44. Movie Sound Effects

Primary Topic

This episode explores the art and intricacies of creating sound effects for movies and TV shows, emphasizing the role of Foley artists.

Episode Summary

"Movie Sound Effects" on Freakonomics Radio dives into the world of Foley artists, who are pivotal in producing the subtle sounds we hear in films and TV. Greg Barbanel, a veteran Foley artist, illustrates his role through vivid examples from popular media like "Breaking Bad" and "The Revenant." The episode details the contrast between digitally produced sound effects for large, dramatic noises (like explosions) and the manually created sounds for detailed, character-driven actions (like footsteps or the rustling of clothes). It discusses the history of Foley, the meticulous process of matching sounds to on-screen action, and the creative and technical challenges faced by Foley artists. The narrative underscores the indispensable human touch in an era leaning towards digital sound effects, highlighting the struggle between maintaining artistic integrity and adapting to technological advancements.

Main Takeaways

  1. Foley artists add crucial sound effects post-filming to enhance realism and emotional depth.
  2. The profession combines creativity with meticulous timing to match sounds precisely with visual cues.
  3. Despite technological advances, the human element in sound production remains irreplaceable.
  4. The episode offers a historical perspective on the development of Foley art and its importance in contemporary filmmaking.
  5. It discusses potential future changes in the industry, including the impact of artificial intelligence on Foley art.

Episode Chapters

1: Introduction to Foley

Greg Barbanel discusses his role in creating minute, crucial sounds for films and TV, emphasizing the human touch in a digital age.

  • Greg Barbanel: "You're getting on the floor, you're grabbing a car door, you're throwing it on the ground, you're jumping on it."

2: History and Process

The origins of Foley art and its application in modern cinema are explored, detailing the process from cue identification to sound matching.

  • Zachary Crockett: "The art of Foley traces its roots back to the late 1920s, when sound was a relatively new phenomenon in film."

3: Technical Challenges

Discussion on the complexity of matching sounds to physical actions in films, using specific examples from well-known movies and TV shows.

  • Greg Barbanel: "We're not going to fire that rifle or a pistol. That's 100% dedicated sound effect."

4: Future of Foley

Potential impacts of technology on Foley art, including the introduction of AI in sound effects production.

  • Zachary Crockett: "And in recent years, there have been rumblings about how artificial intelligence might shake up the field."

Actionable Advice

  1. Appreciate the details in film sounds.
  2. Explore creativity in everyday sound applications.
  3. Consider the impact of technology in traditional arts.
  4. Support endeavors that maintain human elements in digital transitions.
  5. Educate others about the unseen art of Foley.

About This Episode

The background noises you hear in film and TV — from footsteps to zombie guts — are produced in specialized studios by professionals known as Foley artists. Zachary Crockett makes some noise.

People

Greg Barbanel, Zachary Crockett

Companies

Walt Disney Studios, Warner Bros Studios, NBC Universal

Content Warnings:

None

Transcript

Zachary Crockett

This is a scene from season four of the tv show Breaking Bad. One of the main characters is being forced to cook meth at gunpoint in a lab underneath an industrial laundromat. The mood is tense and there's not a lot of dialogue, but that doesn't mean it's silent. The jingling of handcuffs, ominous footsteps on a concrete floor, the twist of a key. The mechanical lurch of a freight elevator.

Those sounds match the characters movements so precisely that you might think they were picked up by a microphone on the set. But they were actually added in post production by a guy with a bunch of makeshift props and a suitcase full of shoes. My name is Greg Barbanel. I've been a Foley artist for about 46 years. As a Foley artist, Barbanel is responsible for creating the smallest and subtlest sounds in film and television.

From the swishing of a character's pants to the clink of a coffee cup being set down on a saucer. In a Hollywood that has become increasingly digitized, it's a job that still depends on the human touch.

Greg Barbanel

You're getting on the floor, you're picking up this chair, you're moving it over here, you're grabbing a car door, you're throwing it on the ground, you're jumping on it. You're taking a bat, and you're hitting so and so. You're getting in the dirt pit on your hands and knees. For the freakonomics radio network, this is the economics of everyday things. I'm Zachary Crockett.

Zachary Crockett

Today, movie sound effects. When a movie or tv show is filmed on set, the only audio that the production team worries about is the dialogue. Most of the sound effects you hear are added in later on. These sound effects fall into two general camps. First, you've got what are called hard effects.

Things like honking cars, thunderstorms, crickets, gunshots, and big explosions. In most cases, these are digitally produced or come from sound libraries. An editor in a dark room pulls a pre recorded file off a hard drive and mixes it in to fit the scene. But other sounds have to be more closely matched to the movements of the characters on screen, and those call for a professional Foley artist by Greg Barbanel. It's all faked, so the footsteps you hear for the actors have been done after the fact.

Greg Barbanel

The cup down on the table has been re recorded after the fact. The movement of their clothing as they get out of a chair or reach for an object is added after the fact. Even something like a gun will involve a little Foley work. We're not going to fire that rifle or a pistol. That's 100% dedicated sound effect.

