MPSE Wavelength

Summer 2023

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M OT I O N P I CTU R E S O U N D E D I TO R S 47 GR: …When we were doing Luxo Jr., Ben was not available. So that started my connection with Pixar. My approach to Luxo Jr., which became my approach to the Pixar films after that, was to make it have the effect of traditional Treg Brown kind of cartoon sounds. The cartoon sound world is broken down into the Jimmy Macdonald versus Treg Brown approach to sound. The created cartoony sounds of the Disney shorts, and the kind of real- world rockets and ricochets and stuff that Treg Brown used at Warner Bros. shorts. So, to me, the Pixar films, I wanted to do Treg Brown. Make sometimes funny or personality sounds from real things. So Luxo Jr. made personality sounds from real lamps. Or real springs. Or real metal scrapes. So my approach to all the Pixar movies was to make—if you think of it this way—cartoony sounds from real stuff. SL: Right. Yeah, all of Treg Brown's work was juxtaposing real-life things into the cartoon world, which was just marvelous. For Toy Story... Is there any difference in the approach for sound there than any other animated feature? GR: What was different about Toy Story was that it was computer animation. And I think that had a different feel. If you look at the classic Disney animated films from the '80s and earlier, you wouldn't hear—for instance—Foley. SL: Right. GR: Because it was lifted. More abstract. It was music-driven, and other special sounds … it didn't have a weight and a reality to it. And Toy Story was in the computer-animated world almost insisted in having a weight and a reality. And even in Monsters Inc. and the others— suddenly now you need Foley. You need those kind of realistic sounds to make you believe what you're seeing, because it was created on a computer! There's something about a hand-drawn version of animation that you can be a little more etherial, and use what sounds you hear for emotional reasons—but the Pixar films, the trick was to put the kind of realistic sounds in and make them interesting as well. To me, the style of computer animation called for a different approach. SL: You've had a chance to direct CG films. I love Lifted. That was so much fun. Was the spaceship console inspired by a mixing console…? GR: Oh yeah! And it's funny… I always pitched that in my head as "alien abduction as driver's ed." When I drew it up, I had a student alien, and a teacher alien, sitting at two equivalent consoles. Because I remember taking driver's ed, and the teacher had his own wheel. And to me, that was funny! John Lasseter, bless his heart, he's the one who said, "No! You're making a movie about mixing consoles! You don't even realize!" SL: So it was his idea! GR: It was his idea. So instead of two consoles, we made one that was the biggest one we could make, and it's got 10,000 toggles on it… SL: …With no labels! GR: No anything. I didn't realize that I was making a movie about how hard it is to do a mix! When you mix a movie, they have people sitting behind you with notepads, writing down notes. When you make a mistake, and do something they don't like, you hear all this writing behind you. So I went into thinking I'm making a driver's ed/alien abduction movie—but what I was really making was a film mixing/alien abduction movie. SL: That's great. It's a lot of fun. And you got that damn scream in there, too. GR: Yeah! Over the end credits! I had to get it in at least once. SL: That's probably one of the biggest uses of the Wilhelm that I can remember. It's huge. Gary, thank you. You've been very generous with your time, I really appreciate it, and I appreciate your support of the Museum. GR: Thank you, Steve. Steve chats with Gary about his most recent work on West Side Story and The Fablemans in the upcoming book series, The Hollywood Sound Museum Conversations, coming soon. Visit HollywoodSoundMuseum.org for more information, and to join our series of webinars on Patreon! Keep listening! Steve Lee and Gary Rydstrom at the Golden Reel Awards, 1996. Photo courtesy The Hollywood Sound Museum

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