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Silence: Dispatches from the quietest place on Earth

Original artwork by Jon McCormack

Original artwork by Jon McCormack

Our world is filled with sound. It exists in even the quietest corners of the planet. But what happens when all that sound is taken away? What is silence? There are very few places on Earth where silence actually exists, but in this episode, Dallas experiences it for himself thanks to a special room called an anechoic chamber. How do our brains process the complete nothingness of silence? Find out as Dallas locks himself alone inside the chamber. Featuring David Alvord and Nick Breen from the Georgia Tech Research Institute.

MUSIC FEATURED IN THIS EPISODE

Day Sleepers by Cubby
Innervisible (Chroma Variant) by A.M. Architect
Chapter 3 by A New Normal
Cry by Laxcity
Home Sweet Home by Chad Lawson
Pools of Light by A.M. Architect
Ebb and Flow (feat. Matt Huber) by Josh Hoover
Frame by Frame by Rad Wolf

20k is produced out of the studios of Defacto Sound and hosted by Dallas Taylor.

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View Transcript ▶︎

[SFX: Anechoic Chamber Recording]

Dallas: Okay. I’m rolling. You’re going to shut the doors and leave me in here for a little while.

David: That’s right. You may want to point your mic over here because they are heavy-duty reinforced doors. Have fun!

Nick: Have fun!

[SFX: Anechoic Chamber Recording - Door close sound]

You’re listening to Twenty Thousand Hertz. I’m Dallas Taylor.

[SFX: Anechoic Chamber Recording]

Dallas: Okay. Now I’m inside this thing by myself. Oh! They just shut off the lights. Excellent.

You just heard me being locked into an anechoic chamber. It’s a room designed to completely isolate sound. I went in to answer a seemingly simple question. What is silence?

[SFX: Busy, noisy city ambience]

When you think of silence, maybe you picture getting away from the city and going deep into nature.

[SFX: City ambience fades away into a gentle, quiet forest. A very gentle rustling of leaves and birds are heard]

The constant noise of the city fades away, replaced only by birdsong and the gentle rush of wind through leaves. It’s refreshing and calm... But it’s not silence.

[SFX: Nature ambiences crescendo, then cut off abruptly. An uncomfortable, silent pause begins.]

Silence is the complete and total lack of sound. And to many who’ve experienced it, silence isn’t relaxing or calm. It’s terrifying. Some say it can even drive you crazy.

[SFX - Anechoic Chamber Recording]

Dallas: Hey, I’m Dallas.

Nick: I’m Nick, nice to meet you.

Dallas: I’m sorry. Just ignore all this stuff.

Nick: Oh on, that’s fine.

[SFX - Anechoic Chamber Recording fades down]

Nick: We have a large anechoic chamber. It’s, I think, 24 feet tall or so and maybe another 20 or so foot square. It’s a really big room. It’s covered in foam that makes it anechoic so there’s no reflections.

That’s Nick Breen from the Georgia Tech Research Institute. I recently visited the institute to see if the rumors about silence were true. The thing is, quiet places are relatively easy to find on Earth. But silence is incredibly rare. Luckily for me, the institute has two very special rooms where silence exists.

[music in]

David: My name is David Alvord. I’m a senior research engineer with the Georgia Tech Research Institute. We use anechoic chambers to find out what is the true sound generated by an object or an article under test without contamination from any exterior sources, whether it’s environmental or reflections generated in a room.

Nick: You can close the door to the room so there's no sound from the outside world getting in. Then, it's basically the only sounds are what you're producing in the room and because the walls are covered in foam, there won't be any echoes or anything like that because they're treated. If you're just silent, you don't hear anything.

In many ways, anechoic chambers are designed with the same goals in mind as recording studios. Albeit to a much more controlled degree. In both cases, it’s all about minimizing reflections and exterior sound sources.

[music out]

David: The three of us are currently sitting in a standard office, no particularly special acoustic treatments in here. We have carpet on the floor and traditional office acoustic tiles in the ceiling, but beyond that, it's rigid walls and everything.

So what you're hearing from us just conversationally right now is actually the direct path or me speaking at the microphone or speaking at Dallas, but also all of the reflections and multipath that we have going on in this room.

We’re almost always surrounded by acoustic reflections, whether we realize it or not. But that doesn’t happen in an anechoic chamber.

[music in]

Nick: When you make sound... your alarm clock makes sound, it's creating pressure vibrations in the air where it is.

[SFX: Alarm clock buzzing]

Nick: Those pressure vibrations propagate outwards. As molecules hit other molecules, eventually, it comes to your ears. That's what you hear and that's how you hear noise.

David: Very often these days, you see a lot more new constructions are based off of more open floor plans. With the open floor plans, your sound travels a lot more and also with the reflections, those travel much further. Basically, you're having a lot more destructive interference or reflections interfering with your main discussion than you do in maybe a smaller room or in a bedroom where you may have, for example, your bed that has a comforter and that is a soft surface that helps what's called attenuate the sound, which effectively deadens some of the reflections in a similar way that the anechoic chamber does.

I have to admit, I was nervous about being locked in the anechoic chamber alone. We’re used to hearing sound all the time. Would I lose it when all that of is taken away? Before I could find out, I wanted to know why anechoic chambers and acoustic research are important.

[music out]

With our world getting noisier and noisier, acoustic research is more relevant now than ever. We need to understand how sound works in order to make our world sound better. Researchers use more than just anechoic chambers to experiment with all that noise.

David: The opposite of an anechoic chamber, anechoic meaning an echo, like no echo is literally an echo chamber or a reverberation chamber. Typically, these are exactly the opposite of what you might picture for an anechoic chamber. An anechoic chamber is covered in foam wedges and it has a lot of soft treatments inside. Reverb chambers typically have nothing but solid surfaces. If my office was a reverb chamber, we would open the door, walk in. The first step that Dallas takes would just echo off the wall for an extremely long time.

[SFX: Footstep with a really long, cavernous reverb]

Typically, what they look for in reverb chambers are stuff like… Here's a vacuum. You're going to put a vacuum in there. A vacuum is loud.

[SFX: Vacuum sound effect with that same reverb]

Then, what they may do is they may put a treatment in there. They may put some new kind of attenuating service in there or they may put a muffler on part of the vacuum itself.

[SFX: Vacuum sound getting dampened/attenuated]

Researchers use these different chambers to isolate the huge amount of variables that are out in the world. This way they can focus in on just the aspects of one particular sound.

But sound research goes a lot farther than just making our world sound better. It also makes us safer.

[music in]

There are some types of sounds that can have a dangerous impact on our health, and the risk of exposure to these sounds is higher than ever. One example of this is infrasound.

The lowest human frequency that we can technically hear is 20 hertz. The wavelengths of sound below that threshold are too long for our eardrums to vibrate, so we can’t hear them. But that doesn’t mean we can’t feel it.

David: Sound waves around five and six hertz actually resonate with your organs of your body. If you go to a beach and there are offshore wind farms, depending on what speed the blades are turning, they may generate sound waves, infrasonic waves that actually resonate your intestines and make you feel sick, like you're going to throw up.

That’s just one of the many ways infrasound can affect you. These sound waves can also travel farther than audible frequencies, meaning it’s harder to get away from them.

[music out]

David: Like with any sound source, anything can be lethal. There are audible sounds that, sufficiently loud, can kill a person. If you were next to the engines at the base of the Saturn V during liftoff and you weren't completely destroyed by the plume that was generated through the engines themselves, [SFX - Intense, stylized rocket liftoff sound] the amplitude of the sound in the audible range is so high that it would rupture your eardrums, cause brain bleeding and you would likely die from the sound exposure alone.

Similar things can happen in the infrasonic range where if infrasound amplitudes are sufficiently high, it can negatively react with your body and cause any number of health issues.

And because you can’t hear it, you may not even know it’s happening.

David: The longer I work in the field of acoustics... you begin to realize how much noise pollution there really is out there. You start to pick up on how loud background stuff that we take for granted every day actually is.

[SFX: AC units, traffic, office walla, etc.]

Whether it's your AC unit, whether it's people driving or whether it's other people in open office plan is. You start to realize, once sound is taken away…

[SFX: the cacophony drifts away to silence]

...the absence of sound in an anechoic chamber... you don't really hear anything. Then, you start to layer all that sound back in. You realize just how loud even the most acoustically-treated open spaces really are.

[music in]

So what happens when you take all that sound away? I learned a lot about the research done in anechoic chambers, but to really understand what silence is like I had to experience it for myself. Does silence really sound like nothing? What does our brain do without audio input? And most importantly, does silence make you lose your mind? I’ll find out, in a moment.

[music out]

[MIDROLL]

[music in]

If you’ve heard about anechoic chambers in the past, it’s likely you’ve also heard about all the strange things a person can experience when in one... Things like being able to hear the blood pumping through your veins, [SFX - blood pumping] or high pitched noises when there shouldn’t be any [SFX - high pitched insects, stylized]. Some even say anechoic chambers cause hallucinations and can drive a person crazy.

[SFX: heavy breathing, all sounds cacophony and fade away]

It’s all really fascinating. But is it true? Well, I’ll use myself as a guinea pig.

[music out]

David: Now, we're standing in our control room. It's a very lab-type space, but the main function of our control room is to be able to run our anechoic chambers and acquire the data inside the chambers without us having to physically be inside of there, contaminating the data being recorded.

This room is not treated whatsoever because this is just where we are running the experiments. We're making extra sure that none of this noise bleeds into the two chambers we're about to go into.

[music in]

The Georgia Tech Research Institute has two anechoic chambers. The chambers work by isolating the room from any exterior sound sources and using giant foam wedges for absorbing reflections in the room.

Nick: Not only do they absorb sound by themselves, but their shape is uniquely designed to help attenuate noise. Higher frequency noise, instead of reflecting off of these wedges, it will actually bounce between them because of their triangular shapes. By the time it reflects back out, the sound is so reduced that that's what makes these room anechoic.

David: These are called melamine wedges. If you look closely at them, you can see they're very porous, of varying porosities.The porosity is different throughout because the different-sized pores captures different frequencies. If you have one standardized pore throughout this entire wedge, it would be very effective at one frequency, but anything between the harmonics and the primary fundamental frequency, it would be garbage. It'd be as if it wasn't there.

[music out]

The acoustic treatments in these chambers are tested far more rigorously than the treatments you’ll find in a traditional recording studio. To properly research the physical properties of sound, David and Nick need an extremely controlled environment. It’s a whole different field from sound design, and other creative uses of sound. When talking about creative sound design of any sort, that’s more in the psychoacoustic category.

David: Psychoacoustics is the study of acoustic waves interacting with a perceived receiver, so a human. Usually, that's where we get more subjective so we don't say the SPL or the sound pressure level of a room. This is where you start to use your terminology such as loudness, timbre, tinny, stuff that are much more subjective, but reflect the listening experience that you are trying to drive home.

Dallas: Would you say that we're a psychoacoustic show?

David: I would say some of the editing you have done definitely was intended to illicit psychoacoustic responses in your listeners.

Dallas: Okay. As much as I'm trying to get the physics, I'm not there yet.

David: [laughing] You’re getting there.

Alright, I understood how an anechoic chamber works. I also understood what they’re used for. But now, it’s time to go in.

[SFX: Door opening, entering chamber]

David: Alright, after you. Oh is the… light’s on?

Nick: Well half the fun is turning out the lights.

David: Oh then you hit the lights switch then. Give him the big reveal.

[SFX: Door closing, background ambience goes quiet]

David: Alright go ahead.

Dallas: Oh my goodness. Again this looks incredibly dangerous.

David: That’s what a lot of people say. Yeah, give that a good shove.

The contrast between the noisy control room and the silence of the chamber was intense. The first thing I noticed was the complete lack of reflections.

Dallas: The most jarring part of it is when you’re facing away from me...

David: Okay.

Dallas: ...because there’s like no reflection coming back to me. It’s really weird.

I asked David to help me illustrate the effect through counting. He started by facing me, but slowly turned 360 degrees towards the wall and back. Listen to how the frequencies of his voice get absorbed by the treatment in the chamber. There is absolutely no eq or processing on this. This is the raw recording.

David: One, two, three, four, five [voice becomes muffled and attenuated as he turns], six, seven, eight, nine, ten [voice becomes full as he turns back forward], eleven, twelve, thirteen, fourteen, fifteen.

Again, we’re not putting any sort of filter on his voice. That’s how it naturally sounded in the room to my ears. The upper frequencies and reflections are being completely absorbed by the foam. Anyway, the time had come for me to be locked in the chamber alone. There would be no sound except for what I made myself. How long could I handle that nothingness?

Dallas: Okay. I’m rolling. You’re going to shut the doors and leave me in here for a little while.

[SFX: Chamber door closing]

Dallas: Okay, so I’m in a… what you call a cherry picker, which is a motorized thing. It has a little cart. It’s kinda what people use when they’re doing electrical work on electrical lines outside. So they have me two stories above the surface. Which, the surface isn’t really much of a surface because it is a bunch of wedge foam. And it is very quiet in here… With no noise, and no light. It’s pretty odd to hear… nothing.

Dallas: So people say that you can go crazy in these things, but I don’t believe them.

Dallas: Alright I think I’ve been in here for about 7 or 8 minutes. One thing that people talk about when they go into anechoic chambers is pressure. So I do feel pressure, which is odd because there’s nothing that would actually be putting pressure on my ear drums. But having no sound at all feels… feels a little bit like being… like under the water far enough where it starts to hurt your ears. That’s kinda what it feels like.

Dallas: And I hear a high-pitched… I don’t know if I’d say I hear it, but I perceive a high pitched noise. It’s gotta be something that’s just in my brain or ear. It’s like my brain is interpreting it as audible but I don’t know if it is. But I definitely hear a very high pitched, almost like high noise. It’s not a single tone, but it’s like high pitched noise.

Dallas: So another phenomenon, is that you start to hear your internal organs more the longer you’re in here. I’m starting to hear my heartbeat. I can’t even breathe through my nose because it’s so loud.

Dallas: When everything goes away, for now ten minutes, I guess my brain is searching for sound. And so it’s boosting everything in that auditory sense as much as it can. I guess it would be like closing your eyes and kind of seeing spots and stuff. It’s like your brain is trying to get visual input. It’s kind of doing the same thing with audio, like it wants audio input. So I’m hearing… or I’m perceiving that I’m hearing things. That’s the weird thing. I know I’m not hearing anything, but my brain is interpreting some sort of signal that I am hearing something.

Dallas: As much as I thought that this would be kind of a going crazy experience, it hasn’t really been like that for me. Now that I’ve been in here for 30 minutes… I don’t know. I think I’d want to stay in here overnight. I’m kind of tired now. Alright, I think this is it, I’m going to have them open up the door.

[SFX: Chamber door opening]

David: He’s alive!

Dallas: I survived.

Nick: He survived.

Dallas: I have to be honest I probably could have just kept going and just taken a nap.

David: I was about to say, the right people could settle in there and just like, “this is pretty good.”

[SFX: Recording dips down under music coming in]

[music in]

So I didn’t go crazy inside the anechoic chamber. The silence was actually in some ways comforting. It could be because I’m used to working in acoustically treated rooms. But, that said, there were some distinct experiences in that silence that could be really uncomfortable. For me, silence didn’t sound like nothing. It sounded like pressure. It sounded like my heartbeat. It sounded like high-pitched insects as my brain struggled to interpret anything. Our brains are simply not wired for true silence.

Thousands of years ago, people lived in nature. The only sounds they heard were from the natural environment around them. Now our world is filled with devices that make noise - machinery, computers, traffic…. Research into sound is so vital to our health and happiness.

David: It's interesting because sound is one of our five senses and yet, it's so commonly overlooked. It's omnipresent and everybody gets exposed to sound in whatever their unique situations are. Whether it's in the different types of areas I've been exposed to whether it's architectural or psycho or aero or just general acoustics, every one of those touches on each one of our lives. I know when I am exposed to sound less, like if it's properly treated, I feel more at ease. I don't feel so anxious.

[music out]

If I had one takeaway to leave you with, it would be this. Appreciate the quiet times and places in your life. They really are increasingly hard to find. As for silence... If you have the opportunity to experience it, I don’t know if I would recommend it. While I didn’t go crazy, you never know what you might hear, or see, in that complete nothingness…

[SFX - the sound of blood pumping, high-pitched insects, and heavy breathing slowly sneak up]

[music in]

CREDITS

Twenty Thousand Hertz is produced out of the studios of Defacto Sound. A sound design team that works in foam covered rooms and makes television, film, and games sound incredible. Find out more at defactosound dot com.

This episode was written and produced by Colin DeVarney… and me, Dallas Taylor. With help from Sam Schneble. It was edited, sound designed, and mixed by Colin DeVarney.

The music in this episode is from our friends at Musicbed. Go listen at Musicbed dot com.

Thanks to our guests David Alvord and Nick Breen from the Georgia Tech Research Institute…

Dallas: So David, last question. What is your favorite sound in the world?

David: I think my favorite sound is actually ambient wilderness noise. It’s very calming and it kind of pulls me back to where we all came from.

What’s your favorite sound in the world? You can tell us through our website, facebook, twitter, or by writing hi at 20 kay dot org. Thanks for listening.