But everything else around those sound effects, like picking up the rifle or the pistol, loading it, cleaning it, dropping it, putting a new clip in, we do.

Zachary Crockett

The art of Foley traces its roots back to the late 1920s, when sound was a relatively new phenomenon in film. An assistant director at Universal Pictures named Jack Foley built a special stage with a bunch of props and started adding sound effects to films. In post production, he drew inspiration from radio producers. They used coconut shells for horse hooves and a fan in a metal washtub for a car's engine. Decades later, the profession that bears Foley's name is largely unchanged.

Barbanel's path into the trade began in the 1970s, when he was a student at the California Institute of the Arts. At first, he wanted to be an actor. Halfway through my first year, I realized that I pretty much sucked. I was told, you know, you probably could make it as a television actor. But beyond that, good luck.

Barbanel eventually moved behind the scenes. The summer after his senior year, he and some classmates made a western on a shoestring budget, and he was tasked with adding the sound effects. Footsteps, the clomping of horse hooves and the clinking of metal spurs. I just started doing it and I was fortunate enough to kind of have a knack for it. Barbanel had such a knack for Foley, he ended up doing it.

For the next five decades, he's worked for Walt Disney Studios, Warner Bros Studios and NBC Universal, and in the process, he has amassed nearly 600 credits, including tv shows like Breaking Bad and the Walking Dead and movies like the Revenant. And my biological clock is ticking like this. And the way this case is going, I ain't never gettin married. My cousin Vinny. The Foley process begins with a supervising sound editor who goes through the entire film and timestamps every cue that needs a sound effect.

Greg Barbanel

They'll tell us specifically, in reel one, at 14ft, 23 frames, this character's footsteps from here to here. Or pick up the rifle on this track, load the rifle on this track from here to here. Once the cues are identified, Barbanel goes into a Foley studio in Burbank, California, that's equipped to create any sound imaginable. He usually joins up with a second Foley artist for his sessions. A sound mixer sits in a separate room and the three of them work through the long list of cues.

There's thousands of cues, so the session itself, as you can imagine on a feature film is huge. Some of the sounds on his list might seem easy to recreate, but there are also certain sounds that aren't so straightforward. For the 2006 film Little Miss Sunshine, Barbanel had to create the sound of an old, beat up vw bus. I had a bunch of props on the stage for the bus. There was, like a big car hood and there was a car door thrown on top of that with some other weird metal thing on it.

And I happened to step on this pile and it made this incredible metal, deep metal groan. This, you know, I went, oh, my God, that was awesome. And, you know, it came to be what we need. This would be perfect for when they first start pushing the bus. Everybody push.

Zachary Crockett

All right, here we go.

Come on, honey. I'm putting it in gear. The job isn't always about creating a perfect replica of what something sounds like in real life. My job is to go beyond what things actually sound like, to embellish a little bit, make it a little more dramatic or a little more scary. If I needed to recreate a McDonald's ice cream machine, I would not go to a McDonald's and listen to it.

Greg Barbanel

Film is its own reality. I can make that machine sound however the hell I want. Making things sound however the hell you want requires a lot of weird props. Barbanels studio is lined with plastic boxes full of tools, guns, suitcases and old telephones. Hes spent years scouring metal junkyards and swap meets, contraptions that make strange noises.

Hand me the meat grinder. This is an old school countertop meat grinder. You put the meat on the top, you crank it. The end that you grab with your hand has a little plastic sleeve on it that rotates, and it sounds like this. Here you go.

So I've used this for a whole lot of things, mostly when someone turns on a tap in their bathroom, but also in a lot of animated things. Someone's pulling a little wagon or something, and I'll use that to add an element of squeakiness to the wheels. To recreate the sound of a character leaning back in a leather armchair, Barbanel uses an old ammo pouch he found at a surplus store. They had a pile of these, and I went through them until I found the one that was. You breathed on it.

It would make an incredible leather creak.

Zachary Crockett

If he needs to replicate the sound of a screen door opening, he uses a pogo stick from the 1960s. You gotta really put your weight on it.

And for machinery, he'll sometimes blend together sounds from multiple different props, like this flour sifter.

Greg Barbanel

I use that in this one scene in spirited away.

That weird guy down in the basement with all the moving machinery parts and everything. Part of his ongoing machinery sound. That was one element of it. Blood and guts also require some special tools. When barbanel was working on the zombie apocalypse show the walking dead, he had some go tos.

The main ingredient, a really good shammy. It's like a thin calf skin. When you get it wet, it becomes this blob of material that retains water, and if you squeeze it, it's incredible the sounds you get out of it.

One of my favorites is walnuts. I put one or two under my foot and slowly apply pressure until they crack and crunch like a bone snap. Another favorite is lasagna. Noodles dry out of the box.

Zachary Crockett

Sometimes actual meat is used to mimic the sounds of human flesh. The Foley artists for the 1999 film Fight Club hit chicken carcasses with baseball bats to replicate punches.

