It’s hard to imagine a more golden Hollywood resume than the one sported by Randy Thom. Since getting his first big breaks recording effects for Apocalypse Now and The Empire Strikes Back, the sound designer has left his aural fingerprints on knockout tracks for films as disparate as Wild at Heart, Forrest Gump, A Brief History of Time and Arlington Road. He’s been nominated for 12 Oscars, including two each this year for The Polar Express and The Incredibles, and was a winner in 1983 for The Right Stuff. We talked to him about breaking into the business, creating sound for animation, and what directors don’t know.
Thom: Seeing and hearing the first Star Wars movie pushed me over the
edge. It was such a paradigm shift. A huge number of people got their
chromosomes rearranged by watching that film, and that’s what made me
decide to push ahead doing movie sound. I finally made a very lucky
call to Walter Murch. I sat all day and watched [his team] remixing
American Graffiti into stereo. At the end of the day, he said, "I want
you to write an essay about what you’ve seen today.’ I figured that was
his MO for dealing with people like me, but I didn’t find out until
about three years ago that I’m the only person he ever asked to write
an essay. He liked what I wrote, and he hired me to work on Apocalypse
Now. It was like going to film school, only better. I spent half my
time recording sound effects and the other half sitting in the mix
doing mostly menial jobs, but I got to watch Walter and Mark Berger and
Richard Beggs mix the film.
F&V: What was that like?
Thom: It was an amazing experience. One of the things going for that
movie is that we had time to try lots of things, many of which didn’t
work but some of which worked incredibly well. The main thing wrong
with short schedules is you don’t have any time to make mistakes.
F&V: What’s the biggest difference in your job when the film is animated?
Thom: Probably the most interesting thing is there are fewer
differences now than there used to be. It used to be that, in a typical
live-action film, even an action-adventure, you would get a significant
amount of usable sound from the set. But so-called live-action films
have been moving closer to animated films in recent years because of
computer graphics. For those, you’re starting with a clean palette
because there was no set, the images are invented inside a computer,
and it’s completely up to you to invent the sonic world the action
inhabits. Whenever you work on an animated film these days, one of the
first things the director typically tells you is that he or she does
not want it to sound like a cartoon. Cartoon is typically a bad word.
You try to create ambiences, atmospheres and sounds so that if you
turned the picture off, you would probably think you were listening to
a live-action film.
F&V: So you’re trying to evoke the same kind of aural world?
Thom: Certainly not in every case. The last four films I worked on have
all been animated films, and one of them was a Japanese anime called
Ghost in the Shell 2: Innocence. Mamoru Oshii really wanted a highly
stylized soundtrack. He wasn’t trying to convince anybody that they
were listening to real-life recordings. He gave me the latitude to
stylize the sound in all kinds of ways, to focus on one particular
sound in the middle of what normally would have been hundreds of sounds
and treat the sound effects as if they were music— just using them to
play the appropriate emotional and dramatic notes in the scenes, rather
than trying to disguise what was going on as live action and real life.
F&V: What’s the biggest mistake directors make with regard to sound?
Thom: They don’t think enough about sound far enough in advance. And,
in a way, it’s not their fault. The whole culture that we occupy
mitigates against thinking about sound. We tend to be a lot more aware
of and analytical about visual images than sound. Very often directors
are affected by sound in exactly the same way that audience members
are, and they tend not to be very analytical about it. In an action
sequence, the impression you want to give the audience, typically, is
that they’re hearing 50 things at once — people screaming, gunshots,
explosions, the score, etc. But if you actually play all of those
sounds at an equal volume, it turns into incoherent noise. The trick is
to decide what you want the audience to focus on and use various audio
tricks to allow them to focus on those sounds to the exclusion of
everything else. Sometimes it’s as simple as raising the volume on the
thing you want them to focus on and lowering the volume of everything
else. Sometimes you change the tonal character of the principal sound
and what you want to be the background sounds. If you do it artfully
enough, the audience gets the impression that it’s hearing everything
all the time. But if you analyze it, what you’re hearing is a carefully
orchestrated changing of focus from moment to moment, from this to
that. One of the biggest misconceptions that young directors have is
that it’s all about playing as many sounds as possible at the same
time. And the professional trade journals in sound don’t help when they
constantly emphasize [that] the larger mixing console you’re using, the
better. "I had 350 inputs all working at the same time!" Well, if you
really had 350 sounds playing at the same time you would be listening
to noise. Take some of that with a grain of salt.
F&V: What’s working with Robert Zemeckis like?
Thom: He thinks a lot about how sound is going to be used long before
he starts shooting. That’s a dream director. He doesn’t wait for the
final mix to decide if a scene is going to be a music scene, a sound
effects scene, or a mix of the two. One of the things he is very good
at is thinking about what the characters in a scene are hearing from
moment to moment. I’m beginning to get more emails and phone calls from
young directors and writers, saying, "What can you tell me about how to
write this sequence in a way that will allow sound to participate in
the storytelling?" I always tell them you need to think about what your
characters are hearing. In most scenes, the only things characters seem
to hear are other characters talking, and occasionally source music. In
reality, everything that we hear in our environments has an emotional
effect on us. Sometimes even the sound that we should be hearing, we
don’t hear. If a writer ignores that, then he or she is missing an
opportunity to tell the audience a lot about that character.
F&V: Were the 1970s and early 1980s a Golden Age of movie sound, or do comparable breakthroughs continue to be made?
Thom: I think there have been some examples of great sound since then —
Saving Private Ryan and a few other movies occur to me — but we haven’t
had as many really wonderful, life-changing, groundbreaking soundtracks
since roughly the early 1980s, and I think it’s attributable to
directors having more power in those days. The common story is that in
the 1960s the studios were having problems getting people to go to
movies and they threw up their hands and there was this new crop of
directors coming out of film schools, and they said let’s let them do
what they want to do within reason. You had Coppola, Lucas, Scorsese,
De Palma and a few others who created masterpieces. But there were also
some really bad movies made. Now you have just an enormous number of
mediocre movies. And the same filters that are put up, like focus
groups, to make sure that no or very few embarrassingly bad movies get
made eliminate the possibility for any really great movies to get made
because they don’t allow people to take creative risks. That’s my
crackpot theory about why movie sound was more ambitious and
experimental and broke more new ground in the late 1970s and early
1980s.
F&V: How has the recent renewed awareness of movie-style
sound—spurred by the advent of 5.1 sound systems in the living room—
impacted either the way you work or the way the industry expects you to
work?
Thom: It’s certainly impacted both, but I think it’s mostly a
diversion. It has a lot to do with selling equipment. I think people
spend way too much time talking about and thinking about surrounds and
subwoofers— don’t get me wrong, I like to use both of them— but when
you’re a filmmaker and a sound designer, you should be thinking about
the story and about using sound in the smartest possible ways to help
tell the story and not be obsessed with 5.1 and 7.1 and all that.
Because I would, and most people with a brain would, rather watch and
listen to a great movie in mono than a thoroughly mediocre movie in
20.1 if such a thing existed. All of that stuff, being able to pan
sounds around the room and having lots of subwoofer, is the icing on
the cake. And first you have to get the cake, and too many movies these
days don’t start with a very good cake.
Sound designer Randy Thom was an Oscar winner in 2004 for The Incredibles (left).
Comments (1) for "What Randy Thom Hears"
1.
This interview is truly amazing !...
Thanks Randy...
best regards
--
Anand
Posted by ANAND IYER on Saturday, February 23, 2008 @ 07:48 PM