[music out]

Recent Episodes

A sonic journey through the Solar System

PIA22228-16.jpg

This episode was originally written & produced by Kevin Edds.

What happens when we leave Earth's thin blanket of atmosphere, and what do other planets sound like? In this special episode, we have completely remixed one of our favorite shows! It's been re-written, re-edited, re-narrated, has new music, and even some new additional content. If you've heard the original, you'll definitely want to check out this remixed and remastered version. Featuring Dr. Lori Glaze, Dr. Keith Noll, and Dr. Scott Guzewich from NASA’s Goddard Space Flight Center.

MUSIC FEATURED IN THIS EPISODE

Sleep Walker by Dexter Britain
Where Were You When the World Was Made by Dustin Lau
Aura by Kollen
Quill by Future of Forestry
12:41 AM by Hotel Neon
Our Sky by One Hundred Years
Green by Eric Kinny
Dreams feat. Eebee by Generdyn


20K is hosted by Dallas Taylor and made out of the studios of Defacto Sound.

Follow Dallas on Instagram, TikTok, YouTube and LinkedIn.

Join our community on Reddit and follow us on Facebook.

Sign up for Musicbed Membership music.20k.org.

Become a monthly contributor at 20k.org/donate.

To get your 20K referral link and earn rewards, visit 20k.org/refer.

View Transcript ▶︎

You’re listening to Twenty Thousand Hertz. I’m Dallas Taylor.

[music in]

One of the most common questions I get is “what is my favorite episode of TTH?” ...and after a little thinking I always come back to the Space episode. Not necessarily for it’s sound design or production value, but rather for the subtext of the show… and was meant to communicate.

This episode was written to help illustrate that we’re all humans and we’re tied to this Earth. ...and our sense of hearing is proof. We’re united under a razor thin blanket of atmosphere on a space rock flying through the universe. Essentially, despite all the noise here on Earth, we’re all in this together.

Because our whole team loved the episode so much, we’ve decided to not just re-play it. But we’ve completely re-written it. We’ve even re-edited, re-narrated, and even changed out much of the music. For lack of a better term, this episode is a remix and remaster of one of our earliest and favorite episodes. If you remember it, you’ll love this fresh new take… and if you never heard the original episode, you’re in for a real treat.

Ok, here we go.

[music out]

[music in]

The best marketing tagline in movie history came from the Ridley Scott film, Alien: "In Space, no one can hear you scream." That phrase is true and not only because of the distance from Earth. It has to do with how sound travels.

Lori: You don't have sound in space because sound requires molecules.

That’s Dr. Lori Glaze, from NASA’s Goddard Space Flight Center. Lori oversees about 300 scientists that study all the planets and small bodies of our solar system.

Lori: You have to be able to move the molecules with the sound waves, and without the molecules there, the sound just doesn't move. You can try and use your lungs to push the sound out of your mouth but it won't travel anywhere.

[music out]

That tagline from Alien I mentioned earlier, no one actually heard that either... as it was never read as voiceover in the trailer. It was just text, silent text, perhaps meant to imitate the specific science that explains how sound travels… or how it doesn’t travel.

Keith: My name is Keith Noll. I am the chief of the planetary systems lab at Goddard Space Flight Center. I think I've studied almost every planet or satellite in the solar system that has an atmosphere.

Sound as we think about it could be vastly different in other places in our solar system. Keith has some ideas on how other planets might sound to our ears..

Keith: What is sound? It's the vibrations of molecules in the air [SFX]. It's a pressure wave. Of course sound can be transmitted through any kind of physical medium. If you are in a swimming pool [SFX] you can still hear sound. That's being transmitted through water. Earthquakes [SFX] are essentially sound waves being transmitted through the solid earth.

Sound takes on many forms but the kind we're most familiar with is pressure waves moving through gas.

The most common example of how different gasses affect your vocal cords is the old party trick of breathing in a helium balloon.

As the gasses, you're pushing it back out of your lungs over your vocal cords, [SFX: play example] because the density is lower, the vibration frequencies end up being higher and that's why you sound like Mickey Mouse.

[music in]

Let’s go from planet to planet in our solar system to find out what each surface would sound like. To our ears. To be clear though, you’d pretty much die instantly everywhere, except for here. But, for these examples we’re going to pretend to have superhuman powers that will keep us alive. So, with that disclaimer out of the way, let’s start closest to the sun.

Lori: Places like… Mercury and these rocky bodies with no atmospheres would be similar to being in space. There would not be much sound if any.

Keith: Mercury is an airless body, so we're back to listening for Mercury quakes [SFX], essentially. That would be really the only source of sound.

And you could only hear these Mercury quakes if your head was pressed up against the rock [SFX], because there’s no atmosphere for traditional sound to travel through.

[music out]

Next up, Venus.

Lori: In my mind, what sound would be like on the surface, because you have this really dense atmosphere, much denser than Earth's, the sound would be more like or tend toward what things sound like when you're underwater [SFX].

If you could imagine something in between air and water [SFX], that kind of density, you're running your hand through that and you would feel that [SFX].

If you were to just materialize on the surface in that environment of 900 degrees Fahrenheit and a hundred times our atmospheric pressure, you would first be crushed [SFX] and then you would probably just burn up completely [SFX].

Keith: One thing we do know about Venus is that is has lightning, so you might hear thunder [SFX].

I wonder what other things, like my voice, might sound like. [SFX] I’m on Venus in this ethereal world that’s a mix between a gas-like atmosphere and water. I’m almost floating, but yet it’s not as restrictive as being submerged in water.

My voice… The thunder… [SFX]. It’s all slightly muffled and distorted as it travels through the thick atmosphere.

[SFX: Earth - forest sounds]

Now we’re home: Earth. We’re not going to stay here for long, but it’s worth mentioning the amazing diversity of sound on our planet. The sandy deserts [SFX]lush forests [SFX]the sound of the ocean [SFX], both on the surface [SFX]and below [SFX]. It’s a rich soundscape, because our ears are perfectly in tune with it… More on that later.

[music in]

Now Mars. And here’s where it gets interesting since Mars has been the subject of so much fascination for thousands of years. It’s one of the best places where life might have, or could exist.

Lori: Sound on Mars is going to be the opposite direction of Venus because the atmosphere on Mars is very, very thin compared to Earth's so there's just not very many molecules and sound requires molecules.

Countless movies have been made about Mars, including the Hollywood mega-hit The Martian, starring a stranded astronaut portrayed by Matt Damon.

Keith: Loved the movie. It was fun to watch, but it's not the Mars we know, it's a very different Mars.

[music out]

[SFX: The Martian soundbite]

So the real Mars isn't anything like that, but Mars does have an atmosphere, albeit a thin one.

So that storm scene wasn’t quite accurate.

Keith: You wouldn’t necessarily hear the wind itself… You would hear the dust that's being picked up [SFX] and it would be banging against the faceplate of your spacesuit.

Scott: So I enjoyed that movie a lot, but the atmosphere as it was shown was not scientifically right.

That’s Scott Guzewich, a Research Astrophysicist at NASA.

Scott: Basically, the problem with what you saw in the movie there where the atmosphere is so thick that it's picking up boulders [SFX] and knocking things over. It's just not possible. I mean the wind speed can get very high, as high as hurricane force at the surface sometimes.

So imagine a hundred mile per hour wind on Earth, if you're standing in a hurricane, obviously you'd be almost blown off your feet.

If you were standing on the surface there in Mars and you put your hand out [SFX] in that hundred mile per hour wind, you would feel it, but it would feel like a gentle breeze here on the surface of Earth.

That sounds pretty cool. Standing in a hurricane but it only feels like a soft wind. But without a spacesuit, you’d die pretty quickly right?

[music in]

Scott: You wouldn't die instantaneously but you'd want to be getting into shelter as fast as possible. First, the atmospheric pressure is dramatically lower than it is here on the surface of Earth. So, all the water in your body would attempt to boil, basically, instantaneously [SFX]. The water covering your eye, the water in your mouth, and even the water in your cells and your blood. That wouldn't kill you right away but it would be very uncomfortable immediately. You could probably survive for a few tens of seconds, maybe a minute. You could potentially get a very rapid dose to frostbite on your entire body [SFX]. Again, you wouldn't necessarily die right away, but it'd be quick.

And how about sound. What could we expect to hear?

Scott: Our ears aren't really designed to work in that sort of very near vacuum sort of atmosphere. So we wouldn't hear too much, maybe if you were scuffling along on the surface, you could maybe very faintly [SFX] hear that sound as you were clawing at the ground and gasping for air [SFX].

The temperature obviously is colder in general, so that drives a lower speed of sound, and it seems that a lower speed of sound would tend to lower the pitch [SFX], make your voice sound deeper… but then the atmospheric density would kind of go to raise your pitch, so it seems like the pitch probably balances out.

[music out]

If voices won’t carry far, how about a piano?

[music in]

Scott: The very high-pitched, high frequency noise at the far right end of the piano, you probably wouldn't hear that at all, but maybe the deepest bass sounds that the piano makes [SFX], you might be able to just pick those up with a microphone if it was sensitive enough.

So we’ve explored the first four planets of our solar system, and learned some of the ways their unique atmospheres and conditions shape their soundscape, or lack thereof. We’ll continue our exploration of sound to the outer reaches of our solar system, after the break.

[music out]

MIDROLL

[music in]

We now know what the planets of our inner solar system would sound like to our ears. Let’s move on to Jupiter.

What’s interesting is that Jupiter doesn’t have a solid surface. Hard to imagine but the whole planet is made up of gas. And that just keeps getting denser and denser—eventually becoming a liquid the closer you get to its core. The pressure and temperature variations are what cause those beautiful swirling bands.

Keith: So the interesting thing on Jupiter is that the pressure and the temperatures where the cloud decks are, are actually not so inhospitable.

So what are cloud decks?

Keith: So you've got these very distinct cloud layers in Jupiter's atmosphere. So y’know, it's just fun to imagine. What would it sound like? Would you get these echos?... because you have these super powerful lightning bolts, more powerful than anything on the Earth, so you'd have really, really loud thunder [SFX]. You'd hear echoes of echoes of echoes [SFX] just back and forth. It's fun to think about.

[music out]

So how about the rest of the outer planets?

Keith: Jupiter and Saturn, I think you could consider to be pretty similar. Uranus and Neptune are pretty similar to each other. So all four atmospheres are primarily hydrogen and helium.

So it sounds like if you tried to speak on any of them your voice would be higher?

Keith: I think so, cause the atmosphere is 75% hydrogen which is even less dense than helium and the rest is helium. I think we'd all be Mickey Mouse on Jupiter and Saturn.

And what about our old friend Pluto? Anything different?

Keith: It is probably the thinnest bound atmosphere that we know. But, it also looks really complex. It's got layers. It's pretty different. Mainly because the temperature is so low. Nitrogen there is an ice. Carbon monoxide is mostly an ice. That's probably the weirdest, most different kind of place in terms of thinking about how composition, temperature, pressure would affect the sound.

[music in]

We’ve covered the planets and acknowledged our old friend Pluto, and it’s becoming clear that detecting sounds throughout our solar system is pretty difficult. So why is it so easy for us here on Earth?

Keith: Our ears are good for a very specific environment. They've evolved. Once you take them out of that they're probably not exactly the tool you would want. If you built an audio receiver and sent it to all these places… What could you hear that the human ear could hear, and more interestingly, what could you hear that the human ear would never be able to hear?

That's what I want to know.

Surprisingly, we have never recorded another planet with a traditional microphone.

Scott: There is going to be a microphone on the next Mars Rover. The rover launched in 2020, it's supposed to have a microphone on it. We expect that it'll hear a few different things. The sound as the rover drives [SFX] across the surface for example, will be transmitted both through the atmosphere and through the body of the rover itself. You should be able to hear the wheels kind of crunch [SFX] along on the sand and on the rocks [SFX].

[music out]

While the next Mars Rover will have a traditional microphone on it, NASA’s Insight Lander was recently able to pick up sound waves through the air using it’s seismometer. The seismometer, which is designed to measure marsquakes, was able to pick up these low vibrations up to 50Hz. Unless you have particularly bassy speakers, you may not be able to hear the low rumble, but here’s what those vibrations sounds like...

[Play unaltered clip]

And for those of you who couldn’t hear anything, here’s what that clips sounds like pitched up two octaves...

[Play pitched up clip]

[music in]

We’re so accustomed on Earth to hearing sound associated with what we see. But in true outer space no one can hear a titanic supernova explosion, or a hurtling asteroid smash into the moon, or even… hear you scream.

Lori: How rare is sound in the known universe? It's pretty rare. Even just in our known solar system, places like the moon and Mercury and these rocky bodies with no atmospheres would be similar to being in space. There would not be much sound, if any.

When we think of Earth as special in terms of being able to even support life, it goes much further than that. It’s one of the true places in the universe where sound is abundant and has impacted that life on an evolutionary level.

Scott: If you look at life on Earth, being able to hear something seems to be a very big advantage biologically right? From very simple animal species, there is a benefit to being able to hear sound. Because you can become aware of either predators, or prey, or food sources. So if I were to really get out my speculation hat, y’know alien life in the universe would probably have an advantage to hear things also... in whatever planet or ocean or atmosphere they lived in.

However, these aliens might perceive sound in a completely different way, a way that’s in tune with their own environment, and perhaps hear completely different frequencies.

When you think of space, it’s mostly… space. Where no medium exists to transport sound. Yet, it’s perfect for… light. Light fills the universe, but sound does not.

Keith: The whole universe is connected by light. Light anywhere in the universe can travel to anywhere else in the universe, but with sound you really are truly in different islands of sound and they're all isolated because they're all stuck in this space that doesn't transmit sound. It transmits light perfectly well but not sound.

Sound as we perceive and understand it, is so unbelievably rare, but it’s abundant right here, where we are, within this thin blanket of atmosphere. But if we travel straight up, it goes away very quickly. It gets quieter, and quieter [sfx]… until it’s gone.

CREDITS

Twenty Thousand Hertz is produced out of the studios of Defacto Sound, a sound design team dedicated to making television, film, and games sound insanely cool. Find out more at defactosound.com

This episode was produced and edited by Kevin Edds.

And me.

With help from Sam Schneble.

It was edited, sound designed and mixed by Colin DeVarney.

We’d like to thank Dr. Lori Glaze, Dr. Keith Noll, and Dr. Scott Guzewich for speaking with us.

We’d also like to thank Elizabeth Zubritsky, Aries Keck, Nancy Jones, Richard Melnick, and Kevin Hartnett at NASA’s Goddard Space Flight Center.

Finally, you can chat with me and the rest of the 20k team through our website, facebook, twitter or by writing hi @ 20k dot org. We love hearing from you, so don’t be shy. Thanks for listening.

[music out]

Recent Episodes

Boots ’n Cats: The scientific secrets of beatboxing

beatboxing.png

This episode was written and produced by Rob Sachs.

Beatboxing began as an imitation of a drum machine, but over the decades it has evolved as a means to emulate any number of percussive sounds. Now beatboxing is being studied by scientists who are fascinated by the vocal dexterity of artists. By examining beatboxing scientists are hoping to unlock mysteries behind language formation, brain function, and the capacity of humans to recreate sound. Featuring Hip Hop Artist and Beat Boxer, Baba Israel and USC Engineering Professor, Shri Narayanan.

MUSIC IN THIS EPISODE

Change (Instrumental) by Ruslan
Lucida by Soular Order
Flip and Beatbox by Tom Salta
Bird by Laxcity
Good Morning by Laxcity
The Disconnect by Watermark High
People of the Future by Utah
Ovals & Circles by Virgil Arles

Twenty Thousand Hertz is hosted by Dallas Taylor and produced out of the studios of Defacto Sound.

Check out Shri Narayanan and his SPAN team’s MRI videos of beatboxers at sail.usc.edu/span/beatboxingproject

Follow Dallas on Instagram, TikTok, YouTube and LinkedIn.

Join our community on Reddit and follow us on Facebook.

Sign up for Musicbed Membership music.20k.org.

Get your FREE stock like Apple, Ford, or Sprint to help build your portfolio at Robinhood! Just sign up at hertz.robinhood.com

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View Transcript ▶︎

You're listening to Twenty Thousand Hertz... I'm Dallas Taylor.

[SFX: beatboxing]

Hip hop has arguably been the most influential music genre of our generation.

[SFX: beatboxing continued]

And beatboxing has played a critical role. It’s an artform that’s allowed people to create and express themselves anywhere. In a party, on the street, at school. Beatboxing is free and without it, we might not have some of the music we have today.

[music in]

The Beatboxer you just heard is Baba Israel.

Baba: I'm a hip-hop artist. I'm a beatboxer, an MC, Spoken word artist; I'm a theater maker, educator. I do a lot of different stuff.

Baba grew up in New York City in the 80s during the rise of hip-hop.

Baba: I have a very clear memory of listening to the radio, I remember Doug E. Fresh; his song The Show came on…

[music out]

[SFX:The Show clip]

Baba: It was the first time I'd heard recorded beatboxing [SFX:The Show clip continued] and it just blew me away. I was so fascinated by it. It just had this different quality. It was so live and percussive, and it really made an impression on me.

