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Sound Design Interview on Talk Theatre in Chicago

May 25, 2009 By: Nick Keenan Category: Chicago Theater, On the Theatrosphere, Sound


Chicago-based sound designers Josh Horvath, Ray Nardelli, and little ol’ me are interviewed by Anne Nicholson Weber in this week’s Talk Theatre in Chicago podcast. Ray and Josh talk about their design for Rock & Roll at the Goodman Theatre, and I talk a bit about the work I did for Piano Lesson at Court Theatre.

It’s a continuation of the discussion – and actually a great starting point if you feel lost – of aesthetic considerations of sound design that several bloggers have been talking about here and elsewhere over the past few weeks – from collaboration, using the text as a starting point, to having a conversation with your audience through sound. For those who caught my Twitter preview, the mythbusted phenomenon of Metonymy wisely didn’t make the cut, alas, but I’m sure you can tell where we brought it up – as designers one of our aesthetic goals is of course to make you (figuratively) crap your pants.

Also, there’s a little bit of throw down between the Chicago vs. Broadway approaches to theatrical aesthetics in general, so… Blood in the Water!

Hope you like it!

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Questioning a Design Aesthetic, 2000 – 2005

April 29, 2009 By: Nick Keenan Category: Sound, Teachable Moments

So @travisbedardand @hethfenasked me the other day about blog posts related to sound design for the theater and, after slogging through my archives, I realized I had only a shameful 2 (two!) posts related to aesthetic choices in sound design. Apparently, on this site I’m a hobbyist theater marketer and cheerleader and nothing more.

The conversation has been an interesting one from there (spawing this amazing Tao Te Sound post from Steve Ptacek, among others), and to help move it along, I’m doing a series of posts on the specific aesthetic questions that have shaped me over the productions as a sound designer. One of the underlying reasons I’ve shied away from writing about sound on this blog is that there is so little sound design in theater theory out there. When I was in college only a decade ago, the only textbook I could find was only available self-published in velo-binding from the author. (It was also as dry and academic as six saltine crackers without milk). In that theory vaccuum, I’ve been worried as a teacher about dogmatizing my current aesthetic explorations as beliefs in my students and collaborators. That’s a big trap. It is also silly of me. And it’s also no excuse to not break open the specific aesthetic challenges that sound in theater presents, because frankly the conversation can’t necessarily be only led by playwrights, directors, critics and audiences.

So, to crack this huge subject open, these are the specific central questions (and my half-baked answers from the time) that I’ve asked myself both personally and collaboratively over each of my productions in my formative years as a designer – 2000 – 2005. Each one is a post in themselves, but for now, let’s look at the whole picture.

Dr. Faustus – University of Massachusetts. How do you use a ton of pop music in a play without conjuring up all of the audience’s personal emotional associations? My answer: Embrace and then Mash all those associations into an emotionally confusing and challenging pulp that becomes something new. Mix yer Philip Glass, Shawshank, and the Friday the 13th theme together in a melange of crazy.

Reckless – New Leaf. How do you unify an all-over-the-map-story into a unified aesthetic? Answer: intuit the emotional tone and arc of the story and start from there. In this case, lonely “diner” music that has been well-absorbed into collective pop sensibility: Mamas & Papas, 70’s soul, old 45s. Anchor the emotional tone of each song with the journey of the central character, and you’re off.

Accidental Rapture – Visions & Voices. If sound can so easily overpower human-sized action onstage (by losing them underneath huge, epic sonic landscapes), how do you know when to pull back for the good of the story? Answer: When there is an apocalypse sequence offstage in your play, not then (thanks, Eric Pfeffinger). Also, death mare snorts can be made out of the sound of Walruses.

Man Who Had All the Luck – Raven. How does one achieve a naturalistic realism in sound on stage? Answer: Think through all the physical parts and sequences of that engine that gets started onstage. Yes, that’s right: Naturalism is a lot of work with very little payoff. But: You have to know how to recreate the world before you can really mash it up into fine art.

Girl in Hyacinth Blue – New Leaf. How the heck do you compose without musical training? Answer: Focus on texture. Let acting and directorial choices be your guide. Memorize and review whole sequences of stage action, and intuit a sonic layer that works with those choices. Oh, and hire a cellist who can improv – a little help from your friends. Trust that if it sounds good to you, it will sound good to an audience.

Brilliant Traces – New Leaf. Does bad technology get in the way of your designs? Answer: After hearing the ugly compression on the 45 minute wind storm sound cue, I never use minidisc players again. You could use that effect, certainly… but not in naturalism.

