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There used to be all these rules. You're
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not supposed to write for clarinets
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because they're in the vocal range.
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Well, if you I don't think I sound like
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a clarinet. I don't think I sound like a
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clarinet. Um, so I I I think
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just just just be a little bit mindful.
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I mean, a lot of these rules about how
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we're supposed to circumn dialogue come
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from the days before, you know, I have
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the picture running when I'm writing and
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I pop the dialogue up and I can see if I
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can understand every word, you know,
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they come from the time before pu people
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actually had, you know, they had a movie
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if they were lucky and but they
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couldn't, you know, they couldn't think
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it did didn't matter their piano playing
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to the dialogue. It wasn't until they
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unleashed the orchestra that they found
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out that
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it's all a bit loud and a bit, you know,
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stepping all over the dialogue. Most
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screenwriters,
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if they're any good, will pick just the
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right words and just the right amount of
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words to get that story across. So, as a
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composer, you got to do the same thing.
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Don't pick too many words. Don't pick
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the wrong words. It's just, you know,
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what what's the what's the story you're
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trying to convey right now? And it
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doesn't matter if an actor is speaking
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or if it's a well, it doesn't matter if
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it's a car chase because nothing new can
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happen till the car chase is over
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anyway. So, and nobody can hear anything
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other than the roaring of cars. Um, you
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know, look, it's back to the same
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argument or the same thing I've been
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saying all along. Be mindful of the
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story. So if if you're getting in the
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way of the story which is being told by
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the character, you're doing something
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wrong. Um if if you are on story, if you
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just stick with story, stick on story.
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Um
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that's your safety net. You know, it
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doesn't matter that you've just written
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the nicest and most beautiful piece of
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music of your career. If it interferes
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with the story, bin it, chuck it, throw
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it in the trash.
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You know, the the the Sherlock stuff is
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actually strange because it was it was a
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bit of an oopsy not having everything
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this close, recording everything this
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close and not giving it perspective. So
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that it became really tough in the, you
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know, on the dummy engineer and you just
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want to have real masters working it. Um
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because uh
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quite simply I think it's it's not the
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size of the orchestra or the amount of
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noise you make that gets in the way. Um
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if your dialogue is close, if your
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character is close to you or whatever
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and unclear
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and you mic your orchestra in the right
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way, perspective is just as effective as
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turning the volume down. So um
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I I think a lot about the perspective of
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the scene, you know, where I want to
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have the players placed in relationship
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to the uh to the actors in a way, but
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it's not necessarily
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about volume. It's it is about
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perspective. So if if if you can make
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sure that your orchestra or your
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musician sound further away, your your
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ear will automatically go to the the the
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clear closely miked thing. I mean, you
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know, there it's
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you're about 9 milliseconds away from me
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right now. You know, you're not in real
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time because of the distance between the
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two of us. So if I record at Abby Road
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or at Air or any of the halls that I
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like recording at, you know, there's a
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a fair distance between the orchestra
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and and where the mics get hit, you
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know, so uh that's an automatic thing.
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And then I can go and push things
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further away by adding, you know, adding
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more room and and you know, very quickly
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you actually lose the sense of how close
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things are. And and the other nice thing
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of course is when you have mics further
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away even in a dry room um the the air
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absorbs the high frequencies. So there's
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a sort of a natural beautiful roll off
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that happens and that just you know uh
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lets the voice through. So if you record
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everything really close, in other words,
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you do not have that natural roll off
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like some people might have done in
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Sherlock Holmes, um you yeah, you're
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going to land yourself in a world of
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trouble.
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Sound has changed, you know, it's we're
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we're not in in the mono world where it
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comes out of one little speaker anymore.
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And you do have to sort of you have to
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make a decision at a certain point about
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how you're going to approach things. Um
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I mean I I find this this happens to us
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on the Chris Nolan movies all the time
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where um we get berated for the music
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being too loud in Interstellar and that
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you can't hear the dialogue and and
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people keep forgetting Chris is not only
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the director of this film, he's the
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writer of this film, it's his dialogue.
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he could do with it what he wants. And
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if sometimes he thinks that the music
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creates, you know, creates a better
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narrative or explains or says something
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that he prefers to hear notes as opposed
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to words, then, you know, he can do
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this. But
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the point is,
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don't be shy about
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being, you know, being ballsy on the
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dialogue as well. that it's a huge big
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screen and you you you hope that you're
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going to have a great huge wonderful
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sound system to listen to it on. Or you
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can go the other way and you can say,
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"Well, I'm I'm just going to go and
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write for the worst cinema experience I
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can possibly think of, which is some
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screen where all the speakers are blown
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except for the left hand corner tweeter.
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Aim upwards. hope that the hope that
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this movie is going to get shown only in
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cinemas where the sound is wonderful and
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if the sound isn't wonderful um don't
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blame us. We really did do a good job
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and we really sat there and you know we
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weren't haphazard. We're not random. We
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spend an enormous amount of time making
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sure that you can hear everything you're
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supposed to be hearing and therefore I'm
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going to be really really cautious. But
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my attitude is they all know we're
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working really really hard and we're
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trying to make it sound really good and
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we're trying to make it comprehensible.
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And yeah, the last thing you want to do
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is not let people have the information
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um that that they need. But not all the
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information is always conveyed in
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dialogue. It's not necessary that that
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it's always just dialogue
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um that that gives you the right
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information. Sometimes it's sound,
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sometimes it's music, sometimes it's
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silence.
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This is all part of the game. You You
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try to figure out an interesting way of
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how to coexist with the dialogue, how to
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be quiet. I bet you there are a lot of
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people who go, "Oh my god, it's a
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dialogue scene. I got to go and write
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the dialogue. All I'm going to do is be
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like some pad underneath the dialogue.
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doesn't have to be. That can be
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something really interesting. It's it's
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teamwork. I mean, it's it's it's you you
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you can't just say, "Oh, it's scoring
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under dialogue." I mean, if if if if
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you're dealing with an actor with a soft
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voice um or not a very strong voice,
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yeah, it's going to be probably a little
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bit more problematic than if if you're
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dealing with Jack Nichols and all just
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like, you know, as somebody who
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projects, somebody who really knows how
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to do it. And then it be it really does
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become teamwork is where the
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circumstances. Okay, I'll give you uh
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great example um
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Dark Knight Rises. We have a scene
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between Batman and Bane and they're
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having a big showdown and
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it's right in front of a waterfall, you
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know, visually perfect, but they're both
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wearing masks and it's in front of a
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waterfall. So there's a lot of a lot of
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the spectrum has been covered, you know,
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and it, you know, and
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Chris is absolutely legitimate in
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shooting the scene that way. Um,
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and you know, and and trusting us and
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the sound department, etc., to go and
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dig the dialogue out and and make it
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comprehensible.15521
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