Farbanel used to employ similar tactics, but those days are behind him. Back in the day, I literally got half a pig or something. It stunk up the stage forever. Let me tell you, it wasn't worth it. There are all kinds of stories like this in the world of Foley.

For ET, Foley artists used raw liver and jello to simulate the sound of the alien's body. The sound of hatching dinosaur eggs in Jurassic park was a combination of crushed ice cream cones and a hand plunging into a juicy melon. In the Exorcist, an old leather wallet was twisted to mimic the sound of a rotating human head. But creating strange and unique sounds isnt actually the most important part of a Foley artists job. Its the mundane stuff that matters the most.

Greg Barbanel

What separates the men from the boys in the Foley world is how you. Do the footsteps thats coming up.

Zachary Crockett

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After a movie or tv show is filmed on set, there are often lines of dialogue that need to be fixed in post production. Sometimes the director doesnt like the delivery or theres some kind of noise like an airplane in the background. When those lines are retracked in a studio, all the other tiny sounds that got picked up on set are lost. Which is why Greg Barbanel spends a lot of his time in the Foley studio recording the sound of clothing. In the final mix, there might be too quiet a moment in a very intimate scene, two lovers on the sofa, and they start going at it and there's no dialogue and I just manipulate the cloth and I follow their movements and it's one of those super subtle things that most people wouldn't even hear.

Greg Barbanel

I use basically long sleeve shirts. All the buttons are removed. You can't have any clicks or ticks. Barbanel's perfect clothes sounds something like this.

Zachary Crockett

Some jobs do require specialty cloth, and Barbonelle has all the bases covered. Behind me is a huge clothing rack. It's got coats, jackets, leather, it's got raincoats and all kinds of, you know, super thin silk.

After the cloth work is done, the next and perhaps most important job is the footsteps. In a typical film, youve got characters with all different types of shoes walking on all different types of surfaces. They have different gaits. Theyre walking, running, maybe dancing. Foley artists have to record the appropriate sound for every single foot that touches the ground.

Barbanel studio is equipped with every conceivable surface material. He can do footsteps on concrete, metal grating, wooden boards, okay, kind of a. Hollow wood deck.

And on dirt to get the job done. Barbanel also has a huge arsenal of shoes. At the peak, I had a garage half filled with shoes. I had my favorite work boot or fireman's shoe or general men's shoe, tennis shoe. Ladies flats, ladies heels.

For Barbonelle, footsteps aren't just a technical addition. They're a way to convey personality. It takes years to develop the subtlety in being able to nail not just the character, but the emotion of the character in how you perform the footsteps. Some film stars movements are harder to track than others.

Greg Barbanel

I did a couple Jackie Chan movies, utter frickin Nightmare, because in most of his movies, there's a great deal of fighting.

The problem with Jackie Chan is he'll, like, bounce between buildings, fire escapes, windowsills, cars, hoods. So he might hit a fire escape with his right foot. The next foot is going to be on a metal pipe. The next step is going to be on a brick wall. Instead of just going boom, boom, boom, boom, boom, boom, boom, all on one surface, you know, I have to break it down into minute little pieces to get it just right, you know, given the time.

And you want it to be just right. You want to hear the metal ting, bang, boom. I literally wanted to check into a hospital after working on some of those.

Zachary Crockett

All of this work is very time consuming. Doing Foley for a film like across the spider verse can take 20 to 30 days and require multiple sound crews. An intensive tv show like Breaking Bad used to take Barb two to four days per episode. Studios have tried to replace Foley with advanced sound banks, digital layering and software programs. And in recent years, there have been rumblings about how artificial intelligence might shake up the field in 2020.

Researchers at the University of Texas at San Antonio developed a tool called Autofoly, which uses deep learning and neural networks to analyze film and create accompanying sound effects. But it hasnt yet been used in a commercial production. And at least for now, Hollywood is sticking with humans, humans who play with lasagna noodles and go to goodwill to find the perfect heel. And the studios, they would love to do away with this if they could. You take the human element out of it, and it's just not the same.

Greg Barbanel

We walk the character. Is the character frightened or arrogant or what have you? We put that into our performance. You'll never be able to duplicate those kinds of things.

I think what might happen is in television and lower budget, it'll be digitally done because they're gonna dumb down the audience, if you will, to accept it. But I think on the higher end shows, the big budget movies and all that, it'll be kind of a specialty craft. They can, with pride, say this Foley was done by humans.

Zachary Crockett

For the economics of everyday things. I'm Zachary Crockett. This episode was produced by me and Sarah Lilly and mixed by Jeremy Johnston. We had help from Daniel Moritz Rapson. If you're interested in the visual side of special effects, check out episode 277 of Freakonomics radio.

It's called no Hollywood ending for the visual effects industry. You can find that in your podcast player. See you next time.

Greg Barbanel

There are many times where we'll go. You know what you're asking for? The guy licking the ice cream cone 300ft away? Forget it. We're not doing it.

Zachary Crockett

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Zachary Crockett

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Zachary Crockett

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Greg Barbanel

Terms apply.