
floor that music playing you can have a
fan of conversation that's beneath that
and the family next to you can hear your
conversation so that mean that comes
into play as well you establish what
these zones are and what your story is
that you're trying to tell and now in
many cases you can tie key areas to
better lesson secrets and show that they
that quite in harmony with gentle but
but must answer you can't to do that and
so you'd have to create these buffer
zones and the other thing that we do is
we are very very careful about how we
prepare our background music tracks we
compose your sometimes bag when they
realize what we do that is it because
normally don't like music with a lot of
dynamics and if you look at that
dynamics on a meter
wishing rock your fluctuation but by the
time we get through processing it or a
background music track they look like a
straight line there is no dynamics
whatsoever to be had but but it's done
artistically so that
yes don't know that the dynamics are
sucked out but what it does is when you
go into loud areas and soft areas the
music doesn't go away and come back and
go away and come back it's always stay
it's always there it's okay to go into a
competitive park and be listening to a
piece of music and then suddenly it's
just gone
but then they don't they don't do any of
this compression processing at all they
just take it right off the list and play
it like it is
and so naturally normally that has
dynamic it's supposed to have done but
in a theme park attraction dynamics kid
in in the case of background music what
I've been leaning towards mostly and
finally I was able to convince the
powers-that-be that mostly the music
guys of this process was going to did
Shanghai that was extremely effective a
religion in Tomorrowland and we visited
Adventure al and the idea is to create
the giant bed and the bed is a there's a
piece of music that just doesn't really
go anywhere there's no melding there
that's just just chord progressions and
things good but then within this bed
actually living on top of this bed on
your melody lines and your accent pieces
and all that kind of stuff so over here
at a particular let's say at the entry
to a particular eruption you want that
to be I thought you want that to be
making a steak so you create this bed
and then create these islands that live
on top of that bed but everything is
played in sync so if you walk from one
island to the other Island the music
just naturally changes and takes on the
identity of this particular place or the
identity of that particular place but it
all feels like this same place we're
using that technology in the new Marvel
and Disney Land it what a DC a you're
going to see the very same thing there's
an overall bed that plays everywhere and
the composer is writing all these these
little islands in within the particular
places where story beats are important
and they play on top of it they quite
upset and
on top of that rewrites the music from
chapters so that the little comb that
comes in with their live shows all the
time and so entertainment knows that at
7:03 this chapter is going to end so
with you that they're going to run up an
entertainment show it's seven okay so
it's not like it used to be where they
were just come in and step all over the
background music now the background
music comes to a conclusion they start
their show and when they are back in
their show they send a flag to us that
says we're about to end I sell so what
do that but it's in a bit then we start
the next chapter and it picks up right
where it left off into the back it's a
seamless transition that seems to work
very well we've hit a similar thing for
adventure Isle but we realized that not
the sound effect now for adventure I'll
say we created a culture we created a
winery we created a music and a history
for those people so one of the things
that we did if we found a young composer
here in town Chuck jumping who his whole
life he travels around the world
recording natives their instrumentation
that musicology and he composes to what
they do and this stuff is extremely
pathetic
so we do struck to create the musical
language of this new people that we
invent and then on top of that we
created all his music plays pretty
heavily in the village but they should
go further away from the village we
begin we had him write the music in such
a way that we could peel it off and so
let's back up and go all the support
role completely away from the village
you're not the edge of the land you come
into the land and all you hear are the
jungle creatures and jungle birds and
ambulances and things like that and if
you get a little bit closer into the
next zone you begin to put things and
you think to yourself is that music I'm
not sure what that is so that the one
what is that
and then as you get a little closer
that's the best to take on a rhythm and
a structure and so the core
the village the more it becomes like
music until by the time we get to the
village it is in fact music so that's a
beautiful scenario of how this
multitrack system allows us to create
this humongous palette for the best to
walk through it and as they approach the
village they're approaching you because
they leave it there you know going back
to the forest and it's not just turning
stuff down it's like it's thinning out
the music so that it's written to be
done that happened it's brilliant the
whole thing is just I knew was gobbling
it but I mean it's really exciting to me
to to hear about what you said about
Marvel and just even adventure Isle
which I haven't been able to get to yet
out in Shanghai and now of course not
open but eventually hopefully we get
there that's great that's so complicated
I just have one more big question for
you Joe and I'm curious for you as you
look back on your career which I know is
still going what's something either a
project or just something you've
accomplished that you're just really
proud of that that you've worked with
you know that's a very hard question
because you have different different
projects your favorite for different
