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Reflections of a
Sound
Effects Producer
by Tad Curry
Three years ago I worked
as a sound engineer at a summer theater in rural Pennsylvania.
One play called for thunder, lightning, and rain. The
sound designer and I put together a sample tape for
the director, of crashes, peals, and rolls of thunder,
culled from a dozen prerecorded sound effects discs.
The
director, passionate about this story, was dissatisfied.
He wanted three degrees of thunder: a distant rumbling,
a more threatening roll, and a final triumphant crash
that would bring down the rain, the curtain, and the
house. It was that final crash that was missing.
We had neither the time nor the equipment to chase
down a storm and record real thunder. We sat in the
theater, racking our brains to figure something out,
when a set-builder on stage dropped a long length of
two-by-four wood onto a pile of other boards. He dropped
it at just such an angle that the resulting sharp crack
of a noise jolted our ears and our brains. We snuck
off with a couple lengths of that wood and went to work.
I won't bore you with the details, but in the end we
had produced for the director a crack of thunder he
had only ever heard in his dreams, and we did it with
two-by-four boards, a pile of metal-and-wood folding
chairs, and a rough brick floor.
Sound effects, in a
play on stage with an audience, are, well, sound effects.
They can be an important contribution to the mood and
setting and plot of a play, but they work in combination
with the physical set, props, costumes, lighting, and
actors' movements--all visual elements (I think our
thunder worked so well because it was joined by visual
effects of lightning and rain, and by the actors' reactions).
But sound effects in a radio play must be all of these
at once. They are the listener's only clues to the setting
of a play, and they work in combination solely with
the actors' voices. The burden for accuracy is greater
in a radio play than a staged one, because if the audio
effects are not believable, the listener cannot build
the setting and mood in his or her mind, and the story
will never come alive.
I am new to the art of the audio play. I work in news
radio, where the sound I work with is the sound the
reporters bring to me, elements for their stories. It's
my job to make their audio sound as good as possible.
So I was nervous about being asked to produce the audio
effects, from ground zero, for a radio drama. It meant
I had to be the reporter, to go out and find the sounds.
Or
make them. Or find pieces of sounds and put them together
to make a different sound. I had to play the part of
properties manager, to ensure that the props the actors
used became, in the listener's ear, the objects the
characters held, or dropped, or opened, or snapped.
And I had to build the set and design lighting, all
through audio. "Morning" looks obviously different than
"Night", but how do they differ in sound? How close
is that bird? How heavy the door, and does it latch
shut or simply hang free?
Considering this was
my first experience working on an audio play, I think
I held my own. I did have to redo some elements on the
spot but they worked well (thank goodness for directors
and executive producers, who don't miss a thing!). Regardless
of my satisfaction, or lack thereof, I have come away
with a new understanding of how sounds affect the telling
of a story. I learned some new audio tricks, too. Most
significantly, I understand this with greater clarity:
Sounds, when detached from their visual counterparts,
are no longer slaves to our eyes. With the proper shaping
and molding, they can become, in our minds, objects
quite different than our eyes would have us believe.
Does it matter what thunder looks like, as long as it
sounds like thunder?
Tad Curry is a broadcast recording technician at
WBUR-FM in Boston and a graduate student in playwriting
and audio production at Emerson College, Boston.
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