Baba: And then soon after that, I started to encounter beatboxing in my school, in my elementary school and there was a kid in my class who claimed to be Doug E. Fresh's cousin. This was never confirmed, but he could do the clicks like Doug E. Fresh so I hung out with him and he started to teach me a little bit about beatboxing.

Beatboxing in the way we think about it didn’t really appear out of nowhere. It was really a mimicking of a famous drum machine.

Baba: With the development of the TR-808 and the 909 and these drum machines, which were the slang term at that time was beatbox.

[SFX: TR-808 Clip]

The Roland TR-808 Rhythm Composer came out in 1980. And it’s become incredibly iconic.

Baba: So in that song where they say "Flash is on the beatbox"...

[SFX: Grandmaster Flash Clip]

Baba: It's not actually talking about beatboxing, he's talking about the drum machine. That kind of shifted things. It allowed people to produce and create their own music without a full recording studio or without a full band.

The original 808 was discontinued in 1983, but revolutionized the sound of Hip Hop.

Baba: I think in hip-hop, it became center stage. It was really about beats and rhymes. There really wasn't the same emphasis on melody as hip-hop began to progress.

The beat was the driving force, the 808 had a lot of tone to it, particularly the bass drum, which is endured today.

[SFX: 808 Clip]

For example, here’s Afrika Bambaata’s song “Planet Rock”

[SFX: Planet Rock Clip, “Rock Rock Planet Rock, don’t stop.”]

Baba: You hear so much bass and there's less focus on chords or on melodic lines.

[Planet Rock Clip, “Everybody say Rock it don’t stop it, Rock it don’t stop it.”]

Baba: It was about creating a foundation for a rapper to tell their story or brag or in the message, give a break down about what's going on in the neighborhood, in the Bronx or wherever it might be.

The 808 drum machine became a huge influence on the sound of Hip Hop and this led to people trying to recreate the rhythms and sounds of the machine with their voices.

[SFX: 808 drum beat]

Baba: I always think that's one of the most fascinating things about beatboxing is it's one of the first times that drum machines were imitating drums and human beings were imitating machines, imitating drums. How can I make myself sound like a machine? How can I become a beatbox?" And that's evolved the term "human beatboxing," which was the original term.

But why bother imitating a machine? A drum machine in theory should always stay in exact tempo. Baba says while drum machines were great - they also had limitations.

Baba: Well I think the thing about hip-hop is it's a culture that doesn't just exist in studios and nightclubs. It's a street culture, it's a public culture. Like a lot of my early experience with beatboxing was not doing shows, it was in ciphers.

[SFX: Baba Beatboxing]

A cypher is a usually a circle or informal gathering of beatboxers, rappers, dancers and other various artists. It allows people to freestyle and express themselves artistically in some form.

[SFX: Baba Beatboxing continued]

Baba: After the show finished 10, 15 people would gather up in a circle outside of the club, and a cipher would jump off. The drum machines didn't have portable speakers. You didn't always necessarily always have access to electricity. Part of I think why beatboxing was important was that it allowed hip-hop to manifest outside of space that required technology, electronics. It allowed that sort of street culture to come to life.

Baba: I'm sure there was also an economic element. I think there is something that's very universal and accessible about beatboxing. There's no economic barrier to it.

Even professional artists who could afford the technology and a recording studio still found value in beatboxing.

Baba: It's always like a plan B. I've been in so many situations where something goes wrong with the DJ equipment. There was a show many, many years ago where Afrika Bambaata was DJing

[SFX: Afrika Bambaataa - Zulu Nation]

Baba: And all of a sudden his turntable stopped working,

Baba: I knew some of the folks who were promoting the night and said, "Look, I'll jump up there." I bought them time [SFX: beatboxing]. I did a beatbox set and kept the energy going, and then the DJ said it kicked in again. So, I think there's a lot of stories of beatboxers saving the day because stuff happens. Turntables go wrong, computers crash, and beatboxing is always there.

As the artform grew, beatboxing became more than just a backup or a replacement for drum machines. Innovations pushed it to become a performance art in its own right. Baba points to beatboxing pioneers such as Biz Markie.

[SFX: Biz Markie Clip]

Or the Fat Boys.

[SFX: Fat Boys Clip]

Baba: Beatboxing was like this specialized flavor. It made a record stand out. It made your live show more interesting.

Rahzel from The Roots was another huge innovator for beatboxing.

Baba: He was one of the first beatboxers that I saw really interact with a live band when he started doing shows with The Roots, and they developed all kinds of great routines together.

[SFX: Rahzel Clip]

Baba: When I saw him I realized that things had moved to a new level because his drums sounded different, they didn't just sound like a drum machine, they sounded like a live drum kit. He sounded like a funk drummer; he was making baselines, adding baselines to the beats, he was adding melodies, he was adding vocal scratches, he was adding sound effects. He was combining popping movement and beatboxing and turning into a robot voice.

Baba: He was a total entertainer.

[SFX: Rahzel Beatboxing Clip]

The influence of artists like Rahzel has evolved beatboxing and allowed it thrive to this day. We are now living in a time where it has even expanded way beyond Hip Hop.

One of the biggest forum for beatboxing is overseas.

Baba: I think, probably the largest battle in the world, it takes place in Berlin.

It’s called the Beatbox World Championship and it takes place every three years. Here’s French Beatboxer known has Alexinho won the male competition.

[SFX: Alexinho beatboxing Clip]

Alexinho’s style of beatboxing is a great example of how the art form has branched out into other genres.

Baba: Because of the way electronic music manifests in Europe and the UK, beatboxers started moving out of the traditional hip-hop realm, and started moving into creating drum and bass and dub-step and techno [SFX: dub-step beatboxing] and now a lot of the beatboxers in Europe, sound very different.

[SFX: Codfish Vs D-Low Clip]

Baba: Some of them have a connection to a hip-hop sound, but a lot of them sound more in the electronic-dance-music kind of realm. So, it continues to evolve.

Baba has even combined beatboxing with the didgeridoo.

Baba: I lived in Australia for a while, my mother's from there, and so it's an instrument that I learned about there. And I don't have my favorite didge here, but I got one here so I'mma mess around a little bit and give you a little didge beatbox.

[SFX: Baba didgeridoo beatboxing]

For Baba, those who try to strictly define beatboxing as one thing or another are missing the point. While it’s important to know its roots, he says he’s constantly amazed not just by how universal beatboxing can be but how people can react to it in various parts of the world.

[Music in]

Baba: I remember one time I beatboxed in a village in Cambodia for five thousand villagers, the whole village showed up. I started beatboxing and people just were flipping out because they had never seen it. There was such a response and such energy, and as a rapper I think it would have been hard for me to spit a rhyme that would have gotten that response. I definitely found that it's a way that I can communicate just immediately and with immediacy and have an impact and whether people understand my words or not.

[music out]

This ability for beatboxing to cut across language barriers is something Baba encounters all the time.

Baba: When I taught my workshop the other day I was asking whose multi-lingual because I was working in Queens which has so many different languages and everyone was pretty much multi-lingual in the class. And I said, "Well, I speak English, but I don't really speak any other languages except, I speak this one other language, and it's the language of beatbox." And then I started going, [SFX: beatboxing] and I started having a conversation with a couple of students, and they started spontaneously responding to me with rhythm, and we had these rhythm conversations. Call and response, improvisation, the oral tradition. Rhythm is a form of communication. For me, that's what excites me about beatboxing, it's not just the solo performer having the perfect sound, but it's can you interact?

[music out]

Baba might be onto something when he says Beatboxing is a new language. What does it share with other languages from around the world? And how does it differ? Is this a brand new form of communication? More on that after the break.

[music out]

[MIDROLL]

[music in]

Beatboxing has been a fundamental part of the Hip Hop culture since the 80s and since then has also expanded to other genres. It’s become an art form that can stand all on its own. Its evolved so much that some have begun studying it as if it were its own language.

[music out]

Shri: Usually most song forms are in some language. You have Italian opera [SFX], and Bollywood music in Hindi [SFX], and so on. But beatboxing is has its own language of percussive sounds that they've evolved and developed.

That’s Shri Narayanan. He is an engineering professor at the University of Southern California. He works on a project called SPAN.

SPAN stands for Speech Production and Articulation Knowledge Group. It focuses on questions of speech - like why do we talk the way we do? How does speech connect to what’s happening in the brain? And what happens when something goes wrong?

[music in]

Shri: One of the research groups is focused on this understanding human vocal production. How we produce speech, other sounds like non verbal sounds like how we produce laughter and cries, but also how we use this vocal instrument to modulate and convey emotions, produce song, etc. So that's what all this group is about. And then it's one of the, I'm very proud to say, leading groups in the world that does this study of the human vocal instrument with a very disciplinary angle.

[music out]

As part of his research Shri started using an MRI machine to see what’s happening when people are singing. But Shri and his colleagues made an important modification to this particular machine.

Shri: What we've done is added audio recording capabilities there. If listeners are not familiar with MR scanners, they are very noisy.

For those who don’t know, this is what an MRI machine sounds like.

[SFX: MRI machine]

Shri: And so if you want to study sounds, how do you do that? So we have developed engineering methodologies to use optical microphones and new ways of audio processing to clean up this data so that we can actually listen to what people are saying, and singing, and so on.

Originally, Shri hadn’t even considered studying beatboxing. He wasn’t even aware of what a beatboxer was until he was in college.

Shri: My personal music inclinations and tendencies are more into the classical, particularly of the Indian kind, which have a lot of these kinds of common features.

[SFX: Indian Music Clip]

Shri: But not the 80s sort of beatboxing tradition that was happening here.

[SFX: beatboxing]

A variety of singers were studied using the MRI but a beatboxer ended up being of particular interest to Shri and his team.

Shri: We looked at it and we were blown away by the amazing choreography and the intricate coordination of these various vocal organs that were in play in creating these sounds which are sort of novel.

One of the topics Shri and his team were studying was to see if beatboxing shared any commonalities with other languages around the world?

So Shri and his team began recording beatboxers doing their various beats and clicks in the MRI.

[SFX: beatboxing in the MRI machine]

And what they found amazed them. Beatboxers were doing things not seen anywhere else.

Shri: We're finding things that they're producing that are not in any recorded world languages. We've seen some click rolls, and tongue doing some amazing gyrations and circus actually I didn't even know that was possible that people have somehow been able to acquire and consistently produce.

Shri and his team have carefully catalogued over 30 unique sounds with names like a closed tongue bass [SFX], a Lip bass [SFX], and an inward click roll [SFX].

Shri: The inward click roll, the tongue looks the trunk of an elephant that is curly it backwards. you're rolling your tongue backward, and it just seems amazing. I don't know how people do it.

[music in]

While innovative, these sounds aren’t completely alien. Shri notes some African languages and some from South East Asia have percussive elements to them.

Shri: I speak a language called Tamil, which is a Dravidian language. We have a lot of retroflex sounds, meaning turning your tongue to back, and making sounds like “uurl”or “uur” [SFX: Tamilnadu Tourist Awards 2018] , and that's pretty complex.

Shri: But when I look at these, these completely beat all those, blow it out of the water the way the beatboxers doing.

As an example Shri points to a variation on the inward click roll, one that adds a whistle.

[SFX: Beatboxing - inward click roll with whistle]

Shri: And that's amazing, actually because you not only have to do the shaping of this tongue and so on, but you also have to create the appropriate aerodynamics to create this whistling sound right. The narrow open through which you push air with a certain velocity.

[music in]

Beatboxers continue to create increasingly complex sounds. This evolution is helping Shri and his team to unlock some of the fundamental mysteries of how we communicate.

Shri: So to me, beatboxing, it's a newly acquired art form, tries to sort of emulate, or be inspired by sounds, percussive sounds particularly in the world, a lot of mechanical sounds. And people are trying to imitate and produce this. The ability to be able to translate that into action, may shed light on some novel things that may not be already present in what we have developed and evolved in producing other sounds like the ones that are found in world's languages, or other sounds that we produce for communicating other things like crying [SFX] or sighing [SFX], and so on.

Shri: And since beatboxing has a structured form to it that's evolved, it provides us a very nice framing, and potentially can give us insights into not just the physical use of this instrument, but also the underlying aspects of how we are putting this together in the brain and creating this communication ability.

[music out]

Shri says beatboxing may actually have therapeutic uses for correcting speech disorders or helping someone recover after a brain injury.

Shri: Using beatboxing itself as a therapeutic means, that's actually exciting. By exercising the ability to speak well improves in Parkinson's patients. What it underscores is that they say a lot of the various movement systems that we have as humans right like movement of our limbs for mobility, movement of these tongue and other things to speak, they all have some underlying interconnections, and while training one can impact the others.

[music in]

In a broader sense, because beatboxing is so unique, it’s given researchers a new window into who we are as a species.

Shri: When I see the ability of humans to tune, adapt, and innovate and improvise. That always, and continues to fascinate me from day one. what is also humbling is that still are knowledge gaps, and knowing about many of these underlying set of scientific principles and how to generalize this, so many open questions and that also continues to fascinate me. Can we make progress and advances using thoughtful science to understand humans, and hopefully support their experiences?

Even if those bigger questions are never fully answered, beatboxing has helped shape both the culture of Hip Hop as well as music around the world. It’s evolved into an art form that can’t be contained to a single genre.

Baba: It's something that's, for me, it's a daily part of my life. Whether I'm performing or not, I always beatbox. It's something that it just helps me with stress; it helps me just feel good, it's something that's inspiring for me.

[music out]

[music in]

CREDITS

Twenty Thousand Hertz is produced out of the studios of Defacto Sound. A sound design team that makes advertising, trailers, documentaries, games… and all kinds of stuff sound incredible. Find out more at defactosound dot com.

This episode was written and produced by Rob Sachs… and me, Dallas Taylor. With help from Sam Schneble. It was edited, sound designed and mixed by Jai Berger.

Thanks to our guest, Baba Israel. Baba conducts a workshop throughout the year teaching people how to beatbox. Find out more about Baba’s workshops and to listen to his music, check out his website baba israel dot com.

Thanks also to Shri Narayanan. Shri runs the SPAN team at the University of Southern California and you should really check out the MRI videos they’ve made of beatboxers. You can find that link in the show description.

The music in this episode is from our friends at Musicbed. Be sure to check them out at Musicbed dot com.

Finally, you can engage with me and the rest of the 20 kay team through our website, facebook, twitter or by writing hi at 20 kay dot org.

Thanks for listening.

[music out]

Recent Episodes

Being George Clooney: Dubbing Hollywood celebrities

15160645965a5d4f5411c60.JPG

This episode was adapted from the documentary Being George Clooney.

Hollywood films are huge internationally. But how are these films adapted for foreign languages? We delve into the not so talked about process of dubbing. Featuring the world's most popular voice actors, directors, and producers.

Featuring: Andre Sogliuzzo, John Ptak, Shaktee Singh, Debra Chinn, Martin Umbach, Tamer Karadagli, Francesco Pannofino, Detlef Bierstedt, Marco Antonio Costa, Paul Dergarabedian, Rajesh Khattar, Christian Brückner, Emanuela Rossi, Chiara Barzini, Irene Ranzato, Claudia Urbschat-Mingues, Alexandre Gillet, Ezra Weisz, Vanessa Beltran, Samuel Labarthe, Ashwin Mushran, Chuck Mitchell, Christoph Bregler, Gabrielle Pietermann, Luise Helm, Claudia Gvirtzman Dichter, Guilherme Briggs, Samuel Labarthe, Hester Wilcox, Malavika Shivpuri, Viraj Adhav, Mona Shetty, Sheila Dorfman


20K is hosted by Dallas Taylor and made out of the studios of Defacto Sound.

Follow Dallas on Instagram, TikTok, YouTube and LinkedIn.

Join our community on Reddit and follow us on Facebook.

A huge thanks to Director Paul Mariano for allowing us to create this adaptation of documentary!

Thanks to APM Music for all of the music in this episode. Find out more at apmmusic.com.

If you enjoyed this episode, you’ll love the full documentary. You can find it on iTunes or on Amazon.

Go to forhims.com/20k for your $5 trial month.

Become a monthly contributor at 20k.org/donate.

To get your 20K referral link and earn rewards, visit 20k.org/refer.

View Transcript ▶︎

Andre Sogliuzzo: Being George Clooney is not just a voice; it's a state of mind. Right now I may not look like George Clooney, and a lot of people would argue that I don't particularly sound exactly like George Clooney, but right now, by golly, I feel like George Clooney, and that's 50% of the battle right there.

[music in]

You’re listening to Twenty Thousand Hertz, I’m Dallas Taylor.

[SFX: Jimmy Kimmel: "He's a multi-talented actor, director, movie star. Please welcome, George Clooney!" clip]

Andre Sogliuzzo: It's a kind of controlled, genuine handsomeness, with just a suppressed amount of glee that says, "I can't believe I'm George Clooney."

John Ptak: What is a star? When they come on the screen, it doesn't matter who else is on that screen, your eye looks over. George Clooney has it.

Shaktee Singh: George Clooney is the name of a person who's so handsome, such a great actor. I love him, love him, love him.

George Clooney is one of the most recognizable stars in Hollywood. He’s known for iconic roles like Dr. Doug Ross in ER. [SFX: ER Clip] He’s also Danny Ocean in Ocean’s Eleven… [SFX:[Ocean’s Eleven Clip]

He’s also known for his immediately recognizable voice. But George Clooney… Isn’t the only one known for George Clooney’s voice.