reasons for things that you know for
some of the projects I got to do some
really really fun things like American
journeys I spent a week in the North Sea
on the Saratoga aircraft carrier
recording at 14 what was a pretty high
point in my career and then the week
after that I spent all the Durango
Silverton train recording that train and
so those are those are fun wonderful
things to do and they might lend you to
believe that yeah those are probably
your favorite but my favorites tend to
be the ones that are really more trim
two-story I say that because we're in an
age where a technology is really
threatening the crop story and so many
things very other technologies come
along and I can't wait to write in
traction already I work very closely
with Ted and Rafferty and if your
business you know you know Kevin
reference that's writers and creative
people that we have we're so much better
off for having that young man with us
he's 41 years for the company
so so long together but we're both
powerful believers and story first and
so two of the shows that I've done with
Kevin the first word Radiator Springs
racers and the second was that showed
that I'm opening in in Florida next week
which is and Mickey and Minnie runaway
railway both of those are done with
Kevin both of those have powerful
powerful stories you can go back to
after all the years radius things like
you to go back and look at the original
story boards and say that's what we did
that's exactly what we built because
definitely Kevin walks he knows what he
won't really delve into it and he has
the team surrounded them that believes
in his story and the morning before
they're hardly to that story and that's
what story to tell and so for that
reason those because such fun to do
victory a mini runaway railway saying
we've had a vision we've conveyed that
vision to the rest of us
and we all use our skills to tell our
aspect of that story and it has come
together then probably one of the most
delightful experiences that our guests
will ever have a free number of reasons
number one it's it fuses all the
characters here is near and dear to our
hearts I mean it's making a minumum
Donald booth and basil and prudence it's
those characters that we love and it's
their first attraction you can believe
that but their beloved character stand
there put together and have delightful
story that everybody next and it was
such fun to be that it's leading with
pathology buddy no not for instance the
women allow the technology to crop the
sport if the technology did not advance
the story that did not get into the
depression working like that it's just
an awful lot of fun and those those
attractions come up to the top of my
list as being the most rewarding because
they're done right that's great to hear
especially about runaway railway because
I'm really excited to write it and
especially after hearing you talk about
it that just sounds great so so this has
been amazing Jo and I know beyond what
you
you and Imagineering I know you're
involved in a lot of other things
outside of it so you know what else do
you do I know you do a lot of other
things on the side that sound really fun
well I'm a professional Western
storyteller I travel around the world
telling Western stories and I'm one of
the top cowboy courts in the country and
so I do those things and that's very
rewarding to travel around and actually
I've got Marty Sklar was very
instrumental and making sure that I got
the company involved in there he saw a
great value and in my storytelling
within the company and he wanted me to
stay involved in that I wasn't very
encouraged by the fact that he was so
much behind that and so then really got
to the point where if I had a
storytelling gig somewhere the company
never bad of an eye they would let me go
and so I travel around the country doing
that and I really really enjoy that it's
and I think it's it's so crude for food
for business storytelling is the way
humans are wired to communicate it's the
very best way to evoke emotion and
persuade and could be able to do that
and to sit in front and in front of a
bunch of people and tell them explore
and have them completely absorbed and
letting their imagination pen cassettes
and dress the landscape and see them
being absorbed in that sport is
extremely rewarding we see it all the
private business but to be able to go
out and do it on that sounds exciting
I am glad that you've had the ability to
do that like you mentioned it definitely
connects to what Disney does with
storytelling and this has been great I
feel like I know I've learned a lot and
you've had a lot of great background in
cool stories so thanks so much for
talking with me well absolutely we kind
of just scratched the surface but you
bet you
if you liked this episode you should
definitely check out my conversations
with Greg meter and Glen Barker all
about sound design mixing sound
retractions so much more you can find
that at tomorrow's society dot-com I'm
also coming up on my 100th episode of
the podcast something I want to do on
that show is do a Q&A with questions
from you with the listeners or certain
topics anything you'd like me to talk
about on that show shoot me an email Dan
at tomorrow society dot-com send me a
message on Twitter at tomorrow SOC
Facebook or Instagram you can also put
something out there on Twitter with the
hashtag tomorrow Society 100 and I will
see that too I just want to get into a
bunch of different things that you're
interested in make it really fun to
celebrate the hundredth episode of this
show the Tomorrow society podcast is
hosted produced and edited by the
unheeding the music was written by Adam
hooky and performed by the sophisticated
babies next time I am talking all about
Universal Orlando with fellow podcaster
at Jessica Lise she has a really
interesting take about how we might not
be giving Universal a fair shake
especially with young kids I think
you're gonna really enjoy this show it
was a lot of fun thank you so much for
listening
I'll talk to you again next time
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