A Streetcar Named Desire – Raven. How much should a designer pay attention to the sonic instructions from the playwright? Answer: Investigate all the big P’s choices and seek to understand the impulses that drive them. Ultimately, though, you’re communicating to a modern audience, not the audience that the playwright understood, and that means adapting. That said, no matter how much you cringe when hearing Lawrence Welk’s version, you can’t get rid of the Varsouviana in that play since it’s so tied up in Blanche’s crazy. Also, it’s in 3/4 time, which is the meter of crazy. Be respectful, young squire.

The Cherub Program. Educational theater, 10 fully-produced plays in 1 month. How the hell do you get this all done AND make the designs clear enough for student operators and stage managers who have never done this in their life? Answer: refine your paperwork, refine your process. For the past four years: teach ‘em qLab. Know yourself, and get intimate with your limitations. Know the flame and the heat that gets generation from when you’re about to snap. And live there at least one month out of every year.

The Odd Couple – Metropolis. You’ve been designing for a young hipster and American realism-loving audiences. What do they like to see in the ‘burbs? Answer: Get over yourself, Arty McFarty. Get conventional, and get fun. 60’s bachelor pad music is a rich tapestry of goofy awesome, and if you’re not having fun, they’re not having fun.

Hello Again – Apple Tree. Uh oh. Wireless mics and no budget. What now? Answer: Turn them down. Get transparent. Listen, EQ, Listen, EQ. Refine, Refine, Refine. Care. Sit in all the seats, and take notes through all the previews. Do. The. Work. Even when all odds are against you, and you’ll end up with *something*. Sometimes learning is survival.

Lexicon – New Leaf Theatre. What happens when sound is… all of the show? Is it still theater? Answer: I need some practice with playwriting, but a solo project is a great way to quickly galvanize your process. And what a great way to learn how to design in surround sound. And even better: easy remount for educational purposes!

Improvisation with the Vampire – The Free Associates. How do you design a show that is meant to be improvised? Do you just stay out of everyone’s way, or do you try to support their choices with a framework of underscore that focuses those choices? Answer: Work, Train, and Play with your Stage Manager. Make everything easy easy easy for them. Empower them to make split-second artistic choices within a framework that you establish. Watch them work, coach them, and adjust your design until they can play your (ugh) minidisc player like an instrument. That’s a particular kind of joy for a design team.

War of the Worlds – Metropolis – What about foley and actor-driven sound? How do you practically train and translate the language of foley sci-fi effects into flashy onstage magical trickery? Answer: Do a mix of experimenting and stacking the deck. Assemble an entire orchestra of options, filling the frequency bands (Low, middle and high) as you go. In a story like WOTW, there is a fascinating point where the narrative perspective shifts – when the invented world becomes more “real” than the “real” world – and the sound can follow that transition. Find the point when you shift the diegetic world of the foley-powered CBS radio studio into a more out-of control and non-diegetic world of the story itself with piped-in sound effects.

Crave – The Side Project – How do you do the work of a sound designer when you can’t afford to devote enough time to properly tech a show? Answer: Still figuring that one out, but short answer: be very very clear in your communication and be very very attentive and efficient in your listening. Make a bold textural choice, and then back the hell away from choices that require precise timings and levels.

Stay Tuned for part 2!

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QLab 2.0 is Unleashed

January 31, 2009 By: Nick Keenan Category: Infrastructure, Sound, Tools

Ahhh… That’s pretty.

I’m absolutely swooning with joy today at the release of version 2.0 of my favorite sound playback software, qLab. Chris Ashworth, ever the holistic programmer, released the software today only after updating his exhaustive and easy-to-read documentation site. So I won’t bore you with all the minutae, but I do want to quickly go over my favorite new features – that I have discovered so far.

1) 48 outputs per cue. Yes, now each cue can be assigned in a combined matrix to up to 48 discreet outputs. The previous 16 discreet channel limit with version 1.0 was the single biggest roadblock to getting larger theaters that regularly use 24 – 48 channels to adopt qLab. While it has already been seen on Broadway (though not as much on Chicago’s largest stages), this feature brings qLab closer to becoming a sound playback solution extensible enough that it can be affordable to the tiniest storefront and powerful enough to run playback for some of largest sound systems in the world. That means designers can develop their careers with much, much greater ease.