[music out]

Debra Chinn: They are what we refer to in the dubbing community as designated voice, so they are the designated voice of George Clooney.

Martin Umbach: I am George Clooney.

Shaktee Singh: I am George Clooney.

Tamer Karadagli: I am George Clooney.

Francesco Pannofino: George Clooney.

Detlef Bierstedt:George Clooney.

Marco Antonio Costa: George Clooney.

Those are the voices of George Clooney from around the world. They’re what’s known as dubbing actors, and they play a huge, often hidden role in the film industry. Like, for example, here’s a clip from Ocean’s Eleven.

[SFX: Oceans 11 clip foreign dubs montage]

This episode is an adaptation of the fantastic documentary “Being George Clooney”. The documentary features tons of talented dubbing artists, directors, writers, and all sorts of people from the dubbing community. We couldn’t credit every single one, but you’ll find a full list of the credits in the show description.

[SFX: Ocean 11 clip continues]

Paul Dergarabedian: Dubbers are like the back-up singers of the movie world. They're so vitally important, yet they don't get the credit they deserve, they don't often get the money they deserve.

Dubbing teams take a film or a television show and replace all of the dialogue with a different language. It’s a really important job.

Rajesh Khattar: When you adapt a movie in a local language you have widened the audience space.

Paul Dergarabedian: The box office internationally has gone up exponentially over the past 10 years, some of these movies are making 50, 60, 70% of their box office internationally, and who you cast in a particular role to dub a movie, that's a not a throwaway anymore, that can be as important to that movie as the original casting of the actor.

Christian Brückner: The dubbing business in my understanding is an art form, absolutely.

[music in]

Dubbing was originally something done in musicals. If an actor’s voice wasn’t quite up to par, another offstage singer might perform the piece to the actor’s lips. Today, dubbing has many purposes. It plays an important role not only in simply adapting film and television shows to other countries, but it’s also critical to help bridge cultural nuances around the world.

Interviewer: Which country has the best dubbers?

Emanuela Rossi: Italy. Italy.

Francesco Pannofino: Of course, Italy.

[music out]

Chiara Barzini: The real reason why Italy has such an intense dubbing tradition, is because we were forced into it.

[music in]

Debra Chinn: Really, if you look in retrospect, in Europe dubbing started as far back as the 19 … late-'20s and '30s, and a lot of that was brought on because of political reasons, it was all about propaganda.

In Italy, dubbing started out as a form of control. In the 1930’s, all foreign words were banned in the country by the dictator, Mussolini. Films had all the spoken parts removed and were replaced with inaccurate, often ridiculous subtitles. But, there was one big problem.

Irene Ranzato: The Italian population at the time was one-fifth illiterate;

Chiara Barzini: They didn’t even know what was going on because they couldn’t actually read the subtitles, so the idea of being able to dub a film was conceived.

After World War II, dubbing spread to many different countries, each for its own reasons.

Claudia Urbschat-Mingues: After the World War the Americans and the French, British, wanted to show their movies in Germany, and this was only possible if they dubbed the movies.

Alexandre Gillet: In France we have a very long history of dubbing after World War II it was a way for us to protect our culture and our language.

Debra Chinn: Latin America is a little different, they started dubbing in the '40s, during that time the American movie business they were really popular with westerns, and cowboys, and they had a lot of Latin characters in that [SFX: western shooting clip]. They started to bring Latin actors into the U.S., and then all of a sudden they realized they had a Latin audience, but the audience didn’t speak English. Then they moved the dubbing studios out to Latin America, and that's how Latin America got their start.

[music out]

Chiara Barzini: The people who were called in to do the dubbing were theater actors, because they were like, well, we might as well have actors do the dubbing. That's how it all started.

On its surface, dubbing might seem like a relatively straightforward process. You hire some actors, they stand around a microphone, and read the lines in front of them. But dubbing is actually a lot more complicated than that.

[music in]

Ezra Weisz: The process usually is multi-tiered. The script is given to a translator, and then when you read the translated script it makes very little sense.

Irene Ranzato: All translations need a certain amount of change and manipulation in order to accommodate the target culture.

Ezra Weisz: Then that script once it's translated, it's handed over to an adaptor, that adaptor has the most tedious job in the history of the world.

Vanessa Beltran: Who spends hours and hours working on the text that the actors will say.

Ezra Weisz: Taking all the lines that have been translated and now making them fit within the mouth movements of the actors.

[music out]

This is the french dub from the film Up in the Air.

[SFX: French “Up in the Air” clip]

Vanessa Beltran: This is why dubbing is the art of illusion. We have to create the illusion that the film was shot in French.

This is from The Ides of March.

[SFX: French “Ides of March” clip]

Translating a film takes a lot of finesse. English is a very precise language. You can say a lot in very few words, and that’s not the case with every language.

Samuel Labarthe: For one English word we need three French words, and they’ve got to be … to keep it synced with the mouth, with the lips.

[Clip from French The Lord of the Rings: The Fellowship of the Ring]

This is from The Lord of the Rings: The Fellowship of the Ring.

[SFX: Clip from French The Lord of the Rings: The Fellowship of the Ring continued]

There’s also the unique challenge of translating local sayings to another culture.

Ashwin Mushran: You’ve got to wrack your brains, what is the closest thing you put, because there's nothing in this particular language that matches this in English.

Alexandre Gillet: We don't have the same expressions, and this is very difficult to translate.

Rajesh Khattar: I was dubbing for Gerard Butler, Angelina Jolie says that, "Did you arrange for a car?" He says, "Piece of cake." [SFX: “Piece of cake” clip]. She's asking that, "Did you arrange for a car. Why is he saying … he's talking about cake?"

Chuck Mitchell: In Poland when we worked Shrek, Donkey keeps being annoying, Shrek says, "You're going the right way for a smack bottom." Well, in Poland the dub said, "If you keep that up, I'm going to take you to the slaughterhouse." To me, I thought, "That's a little gruesome for a children's film. Don't you think?" They explained that, "Oh, in Poland it's always funny that when donkeys get too annoying we would take them to the slaughterhouse.”

[SFX: Polish Shrek clip]

[music in]

Completing a properly translated script is a ton of work. When it’s finished, it’s finally time for the voice actors to step into the recording studio.

Christoph Bregler: When you have big budgets to do a movie dub, what happens usually is you get your voice talents into the studio, and the film is cut up into small snippets, like maybe just a sentence.

[SFX Dubbing session - Oceans 11 scene]

Christoph Bregler: It's looped again, and again, and again.

[SFX Dubbing session - Oceans 11 scene]

Christoph Bregler: Loop, loop, loop.

Claudia Urbschat-Mingues: It's not easy, but it's still a lot of fun, a lot of fun for me.

[music out]

There are a lot of unique challenges dubbing actors face during the recording process, both technical and artistic.

[music in]

Gabrielle Pietermann: There are skills involved in doing our job. We know nothing about the dialogues until we enter the studio. We just have seconds to learn all the words, and all the emotions, and the rhythm that happen on screen. That's not that easy.

That’s Gabrielle Pietermann. She’s the German voice of Hermione Granger in the Harry Potter films.

[music out]

[SFX: German Harry Potter and the Sorcerer’s Stone clip]

There was one particularly challenging aspect of recreating Emma Watson’s voice though. Watson’s original performance of the role has a lot of breaths, which is really challenging for a voice actor to perform.

[SFX: German clip from Harry Potter and the Goblet of Fire]

Martin Umbach: All the sighs, all the sobs, all the breaths, everything, everything that comes out of the mouth is being dubbed, not only the words.

[SFX: Hermione mouth sounds]

[music in]

The challenges don’t stop there though. Piracy is an increasing concern throughout the film industry. Studios are putting more and more security measures into place to avoid any leaks, and it’s having an interesting effect on the way dubbing is done.

Claudia Urbschat-Mingues: They were asking me to do a movie, and I said, "Okay, no problem, I can do it." " Yeah, but this is a little bit different because you're not to know anything about the movie, you're not supposed to talk about, you're not even supposed to see anything." I said, "Okay." I came into the studio and everything was dark, and even on the screen it was dark, and then at one point, whoops, there was a little, little hole where you could peek in and you see a mouth, and that was supposed to be my mouth, and even the script, all names are changed, and everything is top secret. I did the movie, and I really didn’t even know what I was doing.

[music out]

[SFX: German The Matrix: Reloaded clip]

This is from The Matrix Reloaded.

[SFX: German The Matrix: Reloaded clip continues]

Luise Helm: With Megan Fox, with Transformers, we hadn't seen anything of the footage.

[SFX: Clip from Transformers: Revenge of the Fallen]

Claudia Gvirtzman Dichter: They said they were going to just give me the mouths, because that's all we dub, which is a total misunderstanding of what we do. You need the eyes, you need the expression, you need the movement, there's a subtext which is much more important. The dialogue is the dialogue, but then there's this subtext. What are they really saying? That's what you have to capture.

Guilherme Briggs: I have directed Transformers 1, 2 and 3, I’m Optimus Prime too [SFX: Optimus Prime Brazilian clip]. Transformers had that closure, and the mouth you cannot see. I don't understand the scene. I have to ask Mr. Bay. They told me at the production of Michael Bay, "Please, are you going to talk with Mr. Bay?" No explosion jokes, no boom jokes, he doesn’t like that." "Oh, okay, I'm not going to do any boom jokes." Because Michael Bay likes to, blah, explode things [SFX: explosions]" You're joking." "No, no, it's serious. Please, no boom jokes, no explosion jokes. Okay?" "Okay."

[music in]

There’s a pattern of misunderstanding and underappreciation throughout dubbing’s history. Voice actors put the same sort of physical emotion into their work as the actors on camera. Like with any acting, it’s about creating a powerful, believable performance.

Luise Helm: What I do is, I stand up when the actress stands, I will sit down when the actress sits down, because that kind of changes your voice as well. When she's running, I'll probably stand there and do like awkward little movements, and when you're kissing you're obviously kissing your hand, which always looks so ridiculous, especially when your partner is standing next to you, and you're like, "Hmm-hmm."

Claudia Urbschat-Mingues: What you see on screen is what counts, and the rest, how you get there, nobody asks.

[music out]

Samuel Labarthe: I think we should know how to act before dubbing.

[SFX: Clip of Samuel in La Conquete in France]

Samuel Labarthe: When you're dubbing, it's hard work, it's a job, really.

[SFX: Clip of Samuel in dubbing session]

Samuel Labarthe: If we stick correctly to the actors, it's just magic, because he expressed, and we speak.

[SFX: French The Descendants clip]

This is from The Descendants.

[SFX: French The Descendants clip continued]

[music out]

Hester Wilcox: I have evolved into being a voice artist. I don't think I ever really decided to be one. I didn’t actually know that existed, and most people don't. Do they? It's a sort of an obscure job.

[music in]

Claudia Urbschat-Mingues: People look at you when you're from the dubbing industry, and you're in a movie they say like, "I'm sorry, but you're a dubbing person."

Luise Helm:"Oh, you're more the dubbing kind of actor. Are you?" Alexandre Gillet: To be a good dubbing actor you have to be a real actor.

French Male: Because it's not about the good voice or perfect diction, it's about acting. It is about becoming the particular character at a particular moment.

Claudia Gvirtzman Dichter: I personally like to cast theater actors because it's not dubbing, it's acting with a technical expertise. Malavika Shivpuri: I completely get into the character. I can feel if the character is crying, I feel it and I have tears in my eyes. This is the Portuguese dub of Interstellar.

[SFX: Portuguese Interstellar clip]

Malavika Shivpuri: People think that, do you know what, it's just a dub that you're performing.

[SFX: Portuguese Interstellar clip continued]

Malavika Shivpuri: I do feel we are not appreciated as much as we should be.

Dubbing actors are artists, but they’re craft is often overlooked. In countries around the world though, dubbing actors are beloved for bringing life to iconic roles. Their impact even goes far beyond just entertainment. We’ll hear how they’ve changed cultures around the world, and even saved some films from financial failure, in just a minute.

[music out]

[MIDROLL]

[music in]

When a movie is dubbed to a local language, it’s not just about bringing it to another country. It’s also a cultural exchange. Styles, attitudes, and beliefs from one culture are communicated to another through that film.

Malavika Shivpuri: There's a huge audience for these American movies which are dubbed in Hindi.

[SFC: Hindi Fast and Furious 6 clip]

Viraj Adhav: A lot of people know a lot of American culture I should say. Thanks to these, all the Hollywood films that are dubbed in Hindi.

Malavika Shivpuri: Clothes and food, and everything, lots of things you get to see in the films.

Viraj Adhav: Everyone knows a lot about American culture, this happens. In America, it doesn’t here, oh, this is cool, the American way is cool.

[music out]

Tamer Karadagli: If people are wearing jeans today in Turkey, that's because of the American movies, people are eating hamburgers, people are going to Starbucks. They're sitting with the laptops and everything, that's what they saw in the movies.

Mona Shetty: Definitely America is exporting its culture to other countries. I think in some countries that's very welcome, perhaps in some countries it isn't.

[SFX: French Transformers clip]

Samuel Labarthe: I ask myself, "Is it good? Is it bad?" It's your way of living, is your way of thinking, it's your way to behave, and we have to keep our specificities, and our tradition, our culture, but it's very difficult.

[music in]

One of the ways a country can put their own mark on foreign films is through their dubbing artists. Audiences have strong connections with their local actors, to the point that many roles are inseparable from the performer that dubbed them.

Luise Helm: I grew up with watching Robert De Niro movies with the voice of Christian Brückner.

This is a clip from Meet the Parents.

[SFX: German Meet the Parents Clip]

Christian Brückner: In the case of De Niro, I'm connected with him, and that of course is because of the long, long time I gave him voice here in Germany.

This is Taxi Driver.

[SFX: German Taxi Driver clip]

Luise Helm: I remember the first time I watched a film with Robert De Niro in the original language, and I have to admit, I was actually maybe a little bit disappointed.

[music out]

[SFX: Taxi Driver clip]

German/American Male: Well, when I grew up in Germany my favorite filmmaker was Woody Allen.

This is from Annie Hall.

[SFX: German Annie Hall]

German/American Male: I was surprised when I came to the U.S. and finally saw the original Woody Allen movies, the title changed from Der Stadtneurotiker to Annie Hall, and Woody Allen was speaking with a different pitch, like sort of dub-like or how queaky his voice is.

[SFX: Annie Hall clip]

Martin Umbach: Fans and moviegoers in general, I think, do associate stars, movie stars with certain voices.

The most successful dubbing artists are so ingrained in a culture that they can become the designated voice for a Hollywood actor.

Debra Chinn: For as long as an actor is popular in Hollywood, and they're releasing films, and then getting dubbed, and then getting released, they're going to go ahead and hire the designated artist. John Ptak: There are a number of careers where people have played the role of that actor, all the way through the entire career of the actor. That tells you the importance of that person, because the voice is part of that hero or character.

This clip is from O Brother Where Art Thou.

[SFX: German “O Brother, Where Art Thou?” clip]

[music in]

Designated artists establish a deeply intimate relationship with the original actor’s voice. They may even know that voice better than the actors themselves.

Luise Helm: When I'm dubbing, let's say, Scarlett Johansson, you notice so many little details, it's like you're breathing through that person.

Claudia Urbschat-Mingues : Angelina Jolie only does a movie like every other year, and I like to do her because she's very … in my opinion she's very near to me. I did "Girl, Interrupted" and I thought that's it, that's me. I want to play this role.

Alexandre Gillet: I like Elijah Wood because he's Elijah Wood, he's a very nice actor, and very sensitive.

Sheila Dorfman: Sandra Bullock, because I dubbed all of her movies, and I know her, I know the way she breathes, the way she talks, everything about her.

Marco Antonio Costa: We have this feeling. I have this feeling of the friendship, like we are friends.

[music out]

Today, dubbing has a bigger impact on the film industry than ever before. Markets around the world are growing, offering new opportunities for film distribution. These markets can even save a film that might otherwise have struggled financially.

Paul Dergarabedian: The people who are dubbing these roles, they're on a bigger stage than ever before, being heard by more people than ever before; in a marketplace that values what they do. If they don't, they should, because they're a big part of the success of these movies. It's the international that brings in two-thirds of the worldwide box office.

[SFX: German “After Earth” clip]

Paul Dergarabedian: We take a movie like "After Earth" with Will Smith, it didn’t do that well in North America, huge business overseas. Often that international box office can save the day.

[SFX: German Battleship clip]

Paul Dergarabedian: Battleship, John Carter, these are movies that if you just took their North America box office, would be totally money losers, but become money winners, because of the international marketplace.

But dubbing teams hardly ever get recognition for the massive role they play in a film’s success.

[SFX: French Lord of the Rings: Fellowship of the Ring]

Alexandre Gillet: Very often people ask me, "Oh, you did Frodo, because they recognize the main voice character, Elijah Wood. Even if they like your voice… Even if they like how you act, if they like your personality… The hero is the one you see, not really is the one you hear.

[music in]

Luise Helm: People combine my voice with a different face, and that's interesting, but it's like they see the face, that's what they see, and you kind of … Yeah, sometimes maybe just want to have the whole package.

