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