2) Volume Envelopes
Look at that. Just look at that. Beautiful. We’ve had this feature for a while with Meyer’s LCS now – which is great when you have $50k lying around for a sound system. Volume envelopes allow you to really quickly adjust the volume of the audio over time – say, having a large initial burst of music that then fades down to an underscore. This is going to save me hours, and give me more in-the-moment control over the audio, which as I mentioned in my last post on qLab, is the key to design that works with a performance rather than on top of a performance.

3) Integrated Windows
This may not seem like a big deal, but the new one-window format of qlab is hugely easier and more reliable than using the three or four main windows of qLab 1.0. There was a minor workflow bug in 1.0 where the inspector window (where you make things like level and output settings) would not always update after selecting a new cue in the cue list. This created many situations with students and folks new to qLab where they would end up making changes to the wrong cue and getting, well, really confused. Clarity wins the day.

4) Ruby, Applescript, and Python Script Hooks
From the documentation:

QLab 2 offers comprehensive scripting hooks to control the application programmatically. You can use AppleScript, or through the OS X scripting bridge, languages like Python and Ruby.

Yes, that’s right, qLab can now integrate with RUBY applications and scripts run locally on a computer. I might just jump for joy. Whenever you open up hooks to third party scripting, you encourage a culture of open source developers to solve problems that you don’t have time to do. And since I already know me some ruby, and I just happen to have a project in mind already.

5) Integrated Quartz Composer
qLab is the only sound and video system that I know of to be built directly on reliable and native operating system architecture – SFX is built on the sometimes rickety and tenuous ActiveX / Windows relationship and Cricket is based on the Max language, which, while reliable, often leads to upgrading headaches while developers wait on Max to upgrade for the latest OS architecture. qLab uses the native OSX technologies CoreAudio and now, Quartz Composer for enhanced video effects (the video above, now well-known as the iTunes 8 visualizer, is one example of what is possible with tools like Quartz Composer.) Now qLab is capable of harnessing the native Apple graphics engine for use in projections design.

There is so much more that is saliva-inducing in this update (Easy music vamping!, Live Camera Cues!) but hopefully I’ve convinced you to try it out.

Performance
It should be noted that I haven’t had a chance to really put pedal to the metal with version 2.0 yet, though I hope to soon (and test qLabs eye-opening claims of:

guaranteed sample-accurate sync across all Audio Cues assigned to the same output device.

and no latency overhead buildup:

“If you build a thousand one second waits and chain them all together, the last cue will finish almost exactly one thousand seconds later. (Within a millisecond.)”

My hunch is here is that, for those planning on buying a state of the art sound and video playback system, the inexpensive MacMini is no longer the greatest value for the long-term. Flexibility and scale of this kind (especially the use of Quartz Composer) demand lots of memory, processing power, and multiple video outputs, all of which are better served by the more expensive Mac Pro line of computers.

Cost
The most important part of this update, arguably, is the new pricing structure and pricing options available. While the basic version is still free, the a la carte Pro Audio, Pro Video, and Pro MIDI packages have all taken a price jump up to $250 each, $200 for educational purposes (though you can apply the entire cost of your version 1.0 licenses to the cost of the upgrade). New in v 2.0, which I think will be music to the storefront community’s ears, is the option of multi-computer rental licenses – each Pro package (which, while convenient, is only strictly necessary for 10% of shows that a storefront is likely to put on) is available to rent for unlimited computers for $3/day.

Oh yeah… And there’s some delicious swag available as well.

Now if you’ll excuse me, I have some software to buy.

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Multi-track Mixing with QLab and Audacity

January 22, 2009 By: Nick Keenan Category: Sound, Tools

I was telling someone the other day that the goal of modern DIY design in theater is to get to the point where you can use design as agilely as an instrument. The flexibility, immediacy, and coordination one can throw at your work multiplies when you can reshape and work with your materials live in the space, reacting to other designers and performers who are playing with their instruments – whether it’s their voice, their bodies, their sets, their lighting, or their literal instruments.

So when a technique comes around that increases my own responsiveness as a designer, I get pretty stoked.

It’s buried in the wiki, but this explanation of creating multi-track WAVEX files in Audacity 1.3 [which is free] unlocks an amazing feature of the sound playback program qLab [which is free, and poised to release a hotly-anticipated version 2.0]. Bookmark it, and then let’s play, shall we?