Chiara Brazini: It's kind of frustrating living your life in the shadow. Even just the idea of being in a dark room for six to eight hours, and you're just sitting in the studios, on the ground sometimes, and no one knows your face, and you feel like you're a part of this production, but you're not really in the picture.

Rajesh Khattar: The voice artist definitely needs to be recognized for their work, and which is unfortunately not happening.

It’s often worse than an artist not receiving as much recognition as they should. Most of the time, dubbing teams don’t receive any recognition at all.

Malavika Shivpuri: I mean, if your voice for a movie is released in the theater in Hindi, we don't even have our names in the credit, you don't get the credit that this character has been voiced by this character.

Rajesh Khattar: In the dubbed version the dubbing artist is never mentioned, the dubbing studio is never mentioned, the credit is never there.

[music out]

Chuck Mitchell: Voice actors have it tough, they are OS, they're off screen, and because they're off screen, you think, "Oh, I can easily replace this person, because all I need is a new voice, I don't need a new face, I don't need a new anything." Well, let's just cast another, and there's lots of people who'd love to do this.

[SFX: French Star Wars Phantom Menace clip]

Samuel Labarthe: Once, I had to dub Liam Neeson in Star Wars. When first being asked to do this they proposed me the minimal fee, the minimal fee for Star Wars. They said, "Well, there's many actors who will be thrilled to do your job." They count on, we were so enthusiastic to dub Star Wars, it was like, the first Star Wars I saw I was 12 of 13 years old, so it was a dream.

[SFX: French Stars War Phantom Menace clip]

Samuel Labarthe: Okay, it was good, but it was the minimal fee.
Martin Umbach: Dubbing is an absolute necessity to market movies in this country, millions and millions and millions are being made, at least with the Blockbuster movies, but the big studios who put out the movies, they buy their entrance ticket to the German market with small change from their pocket, comparatively. It is totally ridiculous.

Rajesh Khattar: They are making the kind of money which probably they would not have been if the language of the movie was restricted to being in English.

In general, dubbing studios and artists have not earned the artistic or financial recognition they deserve. But things are starting to change. The dubbing community is slowly earning more credit for their critical role in the film industry.

[music in]

Debra Chinn: I think it was true that dubbing was looked down upon, but I think it's changing. I think it's changing because the film and the entertainment world is changing, and we're becoming more international, and we're becoming more global.

Paul Dergarabedian: On a big-budget movie, every component of that movie is vitally important, and now dubbing has become a really important part of that, because that's the voice of the movie internationally.

John Ptak: These movies in the English language, they are dubbed, they are shipped out everywhere in the world, and they resonate in each one of those countries, there has to be a reason.

[SFX: Montage of dubbing sessions]

[music out]

Dubbing artists are the some of unsung heroes of the film industry. Their work spreads cultural ideas, brings new life to old films, and, most importantly, they entertain audiences around the world.

[music in]

Claudia Razzi: I love my job, it's a beautiful job. I've been doing it for 40 years now and I keep on loving it, and always I find it fantastic.

Gabrielle Pietermann: The job never gets boring. You get to dive into new roles every day, and you never know what to expect.

Martin Umbach: The most joyful thing in dubbing is the feeling that you are part of the big filmmaking family of the world.

Shaktee Singh: I'll keep on seeing film, I live with the film, I'll die with the film. I mean, a great art.

Sheila Dorfman: We love to do it. This is the point, we love what we do.

Christian Brückner: It was a good life I had in this business. I really liked what I did.

Debra Chinn: We're becoming a very, very small place, and we all are different tribes with different languages, and different histories, so I really, really, really believe dubbing is a good way to bridge the communication.

[music out]

[music in]

CREDITS

This episode was an audio adaptation of the documentary, Being George Clooney. If you enjoyed this episode, you’ll love the full documentary. You can find it on iTunes or on Amazon.

Twenty Thousand Hertz is produced out of the studios of Defacto Sound, a sound design team that makes television, film and games sound great. Find out more at defactosound dot com.

This adaptation was written and produced by Colin DeVarney… and me, Dallas Taylor. With help from Sam Schneble. It was edited, sound designed and mixed by Colin DeVarney.

A huge thanks to Director Paul Mariano for allowing us to create this adaptation of his wonderful documentary, “Being George Clooney”. This episode featured many talented voice actors, writers, directors, and all sorts of people from the dubbing community. A special thanks to each and every one of them for the important work they do. You can find the complete credits in the show description and on our website.

Finally, you can reach out to me and the rest of the 20 kay team through our website, facebook, twitter or by writing hi at 20 kay dot org. We love hearing from our listeners, so please don’t hesitate to reach out.

Thanks for listening.

[music out]

Recent Episodes

The Xbox Startup Sound: Crafting a console classic

Xbox Pic 2.png

This episode was written & produced by Rob Sachs.

The Xbox startup sound is an audio logo that’s become synonymous with the game console. But its origins are rooted in solving a logistical problem; how to entertain gamers while they wait for their machines to finish booting up. Featuring Sound Designer and Composer Brian Schmidt and Sound Designer, Composer and Berklee Professor, Michael Sweet.

MUSIC IN THIS EPISODE

Magic (Instrumental) by Icelandia
Cities by Utah
Silver by Eric Kinny
Minack by Echelon Effect
Higher by Chad Lawson
Back Against the Wall (Instrumental) by Ruslan
Blueprint by Eric Kinny
Thirty Thousandairs by Rad Wolf
Ringing through the night by Benjamin James
Reaching Out by Steven Gutheinz
Look Up by Watermark High

Twenty Thousand Hertz is hosted by Dallas Taylor and produced out of the studios of Defacto Sound.

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View Transcript ▶︎

[Xbox One X Start Up]

You're listening to Twenty Thousand Hertz. I'm Dallas Taylor.

[SFX : Halo 5 Sounds on Xbox One]

Video games have been leading the charge of what’s possible when it comes to sound. Let’s just a take a second to marvel at just how gorgeous this scene from Halo 5 sounds. Even if you’re not into games, it is an industry filled with inspiring stories of overcoming incredible technical hurdles… all while pushing the boundaries of creativity.

Microsoft has been a huge part of gaming. We all know about the Xbox, but might not remember that it didn’t even exist until 2001, waaay after all of the others major players.

[SFX: Old console montage]

So, how did the Xbox gain such a strong identity so quickly. I mean, tons of consoles have come and gone. [SFX: Montage of failed console commercials] How was Microsoft able to gain so much traction so quickly? Well, they did it, in part, with its iconic startup sequence.

[SFX: Xbox One X Startup]

[music in]

That was the Xbox one X startup sound... But turning on an Xbox didn’t always sound like this. The startup sequence slowly evolved from its early days with the original Xbox, into the Xbox 360, the Xbox One and now the Xbox One X. How has the sonic landscape changed with each new generation of the console? In order to find out, lets first rewind to 2001, with the launch of the original Xbox.

[music out]

[SFX: Halo:Combat Evolved Main Menu Theme]

The original Xbox had incredible graphics and sound. Halo was an impressive demonstration of what this new console could bring to the table.

[SFX: Halo 1]

However, the Xbox was the new console on the scene and there was major competition. Microsoft needed to establish their identity from the moment the player pushed the on button.

[SFX: Xbox Original Boot Up]

That’s the sound the original Xbox made when you first powered it on. The creator of this sound is Brian Schmidt. Brian is a legendary sound designer and composer who got his start all the way back in 1987.

[music in]

Brian: I have two or three basic things that I do. I write music and I do sound design. In addition, I also am really involved in game audio education.

Brian always had two passions in his life, the first being music.

Brian: So music has always been a part of my life, growing up playing. Whether it's in a rock band or playing in baroque trio sonatas with my parents.

But during college a new interest sparked.

Brian: I went to school as a music major and while I was in school I discovered music technology which was pretty unusual back then, back in 1980 when I was at Northwestern and thought it was so cool I decided to actually get two undergraduate degrees. One in music and one in computer science

Turns out those were just the right credentials for a company that was trying to add in some high tech glitz to a relatively low tech game.

[music out]

Brian: A friend of mine that I had met through the computer music studio at NorthWestern there said, "Hey, we have a job opening at this game company. We need somebody who can write an assembly language and also write music and do sound effects for this pinball company. And I was very excited because I had spent my entire life playing pinball. My mom used to get mad at me for spending all my time playing pinball. So I was really thrilled and really excited.

[SFX: Music from Black Knight 2000]

Eventually, Brian moved on to even more challenging projects.

Brian: I did Madden [SFX] on Nintendo for a number of years and things like that and games like that are Strike and Jungle Strike for Sega Genesis [SFX], Super Nintendo, ultimately the Sony PlayStation [SFX].

Around that time Microsoft started calling me and said, "Hey, we know you have a big audio technology background. We're looking for somebody to head up our game technology division at Microsoft."

[music in]

At the time, Microsoft had developed a number of advances in gaming software which they called Direct-X. This software allowed for a more interactive gaming experience. It did things like - heighten the functionality of controllers and speakers. Now, Microsoft was looking to leverage all these new features into a new product.

Brian: Their idea was, essentially let's take these Direct X technologies that we have, put them into something that looks like game console or make it a game console and call it the Direct Xbox. That's where the Xbox comes from, was the internal code name Direct X, Xbox. And so that was really the genesis of where Microsoft soiree into the hardware business for games came from.

[music out]

The two heads at Microsoft were Bill Gates and Steve Ballmer... and they loved this idea - but they didn’t want to wait very long to see it come to market.

Brian: Literally from the day that Bill and Steve gave the green light to do the Xbox, to hitting the store shelves was only 18 months. So everything had to be done just lightening fast and really, really quickly. Decisions were fast.

The tight deadline was just one of many challenges for Brian and actually not even the most pressing.

Brian: So we really wanted this to be just like any other piece of consumer electronics equipment. You push the button and it turns on instantly. Well it turns on instantly is not really instantly. It does take some time for a hard drive to go from not moving to spinning to where you can actually read data off of them.

This is a big problem. A boot up screen gives the player feedback that the console is working properly. However, they needed the hard drive already fully spinning before they could even start the boot up sequence.

Brian: You can't access a hard drive that's not spinning at it's full speed. You literally can't read data off of it. So that means during that boot sequence the hard drive doesn't exist.

The eureka moment came when he realized he didn’t have to even bother with the hard drive at all.

Brian: So like, "Well what about some memory chips on the board itself?" And it's like, "Yes, there's a memory chip on the board." There's one memory chip which is a total of 256 kilobytes in size.

[music in]

One measly 256 kilobyte memory chip. To put this into perspective one megabyte is equal to 1000 kilobytes. There was 128 megabytes of memory in the first generation iphone. So, we’re talking tiny tiny bits of memory by today’s standard. And he didn’t even get to use all 256 kilobytes in the memory.

Brian: The operating system of the Xbox was about 150 or 160k. Well they had to add the art animations to that. After they did that, it turned out that there was about 28 kilobytes left for sound. So the entire Xbox boot sound, somehow had to be done with 28 kilobytes.

So now we’re talking about a really, really tiny amount of memory.

[music out]

Brian: So, what sounds can I make easily? And let me see how I can use those." So I'll give a great example, the very opening of that Xbox sound there's this fade in and the Xbox sound starts with a "wah!" [SFX]. What that sound is, is literally a low pitched sawtooth wave where I could programmatically start the filter cut off very, very low.

Like 20 Hertz, something like that and then over the course of about a three quarters of a second, I could open it all the way.

[SFX: Sawtooth wave sound]

Not only was the sound easy to produce - it fit perfectly into the mood he was trying to achieve.

Brian: "WAH!" [SFX]. It's literally putting more energy into the sound because as your no longer filtering off the highs, you're adding more energy. So that met the aesthetic of this breathing forth of energy from nothingness that wants to burst into your living room and the cool thing about it was that I can calculate a saw tooth wave really cheaply in code and I don't have to store a sawtooth wave. So I wrote a little bit of C code to generate a sawtooth wave [SFX]. I generated a triangle wave [SFX], I generated a big long list of random numbers that I used as white noise [SFX].

And there was juuuust enough space to put in some more organic sounds.

Brian: I have the very, very beginning about a quarter of a second or a half a second of a thunder clap. So, "Pew!" [SFX].

So now I've got my power. I've got sawtooth [SFX], I've got triangle [SFX], I've got white noise [SFX], I've got a thunder sound [SFX], I actually wrote a little bit of code to reverse it so now I have a reversed thunder sound, "Pew!"[SFX]. And I have my glockenspiel [SFX].

All that was left was to sync it with the visuals. So, Brian took out a camcorder, taped the sequence, and began taking notes.

Brian: At this many seconds in the X appears, at this many seconds the whoosh happens, at this many seconds the blob expands or whatever it was and then I wrote this sequence of notes and synthesis control parameters like filter controls that use this sawtooth [SFX] wave and explosion and so on. I wrote thunder clap [SFX] in a way that matched the visuals. So those early wob wob wob wob wob [SFX], that’s actually a triangle wave [SFX] with a fairly high frequency LFO on both pitch and volume [SFX] and that gives it this wob wob pew pew pew kind of sound [SFX].

And in the end it all just kind of worked...The original Xbox debuted on November 15th, 2001 and went on to sell more than 24 million units.

But just a few years later, advances in technology made all that work on the startup sound kind of …obsolete.

[music in]

Brian: There was actually a Titanic shift in game audio that occurred with the PlayStation two and the original Xbox and that was when games started shipping on DVDs. That was really the point where the technique of having to use little synthesizers inside the game consoles, that really went away 'cause with DVD's there was plenty of room on the disc where you could go record 90 minutes of original score with Chicago symphony...

[music out]

[SFX: Chicago Symphony]

and have 5000 lines of dialogue...

[SFX: Mass Effect 2 Dialogue]

and lots of high fidelity affects.

[SFX: Sci Fi Cinematic Charge Up]

Memory no longer became an issue.

[music in]

But there was a new problem to solve. How could Microsoft widen the appeal of the Xbox for its next console? And what did this mean for its start up sound?

We’ll find out, after the break.

[music out]

[MIDROLL]

[SFX: Xbox Original Startup]

Brian Schmidt created one of the most iconic sounds in gaming. It was the start up sound for the original Xbox. But, it sounded very sci-fi and futuristic. So, when it was time to develop the next generation of the Xbox. Microsoft was ready for a new direction.

Michael: They wanted to change from a branding perspective and how they wanted to change their audience from being, say, the 14-year-old boy to more inclusive of gender, less sort of sci-fi.

That's Michael Sweet, a sound designer and composer who also teaches film scoring at Berklee in Boston. He was tasked to creating the startup sound for the Xbox 360.

[SFX: Xbox 360 Boot Up]

Microsoft had a new challenge. It was to grow the gamer base ...and they couldn't do that by only focusing on one niche demographic. They also knew that they wanted this startup sound to be used as a marketing tool.

Michael: So they wanted this detachable sound logo that they could put across all their branding. We tried to create a detachable two-second logo at the end which they could then take and move to any piece of their branding. So the end of a commercial, if they were advertising a Madden game at the very end, you'd hear a two-second logo.

[SFX: EA Sports audio logo]

Michael: And obviously Play Station was a big competitor of theirs, and Sega to some extent. Both had logos, detachable little second, two-second logos that they would play at the end of their commercials.

[SFX: Final Fantasy Playstation Logo]

[SFX: Sonic the Hedgehog Sega Logo]

Michael: Xbox really didn't have anything like that at the time. So this was going to be their sound to sort of market their products and be the defining thing that really helped brand the experience of playing on the Xbox.

Michael was told that not only did this audio logo have to be iconic, but it also had to be inclusive.

Michael: They wanted to bring in these other demographics, and make it much more open, a much more open space to play in.

[SFX: Xbox 360 Kinect Commercial]

So going sort of from dark to light was one of the things that they talked a lot about.

They also wanted to get across this idea of sort of powered by human energy, so that the box was kind of living on its own.

So what does something powered by human energy sound like? Michael and his team started experimenting.

Michael: There was a direction called symphony, The way people play together in a symphony, and strangely symphony has become part of other logos. But we didn't eventually go into the sort of symphonic direction, although you can hear some strings in the launch. Like strings tuning up. There's some brands out there that kind of use that as their logo.

[SFX: Orchestra strings tuning up]

Michael: We kind of explored a little bit in that direction and didn't think it was quite right. We explored voices. We spent a lot of time trying different logos out that used vocal elements, whether they were sung vocals or just saying "Xbox 360" in different languages, to kind of pull together different culturally regions from around the world and things like that.

We explored kind of an architecture direction and a nature direction.

For weeks they’d demo ideas to figure out what worked.

Michael: We'd move it closer to one thing or another. One thing that ended up being very important was the breath at the end.

[SFX: Xbox startup sound breath]

[music in]

Michael: And the breath signifies a couple different things. It talks about how this box is sort of powered by human energy, so when you get to the end of the logo, and on top of the sort of tonal stuff that you hear, you actually hear an inhale [SFX], right? The box itself looks like it's inhaling, right? You have this concave shape.

It was also important to create a sense of movement within the sound.

Michael: This spinning ball logo that kind of moved in 3-D toward you and moved from this place of darkness to lightness. And so we tried to start, obviously, maybe with lower pitches moving up to this sonic ending to kind of create the illusion of going from, say, dark to light.

[music out]

[SFX: Xbox startup sound]

That startup sound had a good 5 year run, however the influence of Michaels original design can still be heard in future Xbox startup sequences. There was a revision to the Xbox 360 startup in 2010 [SFX: 2010 Xbox 360 Start Up] and then the startup for the Xbox One in 2013 [SFX: Xbox One Startup].

Fast forward to November 2017 and the Xbox One X is released.

[SFX: Xbox One X Startup]

Michael: The logo's gotten way more electronic over the years. They've taken those sort of initial things, and it's become much more electronic, you know wherever a brand is at a specific moment in time is different than how it might be two years later or three years later.

[music in]

Microsoft continues to evolve the visuals and sound of their brand. Michael says the startup sounds from each new generation of XBOX are a reflection of where Microsoft is at the moment.

He says nowadays we may have even gotten to the point where the entire startup sound itself has become obsolete.

Michael: Who turns their game consoles on and off anymore? They're always on, and so you rarely hear kind of a startup sound in the way that you used to on devices.

[music out]

[music in]

Although technological advancements have created less restrictions, that’s not to say video game sound designers have it easy these days. With each new advancement in technology comes new problems...and the possibilities for both success and failure are infinite.

Brian: I just enjoy this fact that I feel like we're in film in the 20s where we just don't know what we're doing and we're making it up as we go along. Discovering things that are great and discovering things that, "Oh, man. I wish that I hadn't tried that. I'm embarrassed that game shipped."

Brian says just as games consoles evolve, so should the craft of game sound design. His dream is a future where new composers and new sound designers don’t have to start from scratch like he did.

Brian: Were tripping over the same kinds of issues. There's a lot of technology involved with games. It's much, much better now than it was back in the Xbox days but even now, there's a lot of technology that goes into making game music and lots of technical constraints that you have particularly, for example a sound designer, challenges that we don't have if we're doing traditional linear media.

[music out]

[music in]

In the end, whether it’s about solving a technical problem or creating something iconic and marketable, Brian says there’s a higher purpose to what game sound design does.

Brian: If you look at the neurophysiology of sound and the neurobiology of sound there are fewer neuro processing paths between your nerve cells in your ear and your frontal cortex than there are, for example, in the visual system. There's more processing that goes on and so music and sound, I think, have this ability to sort of tweak you emotionally in a way that visualists can't. You know they say "a pictures worth a thousand words." I would say "a sound is worth a thousand pictures." At the end of the day it's really about moving people with sound.

[music out]

[music in]

CREDITS

Twenty Thousand Hertz is produced out of the studios of Defacto Sound. Find out more at defactosound dot com.

This episode was written and produced by Rob Sachs… and me, Dallas Taylor. With help from Sam Schneble. It was edited, sound designed and mixed by Jai Berger.

Thanks to our guest, Brian Schmidt. Brian puts on a conference every year called Game Sound Con, which brings 350 composers, musicians, and game sound designers to LA to learn about the intersection of music and tech. Find out the details at game sound con dot com.

Thanks also to Michael Sweet. Michael teaches film scoring at the Berklee College of Music in Boston and he’s also a full time composer.

The music in this episode is from of our friends at Musicbed. ...and now you can also use their music! For the first time ever they now have membership plans. Check it out and sign up at music.20k.org.

Finally, you can engage with me and the rest of the 20 kay team through our website, facebook, twitter or by writing hi at 20 kay dot org. Thanks for listening.

[music out]

Recent Episodes

Theater for the Mind: The Golden Age of radio dramas

Radio.png

This episode originally aired on Imaginary Worlds. Go subscribe!

The "golden age of radio drama" may have been a stellar period for storytelling -- but the stories weren't all golden bright. Sci-fi and horror radio dramas explored deep anxieties people felt from the Depression through the Cold War, and set the stage for later stories that couldn't be told yet without special effects. Eric Molinsky of the podcast Imaginary Worlds co-hosts this episode as we hear from historians like Neil Verma and Richard J. Hand, and radio drama veterans like Dirk Maggs and Richard Toscan. Plus Emory Braswell recalls the day he thought Martians invaded New Jersey. 

20K is made out of the studios of Defacto Sound and hosted by Dallas Taylor.

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View Transcript ▶︎

[SFX: radio drama starts playing for a few seconds, cues up a transmission from outer space. Effect intro line of the show to fit in the old radio drama...]

You’re listening to Twenty Thousand Hertz. I’m Dallas Taylor.

[music start]

The first radio broadcasts began about a hundred years ago. At the time, some people thought that radio technology was a novelty. They believed it was too complicated to be useful. But over time, radio technology became smaller, cheaper, and easier to operate. Eventually there was a radio in every household and every car.

And it wasn’t just music or news like today, there were full fledged dramatic stories on the radio. When you listen to drama instead of watching it, it forces you to dive headfirst into your imagination.

In this episode, we’re going to take a trip back in time to when radio dramas were king.

[music out]

We made this episode with our friend Eric Molinsky of Imaginary Worlds, which is an amazing podcast about the sci-fi and fantasy genres. Here’s Eric.

[bring in the SFX from the show….]

When Emory Braswell was growing up in the 1930’s, he used to love listening to radio drama serials.

Emory: I listened to The Shadow [SFX] and The Lone Ranger [SFX], Jack Armstrong, the All American Boy [SFX].

But Emory’s parents restricted the amount of radio he could listen to – especially at night -- although, they always made exceptions if Joe Louis was boxing, or if the President was addressing the nation.

And then one night [SFX: crickles cirp as call pulls up] in October 1938, Emory heard his father’s Model-A Ford pull up to the house, and he thought he heard the Franklin Roosevelt on the radio.

[SFX: War of the Worlds Clip]

Emory: So I ran down and got in the car and my mother was sitting there too. I said, "What's happening?" He said, "Well, there's some kind of story going on about an invasion. We're being invaded by Mars or something." My father sounded skeptical [SFX: clip continues]. So I listened to it, and sure enough there was somebody supposedly from either the state department or the “gub-mint”, as my family would say, talking about a meteor that had crashed in New Jersey and there were beings coming out of it and they were destroying all the local militia and stuff [SFX: clip continues]. One of the fascinating parts about the program was it was a music program and they would interrupt the music for many bulletins coming from Jersey.

[SFX: War of the Worlds bulletins]

I was just wide eyed listening to it, trying to decide, is this all happening or not? My father was kind of skeptical because when it was over with, he says, "I think it's a hoax." As I said, the business about the music going on and bulletins coming made it seem much more real [SFX: Bulletin clip]. Then when the program was over, it seemed to go back to regular programming, and we could understand, and we listened for further announcements and nothing came. So my father said, "That proves it's a hoax." I took it seriously.

[music start]

Eventually learned that they were listening to War of the Worlds, adapted by Orson Welles.

Neil Verma teaches radio history at Northwestern University. He says there’s a reason why young Emory Braswell thought he heard FDR during the show.

Neil: There's a moment in the War of the World's broadcast where the Secretary of the Interior comes on the microphone on the world of the fiction and originally, that piece was written to be not the Secretary of the Interior, but President Roosevelt. The CBS Network said, "No, no, no, you can't have President Roosevelt's voice if it's not actually President Roosevelt. People will get confused; we'll get in trouble. We can't do it." Orson Welles says, "Okay, well, we'll change it to the Secretary of the Interior." Then, the actor who portrayed the role goes up to Welles, according to legend and says, "Well, I don't know how the Secretary of the Interior sounds." Welles says, "Don't worry. He sounds just like Roosevelt."

Richard: I mean that's the achievement of War of the Worlds, it sounds like the weather forecast, it sounds like a radio show playing music and then gradually it shifts.

Thats Richard J. Hand. He teaches radio drama at The University of East Anglia in the UK.

Richard: And I think that's one reason it had such impact, is that understanding, we can take a genre and jump a form, and use the structures, and formula, and conventions of another form in order to tell a story.

When we think about pop culture in the 20th century, we tend to focus on movies, TV or pop music. It’s easy to forget that radio was the dominant form of entertainment for decades. There were hit shows in every genre, but science fiction in particular kept pushing the boundaries of what the medium could do.

And these radio dramas laid the groundwork for stories that couldn’t be done on film for decades because special effects weren’t good enough. In some ways, they’re like the missing cultural link between genre fiction, and the movies and shows we watch today. But they’re also stand-alone works of audio art that could play with our imagination in ways that the printed word and the visual image never could.

There is such a rich history of sound in radio dramas. They capture your imagination in a special way. It’s really a unique experience compared to watching a movie. So, let’s starting by zooming out and looking at the big picture. When did the golden age of radio dramas really start?

They really seem to have tanek off in 1934 when the FCC was created.Which is The Federal Communications Commission – which is still around today. That’s around the time when the big networks starting forming like CBS and NBC.

Which are also still around today, but mostly in the form of Television.

Yeah. Neil Verma says when the networks got into the business of making highly produced radio dramas, they were not motivated by noble reasons.

Neil: If they couldn't demonstrate a level of public service that they were giving to the listeners out there, then they ran the risk of further government regulation and intrusion, so all of the money they were making out of selling all the bootblack and soup and yeast and tea, they would be taken away. So they enshrined in their mandate the idea to create high culture content, and for a lot of them that meant radio drama.

[music start]

If we look at the big picture, each decade of radio drama had its own style. The radio dramas in the ‘30s were ambitious. They grappled with big nationalistic ideas because it was the Depression. Then in the ‘40s, anxiety around the war got channeled into radio dramas that were like film noirs, or I guess you could call them “radio noirs.” Neil Verma actually had a good way of putting it.

Neil: In the 1930s, radio is kind of a theater in the mind, so it's a big kind of theatrical space that you're supposed to imagine in your mind. In the 1940s, it becomes really a theater about the mind.

And then in the ‘50s, radio dramas are very influenced by the Cold War - with aliens standing in for the Soviets. There’s a really famous radio drama called Zero Hour from 1955, which was written by Ray Bradbury. Actually, a lot of famous Sci-fi writers got their start in radio. And the alien invasion is told from the point of view of a woman who discovers the kids in her neighborhood, including her daughter, have been co-opted by these inner-dimensional beings. The parents think the kids are playing a game, but slowly this one woman begins to realize the truth.

[SFX: Clip 1: Zero Hour]

Neil: The main character, played by Esa Ashdown, is immobile. Almost all of this play takes place in her kitchen or living room. Most of the interplay between her and her daughter the ones where she comes to suspect the daughter is collaborating with this evil alien happen at just outside the edge of our earshot.

[SFX: Clip 2: Zero Hour]

God, that’s so erie. I love it. I think a lot of people have a misconception that radio dramas from this era were goofy or naïve.

Yeah, I used to think it was just two guys banging coconuts together in front of a microphone being like “look the horse is coming”. That was true for some radio serials, especially the ones aimed at kids. But when I listened to these shows, I couldn’t believe how dark and weird they were.

Well for the era, how exactly was the FCC was okay with that?

Well, it’s funny because the FCC was more concerned with obscenity, or overt political messages, or as you heard early, you couldn’t have someone impersonate Franklin Roosevelt. But radio wasn’t under the same kind of moralistic code that Hollywood was back then, where they were really restricted by what kind of stories they could tell or couldn’t tell. Neil Verma thinks the censors feared the power of visual images, but they underestimated the power of audio to create images in our mind.

Neil: Almost everyone talks about radio as a blind medium, which is a particular way of talking about a medium, no one talks about sculpture as a deaf medium, but whenever you hear anything about radio, the first thing people say is it's blind. It's strange to characterize or essentialize a medium by something it can't provide.

People who are kind of boosters for the medium would say, “don’t talk about what radio doesn’t have, an image, and talk about how its images can be more malleable than images that take on some kind of physical visual form.

So now, I’m really intrigued. Eric, give me some more examples of this really dark stuff?

Well, thrillers were the dominant format, especially in the 40’s. But they weren’t just spy thrillers or detective shows. A lot of these radio drama’s are what we categorize as “horror” today.

Richard: Some things that we might think of post George Romero's Night of the Living Dead, this kind of unhappy ending, you're getting it in the '30s and '40s.

Again, that’s Richard Hand.

Richard: And one great example of that was Arch Oboler's play, Burial Services, which is about a young woman being buried alive in a coffin, and we hear the inside of her head, a kind of stream of consciousness because she's not dead, she's in a catatonic fit or whatever it might be. But no one rescues her. Unfortunately there's no recording of that particular piece, but the response was phenomenal. And there was lots of letters of complaints, and shock and disgust. And Arch Oboler thought he'd get sacked, but actually the station were happy saying, "Wow, if there's this many people complaining, how many people are listening? This is fantastic."

A lot of these shows, especially in the 30’s and 40’s were live, and listeners really were disgusted. If the FCC clamped down, the networks would simply promise not to do it again. And they couldn’t, because it was live.

The most famous horror story from this era was The Thing On Fourble Board from a spooky anthology series called Quiet, Please.

This was around 1948.

It’s mostly a monologue from an oil field worker, and he’s telling the story about he and his friend found this alien creature on a fourble board - which is like a catwalk on an oilrig. And he describes this creature as having the head and torso of a girl, but the body of a giant spider.

Ew.

[SFX: Clip 1 - Fourble Board]

And as the character is talking, he’s waiting for his “wife” to come out, and eventually we realize his “wife” is the creature. And we’re not a passive listener. We’re her next meal.

[SFX: Clip 2 - Fourble Board]

Oh my goodness. So...It’s like the difference between reading a book and watching a movie. There’s always something that’s lost because these words are being tapped into a different part of your brain, that are triggering this kind of deeper intelect . This whole clip is like the perfect example of how, I don’t want to see any of this stuff. And even if it was visual, you’d lose a lot of this deep inner thought. So this whole audio only communicating, I don’t think could be done the same way visually. Because it’s hitting me in a totally different place in my brain than if I was absorbing that through my eyes.

Yea, when I was listening to this as well, I started to imagine ok if this were live action in the ‘70s or ‘80s, they would’ve used stop motion creature.

Yea.

Which may have seen scary, or a puppet, but it would have gotten dated. Today the creature would be CG. Which I have a big issue against, a lot of CG stuff I think looks so fake.

Yea

Either way something would’ve been lost.

Horror films in the 1940’s we’re nothing like this. When this episode came out in 1948, the big kind of quote, “horror” movie that year was Abbott and Costello meet Frankenstein.

[music in]

In the 1950’s, the television became more accessible. Because of this, radio dramas began to slowly decline in popularity. But in the 1970’s, and even today, radio dramas have made surprising comeback. More after the break.

[music out]

[MID ROLL]

[music in]

Radio dramas create some of the most vivid and exciting listening experiences. But, one of the things that fascinated me in researching the history of radio dramas was just how people listened to them.

Typically we imagine entire families sitting around staring at the radio, waiting for it to evolve and eventually become a television set.

Which is true to some extent, but in this era, people were used to listening to the radio in the car. And there were these little devices called crystal sets. They were crude pieces of technology with a copper wire that acted as an earbud. So these people were listening on these portable devices just like we do.

Richard: And that makes it such a unique experience. It’s no cinema is it? It’s not these other cultural forms. It’s something that’s invading your domestic space and I think that’s why science fiction and horror understood that on radio.

It’s also fascinating how they used sound effects to stimulate the listener’s imagination. Neil Verma talked about a pioneer in the field named Ora Nichols. She worked with Orson Welles for years.

[music out]

Neil: In the War of the Worlds there's this famous scene where you can hear the Martian vessel cooling and she did that by taking a cast iron pot and rubbing its two sides together to make that really specific, grindy voice.

[SFX: Clip - War of the Worlds, vessel cooling sound]

Neil: She also built machines and there were companies that would put together what would we think of as sound effects libraries on transcription discs.

And Richard Hand says audio engineers had all sorts of short cuts ready to go like that. If you wanted to simulate a gunshot...

Richard: Sometimes they'd use a metal rod and hit a leather seat, and you get that crisp bang sound, and that would work really well [SFX]. And this is one of my favorite things I demonstrate with while doing a practical session of radio, where you can take a cork and wet it, and squeak it against the side of a bottle or a saucer. And that was effect they would use for the sound of rats, because you get this squeaky, squeaky sound [SFX].

[music in]

But none of this mattered if the mic wasn’t placed properly. That may sound like a minor detail but Neil Verma says mic placement was crucial – not only with props but with actors too.

Neil: The world that is the off-mic environment, that's where radio drama happens. And that's how you create really important relations, like what character are you close to? What character do you listen to?

In the ‘30s and ‘40s, radio dramas were performed live, so there was a limit to how many of tricks you could do. But in the 1950s, they moved over to pre-recorded magnetic tape, which gave the audio engineers a lot more creative freedom. And radios themselves became more sophisticated, so listeners could hear this subtler sound design.

[music out]

Speaking of advances in technology, the conventional wisdom of the time is that radio dramas went out of fashion in because TV came along.

That’s true to some extent. The networks moved a ton of money and talent to Television. But something else pushed radio dramas off the air: It was rock n’ roll. Remember, these were commercial radio stations. They catered to the marketplace.

But radio dramas kept going in the UK.

Well, that’s because the BBC is government funded and that’s not something that happens in the States as much. They also have multiple outlets so they could play rock on one channel, and radio dramas on another, and on top of all of that they could create a television network and multiple television networks.