Let’s take a real world example, like my recent collaboration with composer Stephanie Sherline on Rivendell’s production of These Shining Lives. We composed and arranged a number of themes for the show, including this one, which we called Music Box:

 

So, a couple of instrumental ideas here, all built using Logic Pro:

A clock metronome
A plucked harp
A rolling harp baseline
A clock counterpoint
A low bass drum heartbeat
A ratchet crank
A reverbed string section

Now Logic can easily bounce all these ideas as a simple stereo file and I could play that music through the main speakers just fine. But I’m gonna do something a little more magical.

I bounced each instrument separately as mono files, and imported them into a single Audacity file:

From there, we set Audacity to export with the multi-track WAVEX format. You can choose, when exporting, to mix certain tracks together or keep them distinct:

This creates a multi-track interleaved audio file, so as the computer plays back the file, all instruments will stay in time with each other. In many audio playback systems, multi-track mixing is achieved by playing several stereo files over each other, but this method can result in a certain amount of tempo drift as one file plays faster than another over a period of several minutes. Annoyance: avoided.

Now we drag this multi-track file into our qLab project, and edit the cue’s volume settings. We see a grid of crosspoints (also known as an audio matrix). Each row is one of our multi-track instruments, and each column is a speaker in the space.

Can you see what’s going on here? Each individual instrument can now be routed to its own speaker or combination of speakers to create a different audio shape, or image. So while our metronome clock tick can come quietly from the radio, our reverbed string section can waft lightly through the window. Or our main harp melodies can play against each other right to left through the main speaker system. It’s like the orchestra playing this music is hidden in different spots in the space, but they are still playing the music together.

In addition, I have added an eighth track, which is a reverbed version of the counterpoint clock tick. By adding in a variable amount of reverbed or “wet” signal to the “dry,” unaffected sound, you can make the overall tone of the music feel more distant or more present, more dreamy or more real.

All this can be done on the fly, as the director restages a scene or you see how the music times out with stage action.

With qLab’s fades, I can have individual instruments fade in or rest over time, or even appear to move around the space. A large, momentous reverbed clock tick coming through the mains can fade to become an ambient naturalistic clock tick coming through the radio. Or, I can adjust the masters for each row to use just one or two instruments in combination, varying the motif a bit. Here’s a version with just the Harp and the Ratchet:

 
or a pensive, waiting underscore:

 

That’s a lot of in-the moment flexibility, all with the same file.

These Shining Lives is now running at the Raven Theatre in Chicago through January 31st. More information at rivendelltheatre.net.

This post was sponsored by my good pal Andrew Wilder of LuxiousLabs, who bought me a medium Dunkin Donuts hazelnut with cream only. My favorite. You should check out his iPhone app, HelloCards, which allow you to send personalized greeting cards – yes, with pictures – from your iPhone. Many of the designs for HelloCards were created by my wife, Marni. (who is to Andrew as awesome is to also awesome.)

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Sonic Boom

November 05, 2008 By: Nick Keenan Category: Sound

Man this has been a good day for blogging. I feel so delightfully inconsistent.

I just got my first email from a reader of the Chicago Reader – which just published this article from Deanna Isaacs on our recent discussion about wireless mics and sound volume trends in theater over the past decade or so.

And here I am, up in my booth again, unable to cross the street to pull my own copy to skip home with. Ah well.

So, welcome, Reader readers! Your questions are welcome about sound, art, what you prefer and why you prefer it, and how sound generally affects your experience in entertainment.

A quick note, though, if the article scares you or reminds you of how deaf you have become. If you’ve been into that shake-me-up rock ‘n roll experience, and you’re also into keeping your hearing, check out these babies:

Attenuating Ear Plugs.

They’re not for everyone, but they can be affordable and have a “flat frequency response,” meaning they don’t color or distort the sound coming into your ears – like regular ear plugs would. They just make that sound that you’re hearing about 15 – 25 decibels quieter, and protect your hearing in the process.

I personally use something like this when listening to my iPod on the train – Isolating ear buds (Not to be confused with noise-canceling headphones that actually add to the ambient noise attacking your eardrums). Reduce the noise coming in, and I can enjoy my podcasts at a nice, safe, low volume.

Delicious.

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Sounds from Grant Park

November 05, 2008 By: Nick Keenan Category: Community Building, Sound

Happiness and fearless optimism bouncing through the corridors of Chicago’s Grant Park last night is a very unique sonic environment. Delicious.

I recorded a montage of the reflections of those words off the skyscrapers of downtown Chicago – and the sound of thousands of people walking past the Congress Hotel – the site of the last time Chicago was this involved with national politics.