It wasn’t a zero sum game.

Not at all. And you talked with someone who’s worked with the BBC at that time?

Yeah, Dirk Maggs. He’s been directing radio dramas for decades.

Dirk: I try and think through the sequence of events of even the shortest, quickest sound.

He’s mostly worked with BBC, but he’s been working with Audible lately. He did this adaptation of Terry Pratchett’s Discworld novels, this big flat world on the back of a group of elephants that are on the back of a giant turtle -- that’s swimming through space.

Dirk: You know, you're thinking, "How the hell'd you do that?" But, you take it sequentially. Describe the turtle, describe the elephants, describe the world that's on there, and then go into the world. That would be my way of going at it.

But, when Dirk got to the BBC in the ‘70s, he says radio dramas were still going, but they were feeling a little stale creatively. There were a lot of legacy shows that had been around for years. Then in 1978, Douglas Adams – who was a writer on Doctor Who – created this really unusual radio drama called The Hitchhiker’s Guide to the Galaxy. In fact it wasn’t even a drama. It was an epic sci-fi comedy, which had never been done before at least on the radio.

Dirk: They really didn't think it was gonna get much of a listenership, so they put it on at half past 10 at night. It was not expected to do much business. And by the third week the listening figures they were getting back were through the roof. For myself, going into the BBC as a technician, it was the only thing everybody was talking about.

[SFX: Clip 1 - HITCHHIKER’S GUIDE]

The radio show was such a hit; Douglas Adams adapted it into a best selling novel – actually a series of novels. And the BBC adapted those novels back into radio. And eventually, Douglas Adams chose Dirk Maggs to work on the later radio shows.

Dirk: I think Hitchhiker’s worked as a radio drama for the reasons that it really didn’t quite come off as a television series or as a movie. If you have a story, that the very beginnings of it, is the end of everything. That’s the conceit. The first episode of Hitchhiker's Guide to the Galaxy destroys the Earth and everybody on it and it leaves just two humans, actually only one human in the first episode alive. That is so vast and so ambitious an idea that, for a start, you're gonna listen to the next week's episode to know where does this go from there. But secondly, the enormity of it -- if you are in that imaginative state where all these images are coming to you and you combine that with writing, which says, the Vogan ships hung in the air and in precisely the way that bricks don't. You know, it could only be born in an audio medium. It's too big, in a way, to combine those elements, and that was Douglas' achievement.

[music start]

Eventually radio drama got a second life in the U.S. too.

Thanks again to science fiction again. This was around the same time, late ‘70s. NPR was struggling – which is hard to imagine because NPR is a powerhouse today but it was pretty new back then. The president of NPR, Frank Mankiewicz, thought that a radio drama event could bring in new listeners. So he asked John Houseman for advice.

John Houseman was an actor and one of the founders of Juliard. He also worked with Orson Welles back on War of the Worlds. Houseman recommended that they hire an audio engineer named Richard Toscan to create this big radio drama event.

Richard T.: Having been handed this hot potato, I went back to John Housman, and I said, "Okay, you got me this job, how do you think I could develop an audience for public radio in America?" "How would you do that?" And in his Professor Kingsford voice he, after thinking a moment, he said, "create a scandal."

[music out]

This was the late 1970s, I mean at that point what is still shocking? And a friend of Richard said, sort of jokingly, why don’t you do Star Wars on the radio? And he thought, huh.

[start music]

Richard T.: Here was, at the time, the most visual film Hollywood had ever made, and to say you were going to turn that into radio just sounded so outlandish that it had to be possible. And I think the other thing that was feeding into that is everybody at NPR, or anybody under Frank Mankiewicz, that is anybody below Frank, was scandalized by the idea. This was seen as, you know, the most lowbrow, boring kind of thing. The result, of course, was that after the 13 episodes aired, despite all the sniping, and whatever, of NPR, the measurements that then came in showed, according to NPR, that it had raised the audience of NPR by 40%.

[music out]

NPR’s Star Wars was groundbreaking in other ways. It was also in stereo – which was not common back then. They got LucasFilm to lend them Ben Burtt’s sound effects, and the John Williams score. They had to recast most of the actors, except Mark Hamill. But Richard Toscan says the recasting worked in their favor.

Richard T.: Part of the idea is that we didn't want the series, or at least I didn't want the series to be a clone of the film. I didn’t want people to sit down in front of their radio and say oh, I remember this from three years ago or whatever.

Remember, Star Wars was a 2-hour movie. This was a 6-hour, 13-part radio drama. So they got the late writer Brian Daley – who had written Star War spin-off novels – to add additional scenes that were not in the movie [SFX]. So we got to hear Leia’s relationship with her father on Alderaan.

[SFX: Clip 1 - NPR STAR WARS]

And, we got to hear Luke’s training with Obi-Wan Kenobi:

[SFX: Clip 2 - NPR STAR WARS]

And Neil Verma says that NPR’s Star Wars had a huge influence on the generation coming of age in the 70’s and 80’s, that may have seen radio dramas as passe.

[music in]

Neil: You know a lot of people who make audio dramas today look back at this as the gold standard. But I think it's not just the gold standard because of the great score or the great sound effects or any of those sorts of things. I think because it really creates these deep senses of character out of what had been relatively two-dimensional characters and that's something that a lot of audio dramas these days like to explore. It's become a much more writerly medium.

Most of those old radio dramas are available for free online… so it’s a hidden treasure trove to discover. I find it amazing that these shows were built for the analog world, but they’re also perfect for the digital age. Today thanks to podcasting, audio dramas are making a huge comeback. ...and not only that, they’re becoming so popular that there are major television networks are starting to notice. We’re now seeing television adaptations of audio shows. Look at Homecoming, Lore, Startup and others. I believe audio dramas are going to continue to grow in popularity. And who knows, maybe we’ll make one. In the meantime, if there are any big shot studio executives looking for a television series about sound, wink wink nudge nudge.

Twenty Thousand Hertz is produced out of the studios of Defacto Sound. Find out more at defactosound dot com.

This episode was was written by Eric Molinsky with help from assistant producer Stephanie Billman. You should take a moment to immediately go subscribe to Eric’s podcast, Imaginary Worlds. I have no doubt you’ll love it. Just search Imaginary Worlds in any podcast player.

Over on the 20k side, thanks to Sam Schneble who helped produce this episode, along with Nick Spradlin who mixed and adapted the episode. Thanks also to our guests - Emory Braswell, Richard J. Hand, Richard Toscan, Dirk Maggs, and Neil Verma.

The music in this episode is from of our friends at Musicbed. ...and now you can also use their music too! For the first time ever they now have membership plans. Check it out and sign up at music.20k.org. Finally, you can engage with me and the rest of the Twenty Thousand Hertz team through our website, facebook, twitter or by writing hi at 20 kay dot org.

Thanks for listening.

[music out]

Recent Episodes

Theremin: The instrument that defined classic sci-fi & horror

Etherwave_Theremin_Kit7.png

This episode was written & produced by Colby Hartburg.

If you've ever watched an old sci-fi or horror film, you've probably heard the hair-tingling, alien sounds of the Theremin. It's a spooky, strange instrument that's played without being touched, and has become a staple for classic horror movies. This is the story of the Theremin's mysterious journey. Featuring Thereminist Rob Schwimmer, Michelle Moog-Koussa, daughter of Bob Moog and Executive Director of the Bob Moog Foundation, and Albert Glinsky, courtesy of Moog Music.


MUSIC IN THIS EPISODE

Optimistic Robot by Eric Kinny
Valentine by Makeup and Vanity Set
Potential Energy by Cultus
Spiral Dynamics by Cultus
Ceto by A.M. Architect
Aurora by Tony Anderson
Station Twelve by Steven Gutheinz
Unlimited by Dario Lupo
Waltz in A Minor-Op. 34, No. 2 (Variation) by Chad Lawson

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View Transcript ▶︎

[SFX: Leon Theremin playing his own instrument]

You're listening to Twenty Thousand Hertz, the stories behind the world's most recognizable and interesting sounds. I'm Dallas Taylor.

[SFX:Continue Leon Theremin music]

What scares you? What makes the hair on the back of your neck stand up? There are plenty of haunting sounds out there, but perhaps the most strange, the most alien, and the most mysterious one comes from an instrument you may never have heard of. The Theremin.

[SFX: Theremin, Leon’s musical performance continued]

Sound familiar? If so, it’s probably because it’s commonly tied to old sci-fi and horror films from the 1950’s and 60’s, such as The Day the Earth Stood Still.

[SFX: Clip from The Day the Earth Stood Still]

But there’s more to the Theremin than just eerie sounds. Its story actually starts…and ends with a mystery. And there’s a whole lot in between.

[music in]

The most intriguing part of the Theremin is that you play it without ever touching it. Take that in for a moment. It’s like playing a ghost instrument.

Rob: Imagine your eyes are closed and you're hearing this sound that's maybe like a voice or a violin. You're in the same room and you're hearing that sound. When you open your eyes, you will see somebody moving around who is actually not touching anything, and yet is controlling this sound by where their hands are. You watch this person moving the one hand and the other hand. You're looking at something that is impossible and is magic.

[music out]

That’s Rob Schwimmer. He’s a renowned musician and Thereminist.

Rob: When you can just hear it, maybe you're thinking of old sci-fi movies or older scary movies where the person is cowering as the flying saucer comes down and some high, wavery, scary sound is happening. Sometimes that's a Theremin that they would use in the movies.

[SFX: Theremin – Sci Fi movie]

Rob: It's a freaky thing to see, it's a freaky thing to hear, and it's really fun to play.

And its origin is almost as freaky.

[music in]

Around 1920, a Russian scientist named Leon Theremin, stumbled across a bizarre confluence of electromagnetic waves that created… sounds. He was working on a device to measure the density of gasses. Instead of just having a normal meter, he also decided to add a kind of whistling device. This whistling device [SFX: theremin] would change the pitch depending on the density of the gas. When he moved his hands around the device, he noticed a shift in pitch and volume. Eventually he was able to manipulate it into a melody. It caught on and became a sensation across Russia, Europe and eventually the United States.

[music out]

Oh, and he was also allegedly a KGB spy, but more on that later.

Rob: He was not looking to do this when he came across the phenomenon of being able to hear something that was influenced by his physical position. He was doing another experiment.

Now I think most inventors, when they would come across such a thing, would discard it as an unwanted byproduct of what they were trying to do. With him, the light bulb went on over his head and he realized, "This is not what I'm looking for, but I have something here." That to me is the genius moment, is that he actually recognized that moment is there's something here.

And that something wasn’t anything tangible.

Rob: You actually don't touch anything when you're playing the Theremin [SFX: theremin]. You just move your hands in the air. Now when you look at that, that looks really weird and you go, "Well, how is that possible? This person isn't touching anything."

The basic design looks like a thin, rectangular box with one rod sticking straight up - that controls the pitch [SFX: Theremin pitch going up] - and there’s a horseshoe-shaped rod attached to the left side – that controls the volume [SFX: Theremin volume going up and down] . There are some knobs that adjust the overall pitch, but the basic design has remained the same since its invention.

Rob: There are two electromagnetic fields, one around each side, that you cannot see, of course. Your right hand, when it enters the electromagnetic field, that changes the pitch that you hear.

[SFX Theremin pitch and volume adjusting]

Rob: The left hand controls the volume, which is weird because it gets louder as you lift up. We're used to gas pedals, volume pedals. We typically think more is down, downward motion, gas pedal. But in this case, it gets louder when you lift up. It's a little strange to get used to at first.

That’s putting it mildly. Learning to play the Theremin takes a lot of practice and a good ear. Albert Glinsky, an American composer and author, wrote the book on Leon Theremin’s life and career. He explains the basics of the instrument here.

[SFX: Albert Glinsky Clip “So you have this basic siren sound like this [pause] and then we want to chop that up into individual parts using the volume antenna, so that we can create individual notes like this [pause] that kind of idea.”]

Rob: Theremin's have sounded different over the years. Actually, from Theremin to Theremin, they sound different, they feel different.

But what it is, is really that they actually have different sounds and different characters for each of them, and some of them are good for, oh ... You know how a guitar player will have a bunch of guitars and he goes, "Oh, this guitar isn't right for this song." Well, Theremins, it's the same way. Why? It's magic. I don't know.

Rob actually had the opportunity to play one of Leon Theremin’s last known instruments before he…well, disappeared. It’s called the November Theremin.

[SFX Rob playing November Theremin]

Rob: For me, when I first turned the thing on, when I said it was a masculine sound, I'm used to my Theremins at home. They're a little more gentle. I turn this on, it's like playing a rhinoceros. I mean it's like taming the wild beast.

The story of the Theremin doesn’t stop with it’s inventor, in fact it saw a resurgence in popularity around the mid 20th century. This was mainly due to the help of film, most notably, Alfred Hitchcock’s Spellbound in 1945.

Rob: It was a big year for Theremin up because it wasn't the very first movie that it appeared in, but it was the first big movie that Theremin played a big part in the soundtrack, which also won the Academy Award for Best Soundtrack that year. The Theremin was a huge part of that.

[SFX: Spellbound music]

Rob: That brought it to everybody's attention. Right around the same time, it was used in another movie called Lost Weekend.

[SFX: Lost Weekend clip]

Rob: Two big movies right around 1945, 46 that brought it to Hollywood.

The artist behind these early Theremin sounds was a man by the name of Dr. Samuel J Hoffman… Pretty much any early Hollywood movie with a Theremin? There’s a good chance it’s him.

[SFX: Hoffman music]

Rob: He had this fast, kind of psychotic vibrato that he used in everything, which is part of why the Theremin got to be known as the scary instrument or the sci-fi instrument, is just because of the way his vibrato was. That's just the way he played, and it was just perfect for his scary, psychotic stuff.

Immediately that became the go-to for ensuing sci-fi movies in various states of cheesiness or whatever, none of them were as good as The Day the Earth Stood Still.

[SFX: Clip from Day the Earth Stood Still]

But somewhere during this period, the Theremin changed course and worked its way into popular music. Songs you know but may not recognize the instrument in.

Rob: There were a couple of bands that started using it. There was one called Lothar and the Hand People. Then the sound of the Theremin in The Beach Boys' Good Vibrations was another big thing that brought that sound back into the popular eye/ear.

[SFX: Good Vibrations clip]

Rob: Then Jimmy Page used it in Whole Lotta Love, during that psychedelic part.

[SFX: Clip from Whole Lotta Love]

Rob: Now there were a lot of players that used it strictly as kind of an effects thing rather than melodic playing. There was two schools of that. Jimmy Page was never a melodic player of the Theremin. He just used it as a very cool sound effect.

[SFX: Clara Rockmore song]

So from a lab in Russia to Rock Legends, the Theremin has seen a wide spectrum of experimentation.

Rob: Over time, people started hearing Clara Rockmore, she had a record, of her playing classic stuff, which was just spectacular. People started hearing it. It came back out on a CD, and people started going, "Oh, you can actually use it. It doesn't have to be scary, it doesn't have to be psychotic, it could also be a beautiful thing."

[SFX: Continue Clara’s song]

Rob: People started getting into the idea of playing it melodically.

They're popping up in all sorts of bands for all sorts of reasons. They're everywhere. I mean they're not like electric guitars yet, but there's a lot of them out there, a whole lot of them doing all sorts of music, like everything. Everything.

Rob has played the Theremin with a number of well-known musicians, including Stevie Wonder, Willie Nelson, The Boston Pops, Queen Latifah, Josh Groban, Bela Fleck, and he even went on tour with Simon and Garfunkel in 2004.

Rob: That part in the middle of The Boxer, there's an instrumental that goes “Da, da, da, da, da”. They let me play it on Theremin. It was a fantastic honor and a lot of fun to do it in such a setting.

[SFX: Clip from Rob playing The Boxer live]

[music in]

Rob: I think Theremins are really popular at this point because there is nothing that really replaces an amazing magic trick, when you can look at something and go, "How is that happening? How is this possible?" And still, to this day, people react in that way when they get that visual of actually seeing somebody play it. There's nothing like it.

The Theremin has left its mark throughout pop culture. But it’s impact actually reaches far beyond what you might think. How did this strange instrument inspire electronic music as we know it today? And what secrets did it’s creator hide? We’ll get to that, in a minute.

[music out]

[MIDROLL]

[music in]

The Theremin’s chilling sound is synonymous with classic sci fi and horror films, and it even found its way into rock music. But its story didn’t stop there. It found new popularity around the 1950’s, thanks to one particularly curious prodigy named Bob Moog.

[music out]

The inventor of the Moog Synthesizer was also an early enthusiast and manufacturer of the Theremin. ...and even to this day, Moog Music is the largest producer of Theremins. Early on, Bob Moog was obsessed with this weird instrument. He was also really fascinated by the man behind it’s creation.

[music in]

Michelle: My name is Michelle Moog-Koussa. I am the executive director of the Bob Moog Foundation here in Asheville, North Carolina.

Michelle is one of Bob’s daughters and heads up the foundation to carry on the legacy of her father and his instruments.

Michelle: He was introduced to electronics by his father, my grandfather, who was an electrical engineer himself, and they started off just making small hobbyist projects, like three note organs and Geiger counters, and they were HAM radio operators together so they were definitely two geeks in a pod, if you will, down in the basement of their house.