Beautiful, Beautiful sounds of renewal.


Oh, and I’m happy to eat crow on this one: Kudos to the CTA for handling last night really darn well. Yes, it was slow going, but everyone was clearly working together and happy to be doing the work of getting 125,000 or so people home at midnight.

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Should I dress as Sound Hitler or Sound Pol Pot?

October 10, 2008 By: Nick Keenan Category: Collaboration, In a Perfect World, Sound, Teachable Moments


It was only a matter of time, I suppose. The Reader has accused me of being a tyrant. And it didn’t have anything to do with either this blog or the user interface of the CTDB! I feel honored.

Deanna Isaacs says this about the sound for Million Dollar Quartet:

I’m talking about amplification that distorts the music, assaults the audience (Didn’t they crank the volume at Gitmo?), and sends you home with a tinny ringing in your ears. In the case of MDQ, it’s also historically inaccurate. I left the Goodman thinking we need to end the tyranny of the great and powerful–and probably deafened–guy in the sound booth. It doesn’t look like this’ll change unless we speak up, so let’s hear from you now–while we can still hear at all.

It would be grossly irresponsible of me to get into the he said she said of specific choices that led to the overall volume and mix that makes Million Dollar Quartet the musical that it is, or, on the other hand, to challenge the aesthetic validity of Deanna’s opinion. She has a perfectly valid point of view and experience of the show here, and has a right and a responsibility and a deadline to her readers to express it. There are also equally valid aesthetic reasons for turning up the decibel level, however, and the disconnect between the two opinions comes down to a question of: how loud should our theater be to appeal to an American audience?

What I do feel I can address here from within my massive bunker of conflicted interest – and hopefully continue and support Deanna’s discussion with the audience – is a lack of sophistication among the general public (greatly reinforced by barbed comments like Deanna’s and other theater critics) about the what, who, why and how sound choices like overall volume level get made. By a complete team of collaborators.

Here’s something you may not know: Sound Engineers and Designers are very concerned about the deafening of America. We value and protect our own hearing on a daily basis. And we also argue about the ethical implications of our own amplification techniques very passionately within the community and in our production meetings. Just as many musical engineers are moving to educate the public about the potential pitfalls of overly compressed dynamics on our hearing and in the quality of our music (see link above), I think it’s time that sound engineers, designers, and musically-savvy artists start a meaningful dialogue about how to balance sound systems to both appeal to a THX-soaked public and a community of theatrical purists who react violently against amplification. That’s really the story here – you have two types of audiences at war with each other, often in the same house – one that adores their ipods and needs to feel their sound and one that comes from a classical or purist standpoint and doesn’t want that aspect of culture to touch their art. I sympathize with both of these perspectives, and my designer tells me of an experience of his:

There was one night when someone went up to [my sound engineer] at intermission and said, “It’s so loud! Why does it have to be so loud?” and almost concurrently someone ELSE came up to the mixing board and said, “This is the best any show has ever sounded here.”

So we all have a valid opinion. That’s fine. At the same time, if the conversation continues like it has (ever since sound amplification became part of theater) sound engineers will remain the public whipping boys and girls of everything wrong with the mix of technology and art. The conversation that everybody wants – the one where the two audiences get heard and dare I say find a way to compromise (The bad idea that would lead to a better idea is something like a volume rating system – this show is rated RFL for Really Flippin’ Loud). Also in that discussion should be some theatrical reporting that investigates WHY shows are getting louder and louder at a rapid pace, and WHO is responsible for making those choices. Hint: there is no simple answer here. Like any battle in the culture war, there is a massive disconnect in the conversation which contributes to frustration from audience, critics, designers, and operators alike. Critics and the audience they represent sometimes seem to believe that sound engineers control the volume of the show with one of those knobs from Spinal Tap that goes to eleven, and that we engineers tend to be irresponsible doofs who are obsessed with squeezing more volume out of a sound system. As a result, the engineers are the ones that people come to with complaints. Which is sad and ultimately ineffective, since sound engineers and designers are not always equipped or empowered to lead and engage a public dialogue. You would not believe how hurt and hurtful people are made by sound that makes them feel uncomfortable… whether its too loud or too quiet.

So who is responsible for the sound that you hate? Here’s a comparison for you. Most critics (and many in the audience) are really adept at picking apart a finished production apart and identifying who made a particular choice as it relates to story: did the actor do that because the playwright told him to? Because it’s part of the director’s vision? Or is it just a choice that the actor made that night? The same process exists for sound, and the responsibility rests on the team of collaborators pretty much as follows:

The sound engineer / operator is primarily responsible for recreating the mix or sound design consistently as dictated to her by the sound designer. This responsibility of consistency does include things like communicating with performers and scenic crews to make sure their use of microphones, instruments and their own voice stays consistent under regular wear and tear, sickness, etc. The sound engineer is NEVER allowed to change the show based on what an audience member or critic is telling him that day.

The sound designer is responsible for translating the aesthetic desires of the director and music director into a technical configuration that allows for aesthetic flexibility, acoustic control, and support to the performers. They educate the creative team about what is physically possible for a sound system to accomplish, and they put their name on the sonic aesthetic choices being made. That said, if a director (or a producer) feels that a choice is inappropriate for the overall artistic quality of the show, they will give the sound designer a note. And then another note. If it gets really hairy, they might withhold a paycheck or two. The sound designer’s role is often one of the most complexly political in the creative process, because they must serve many functional requirements and still find artistic fulfillment through their work at the end of the day..

The director, as she relates to sound, is there to balance all of the sonic elements and make sure they work together to support the story being told and the overall artistic quality of the show

The producer foots the bill. Producers have to think about things like “can we sell this show,” and, “what equipment can we cut from this rental list to save money, and will it damage the aesthetics of the show,” and, “what could we do to maximize the appeal of this show to a broad market?” As a result, they often have to make wildly unpopular decisions.

One of the best thinkers about how a sound designer can navigate the various demands of performer, audience, producer and director just happens to be the sound designer in question, Kai Harada, who published his excellent sound handbook free online almost a decade ago. He has a lot to say on the question of pleasing everyone as a sound designer, and it’s a great primer on the sonic tightrope act if this is a subject you get passionate about:

The sound designer has a great duty, both due to the scope of his or her activities, but also because sound reinforcement is so unquantifiable. Everyone wants to hear something differently. The sound of the show can change within seconds– so many factors can influence the propagation of sound from Point A to Point B: humidity, temperature, full house versus no audience, tired operator, warm electronics, a singer having an off-day, a sub in the pit, etc., etc., whilst other departments have somewhat more quantifiable parameters under which they operate. Scenery might be at Point A, Point B, or somewhere in between, and it will travel from A to B in a given duration, but there aren’t many factors that can influence it greatly, short of some catastrophic automation failure. Lighting instruments are predictable beasts, as well; granted, voltage drops and old filaments can vary the quality of light projected from an instrument, but for the most part they turn on to the intensity set by the designer on the computer and stay that way. Sure, a bad data line can wreck an entire show very quickly, but that’s why we have backups. Humans who control the button-pushing on the electrics desk can influence the look of a show, too, but not so drastically as a sound operator. Let’s not forget that sound is a relatively new participant in theatre, and is often greatly misunderstood.

Thus, the designer must not only justify his or her design and equipment, but appeal to the wants of many– the director has an idea of the way the show should sound, and so does the designer. Let’s not forget the music director, the orchestrator, the dance arranger, the producers, and the choreographer. Then the cast needs to hear onstage. Then the orchestra pit members need to hear in the pit. Then the costume designer doesn’t like look of so-and-so’s microphone. Politics plays a large and important role in the designer’s life. To paraphrase something a Broadway designer once told me, “Anyone can draw up designs and do equipment lists; the key is to getting other people to do what you want them to.” Theatre is a collaborative effort, and no one knows that better than the sound designers.

If we value the conversation at all, theater reporters should get more involved in this increasingly complex and controversial aspect of theatrical production. My belief, and it is one that is shared by several sound designers, is that sound is getting louder because of sound’s appeal to audiences, not because of all those reckless fascist dictators up in the booth. While I acknowledge the absolute inarguable validity of Deanna’s experience with this show, she does not do me the same service by indulging the urge to scapegoat me, the operator, for her experience. I think Deanna and reporters like her need to first investigate the many factors that cause our negative experiences with sound reinforcement in the theater. If you disagree with an artistic choice, explode open the conversation. Maybe some intrepid reporter could take the Bob Woodward approach and embed themselves in an artistic conversation as an observer… from concept to execution, and do the work of pinpointing exactly where creative teams could improve their response to audience demands for a quieter show. Wouldn’t that make for a more rich understanding of theater, and a more vital conversation about theater?

My booth is open, though you might have to speak up over all this fantastic noise I’m reinforcing.

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