[SFX: HAM radio]

Michelle: That really sparked my father's love of discovery through electronics. He did do a lot of reading at a very early age, and he came upon an article that kind of introduced how a Theremin is made, and he thought he would take it on. That basically began a lifelong love affair with that instrument. He really was very taken with the elegance of the design and the expressivity of the instrument. That was around the time that he was 15 years old.

[music out]

Bob Moog was brilliant. Even in his teens became so proficient at making Theremins, that he made one for a Science Fair at his high school. At 19, he wrote an article for Radio and Television News magazine, an electronic hobbyist publication.

Michelle: That article was so popular that people began writing him, saying, "I would like to build my own Theremin based on your article but I can't find the parts." He then launched his company, R.A. Moog Co with his father to provide both Theremins and Theremin parts.

That was in 1954 when Bob was a freshman in college. It was very much a small, homerun operation. He had no idea how much it would grow in popularity.

Michelle: The way it would work is that my father would build the circuitry and wind the copper coils. At that time, of course, everything was analog parts and they were very large copper coils that needed to be wound very precisely and very tightly for the instrument to work correctly, and my father had quite a knack for that and for building the circuitry itself.

My grandfather was an accomplished woodworker. So he would build all the cabinetry, so the two of them had a nice partnership.

[music in]

Bob and his father continued to build these homemade Theremins throughout his time in college. When he attended Grad school at Cornell, he and his wife moved the operation to Ithaca, New York.

Michelle: There was a pivoting point in 1961 because my mother became pregnant with my oldest sister, Laura, and she said to my father, "What are we going to do for money now because I'm going to have to stop working," and my father said, "Well, you know, I've been wanting to write this article about how to build a new transistorized Theremin."

So hid did, and with it he changed the course of the Theremin and its impact on modern electronic sound.

[music out]

Michelle: He wrote an article, how to build your own Theremin with transistors, and that again kind of re-launched his business because he wound up selling Theremin kits to build something called the melodia theremin, and he sold a thousand of those kits for $50 a piece within about a years’ time.

His exact words are, "That was a huge cachet of wealth for a graduate student at that time," which it was. $50,000 then would've probably been like a quarter million dollars now.

I remember my mom telling me that at that time when she was quite pregnant, she was putting together Theremin kits on the kitchen table.

[music in]

Bob Moog’s fascination with the Theremin was deeper than just its design; he had a great appreciation for its creator.

Michelle: He felt a really deep connection to Leon Theremin as well his entire life, and he talks about him. He refers to him as his virtual mentor. He really felt that he had Theremin's guiding hand almost his entire career. A lot of his ethic, both the visual ethic of his instruments and the design ethic of his circuitry, can be traced back to Leon Theremin's ethic.

Moog met his idol, a few times. This is , something Michelle says were the highlights of his life.

[music out]

Of course Bob Moog went on to eventually create the Moog Synthesizer, expanding the realm of electronic music. It exploded in the infamous Summer of Love, 1967.

[SFX: Music , Buffalo Springfield]

Michelle: It began being incorporated into pop music, and that's when we see The Byrds, The Doors, The Beatles using it. That all came out of one my father's reps, Paul B from Bernie Krause, bringing the Moog modular to the Monterey Pop Festival, and after that is when all of the bands started integrating it.

[SFX: Pop music]

Michelle: He was constantly seeking the feedback of these musicians, especially as you can imagine in those early years there was still a lot under evolution, these as a very evolutionary stage, and he was listening to what the musicians needed and he was creating it for them. The needs of the musicians was very much his creative beacon.

A similar dedication to the craftsmanship he admired in his idol, Leon Theremin. Not a musician…but still an artist.

Michelle: People would ask him if he was a musician and he would say, "No, I'm a toolmaker. I make tools for musicians,"That was really his calling. He did have a very high standard for his work, that, combined with the growing needs of musicians as the instrument and technology grew, really propelled him on this path, where he was constantly trying to think of new ways to put expanded sonic expression into the hands of musicians in the most accessible way.

[music in]

While the Moog Synthesizer took off, Bob never forgot his original passion and fascination with the Theremin. He started Big Briar Incorporated and refocused his energy on making Theremins again. He developed a small Theremin called the ether wave which went on to sell more than 10,000 units. This prompted yet another resurgence of the instrument, thanks in large part to the Internet.

Michelle: People have a lot more exposure to how the Theremin is being used and they have been inspired by it, and the number of Thereminists, has grown quite a bit and so have the offerings of different kinds of Theremins made by Big Briar, and now by Moog Music, but also by other companies all around the world.

[music out]

Bob Moog was also in the record business. In the late 70’s he and his wife produced, an album featuring Clara Rockmore. She was a child prodigy on the violin. But, when she injured her wrist at the age of four, she turned her talents to the Theremin.

[SFX: Clip from Clara Rockmore]

Michelle: She really had an astounding technique, and she devoted her life to the Theremin and played it her entire life. That's one more step in my father trying to gain a wider appreciation for this instrument, he believed so deeply in its importance that he passionately promoted it in one way or another almost his entire adult life.

Moog had enormous respect for Rockmore, who had a deep connection with Leon Theremin herself. She was even featured in the documentary,Theremin, An Electronic Odyssey, directed by actor and musician Steve Martin.

Michelle: He told me that when they went to film Clara for the documentary, and she was playing. Steve said, "I looked over at your father and his jaw had dropped to the floor, and when she finished playing he just looked at me and said, 'You know what she was just playing? That was technically impossible.'" So he really felt like she was able to achieve things on that instrument that nobody else could.

[SFX: Clip from Clara Rockmore]

[music in]

From a lab in Russia, to Hollywood movies, to all sorts of musical genres this instrument continues to inspire intrigue. But maybe the most fascinating story, comes from its own creator.

Rob: Regarding the disappearance of Theremin from the New York area in 1928, there have been two theories: the one that he was kidnapped by the KGB to work for them because he was an electronic genius, the other was that he was a Russian operative the whole time doing, what, industrial espionage or whatever, and that he was called back. I cannot definitively tell you what happened, but I can tell you that he did wind up working for the KGB and making all sorts of electronic inventions for them.

[music out]

[SFX: Clara Rockmore song]

The Theremin’s mysterious sound is a reflection of it’s story. It’s an instrument so strange that it astounds people nearly a hundred years after its creation. But at the same time, it can be hauntingly beautiful.

Rob: It's like magic. It's just magic, and everybody loves a good magic trick.

You look at this history of Leon Theremin, the spy and all the crazy things that happened to him, you look at the instrument that's played without being touched, you look at the movies, it's been in all these crazy movies as an iconic sound. You look at that, it's being used everywhere now, and people are still drawn to that singular magical trick. When it's combined with really cool music, it's just a winning combination.

It's just nothing like it.

[SFX: Clara Rockmore song]

CREDITS

Twenty Thousand Hertz is produced out of the studios of Defacto Sound. A sound design studio for television, film, and games. Learn more at defacto sound dot com.

This episode was written and produced by Colby Hartburg… and me, Dallas Taylor. With help from Sam Schneble. It was edited, sound designed and mixed by Colin DeVarney.

Thanks to our guests Rob Schwimmer, Albert Glinsky courtesy of Moog Music and Michelle Moog-Koussa of the Bob Moog Foundation and soon to be Moogseum in Asheville, North Carolina.

The music in this episode is from of our friends at Musicbed. ...and now you can also use their music! For the first time ever they now have membership plans. Check it out and sign up at music.20k.org.

A special thanks goes out to Delos Music for letting us use Clara Rockmore’s hauntingly beautiful recordings. Her album, “The Art of the Theremin”, is available from Delos at delosmusic.com.

You find find us on Facebook, Twitter, and twenty kay dot org. You can drop us a line anytime at hi at 20k dot org. Lastly, if you enjoyed the show, please tell someone about it.

Thanks for listening.

[Music out]

Recent Episodes

Cartoon Sound Effects: From Steamboat Willie to The Jetsons

cartoon .png

This episode was written & produced by James Introcaso.

Cartoon sound effects are some of the most iconic sounds ever made. Even modern cartoons continue to use the same sound effects from decades ago. How were these legendary sounds made and how have they stood the test of time? Featuring Oscar-winning sound designer Mark Mangini of the Formosa Group, and Advantage Audio’s Heather Olsen.


MUSIC IN THIS EPISODE

Still Good - UTAH
Wait and Without - Steven Gutheinz
On Paper - Steven Gutheinz
Allen Street - Steven Gutheinz
Younger - Tony Anderson
The Story Never Ends - Chad Lawson

Defacto Sound is a sound team dedicated to making the world sound better. Twenty Thousand Hertz is hosted by Dallas Taylor.

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View Transcript ▶︎

[SFX: Wile E Coyote clip with fall whistle]

You’re listening to Twenty Thousand Hertz. I’m Dallas Taylor.

[SFX: Crash from fall]

If you watched cartoons as a kid, you probably knew instantly that the sound you just heard was from Looney Tunes. You probably also know that sound meant Wile E Coyote failed to catch the Road Runner...again. It’s pretty crazy how we can fill in the whole scene based solely on the sound effects. Even without a single “Meep Meep” from the Road Runner.

[SFX: Meep meep]

Wile E Coyote started falling off cliffs in 1949. Yet we still hear that falling sound effect in modern cartoons like Teen Titans [SFX], here it is in Justice League Action [SFX], and here it is even in Family Guy [SFX]. It’s been almost seventy years since the first Wile E Coyote cartoon - and that sound, along with many other cartoon sounds remains constant.

[music in]

Mark: The beauty and the joy of cartoon animation is that the characters do not have to obey the laws of physics. They also don't have to obey the laws of logic. Therefore, sound doesn't have to obey those laws either.

That’s Mark Mangini, an oscar winning sound designer who works with the Formosa Group.

Mark: I don't very often get to talk about my early days… and cartoons.

Mark doesn’t get a lot of question about cartoons, because he has an impressive resume designing sound for Hollywood blockbusters.

Mark: I've worked on 142 live-action films. Most recently Blade Runner 2049, Mad Max: Fury Road, which I won an Oscar for and I'm very proud of. Warrior, Gremlins, four Star Treks, a Die Hard, a Lethal Weapon, the Green Mile...

[music out]

But before Mark did sound for films, he worked for one of the most famous cartoon studios in the world.

Mark: My first job in sound was at Hanna-Barbera studios in their sound department. I started as a track reader, which is a subset of sound editing where you're charged with transcribing the recordings of the voices, so that the animators know when to open and close the mouths of the characters [SFX: cartoon dialogue]. That led to subsequent promotions to becoming a sound effects editor in that department at Hanna-Barbera, and an apprenticeship with a number of really amazingly gifted sound editors. Back then, this was 1976. I didn't know anyone who was called a sound designer, but I would argue that everything that we were doing at Hanna-Barbera was every bit as designed as maybe something more profound that was being heard in a motion picture.

Mark worked on some of Hanna-Barbera’s most famous cartoons.

Mark: … the Flintstones...

[SFX: “C’mon Barney. Let’s go” and crash]

… some Huckleberry Hounds...

[SFX: Ringing phone and “Fireman Huckleberry Speaking”]

... a whole raft of Scooby-Doos...

[SFX: Running feet and “Scooby Doo! Where are you?”]

... the Super Friends…

[SFX: “Their mission, to fight injustice! To right that which is wrong! And to serve all mankind”]

... and my personal favorite because it starred Mel Blanc, Captain Caveman.

[SFX: The BOING followed by “Captain Caveman!”]

Long before Mark worked for Hana-Barbera - and even before Wile E Coyote was falling off cliffs - [SFX: Steamboat Willie] Walt Disney made history with Steamboat Willie in 1928.

This was the first cartoon with synchronized picture and sound.

Mark: Walt and Roy and Ub Iwerks themselves would be the sound effects guy in their live orchestral recording sessions for those early Steamboat Willies.

In the early days before there was multi-track recording or mixing, you had to perform the sound effects live with the orchestra in one straight pass. So, these sound effects guys had to assemble props, put them in front of microphones and perform anything that they could acoustically, live and in sync with the orchestra.

[SFX : bump out]

Music and sound effects had to be performed at the same time in the same space. Musical instruments were used to make the effects because they were easy to find, and easy to manipulate. In this Tom and Jerry clip, the sound of a frying pan hitting Tom’s face is played by a cymbal crash.

[SFX: Tom and Jerry hit]

And that falling whistle from the beginning of the episode? That’s played on a slide whistle.

Mark: The percussionist would probably have it as part of their kit, and it was just natural to convey going up [SFX] or down [SFX]. You could manipulate them in any one of a number of ways, very quickly [SFX] or very slowly [SFX].

Sound effects played by musical instruments became an iconic part of all cartoons.

Then, new audio technology in the 1930’s allowed sound editors to add sound effects after recording the orchestra. They could use any prop to make a sound, but often still chose musical instruments.

And because sound effects and music were tightly linked, they worked together to create unique soundscapes. Listen to this audio clip from the very first Bugs Bunny cartoon called, “Porky’s Hare Hunt,” In it, you can get an idea of how effects and music can come together.

[SFX: Porky’s Hare Hunt]

The sounds for “Porky’s Hare Hunt” were created by an editor named Treg Brown. Treg worked on Looney Tunes for decades and created many of the iconic cartoon sounds we still know today.

Mark: Once we divorced ourselves from the need to record live to picture, Treg had this fundamental understanding of how to de-contextualize a sound, how to take the sound of your finger in a coke bottle and make that the sound of the Road Runner tongue flip.

[SFX: Road Runner Tongue Flip]

Mark: Or, why the sound of an inertia starter, the sound of this motor that makes a biplane engine start, why that's the sound of a spinning Tasmanian Devil.

[SFX: Tasmanian Devil] [Alt sound]

[music in]

Mark: He learned to be a genius at taking sounds out of one context and placing them in another context. That's what made him so amazing, and when you listen to those Looney Tunes shorts, there isn't a lot of cartoon sound in those. There isn't a lot of comedic sound. It was in his ability to take a sound from somewhere else and put it where it didn't belong, creating this bizarre juxtaposition that made it funny. I don't think there was anybody better than he was at that.

Around the same time Treg was working at Warner Brothers, William Hanna and Joseph Barbera were creating the Tom and Jerry cartoons at MGM. Mark’s mentor Greg Watson was a sound editor on those early Tom and Jerry cartoons.

Mark: When I met him, he was in his 60's, late in his career but immensely proud to be still working in cartoons. He still saw it as an art form, something he was very proud of.

He would never take credit for anything unless I asked him, "Hey, Greg. Where did this come from?" And he said, "Oh, I remember back in '51 when Bill did this one funny scene with Jerry and we needed a funny sound, and we thought it would be good to do this." He was a man that was just thrilled to be a part of the process.

[music out]

Bill Hanna and Joseph Barbara eventually created their own studio. ...and during their 30 years of making cartoons they created a massive library of totally classic sounds.

Mark: I think they're unique, at least because of their own merit they're just silly. So many of them even out of the context of the cartoon just sound like that's the silliest thing I've ever heard. But then, within the context of the cartoons and the way that they were used and the life that they brought to those cartoons, they just get better basking in the limelight of the animation.

For instance, this sound is pretty silly on its own.

[SFX: Pluck]

Now imagine Tom hanging from his whiskers, and the unavoidable fall as each one is plucked from his cheeks.

[SFX: Pluck]

There were hundreds of familiar sounds like this created at Hanna-Barbera studios.

Mark: They had such a signature quality to themselves that it made them stand out as a unique piece of quality artwork, or sonic artwork.

In the 1960s, Hanna-Barbera started selling their sound library. Other production companies, like Warner Brothers, use these sounds to this day. The popularity of the Hanna-Barbera sound library has given cartoons an almost universal sound-language. But, Mark feels some sounds are overused.

Mark: I was on a one-man campaign to eradicate head take.

[SFX: Head Take]

Mark: It was this inane noise that, again, I think was a recording accident that you would use whenever a character all of a sudden caught themselves in the midst of thinking or experiencing something bizarre, and it was way overused.

And did you ever notice how it sounds when a cartoon character runs??

[SFX: Blop Gallop]

Mark’s not a fan of that one either.

Mark: That running sound was called 'blop gallop.' And again a sound that was I felt overused and I tried to not use it as often as I could. That's illogical, but I tried not to use it as often as possible.

It's a testament to its effectiveness. But even in 1976, I was turning into an elitist, I suppose. How embarrassing.

Of course there are plenty of sounds that Mark loves. Like a tip-toeing xylophone.

[SFX: Xylophone Tip Toes]

Mark: Oh, that's a classic sound. I have actually used that sound. I did the two Flintstone live action movies, and I did use that in that because that was a sound that Brian Levant, the director and I just loved. We just couldn't avoid using that.

[SFX: Xylophone Tip Toes]

Mark: My favorite was The Jetsons's spaceships, and I never found out what those were made from, I tried to deconstruct them, I asked around the studio if they know who made them and nobody knew, but that sound always brings a smile to my face.

[SFX: Jetsons sound]

[music in]

Sadly, some of the old techniques have been lost. But remember, this was a busy studio, and everyone was focused on getting the work done on time, and getting cartoons on air.

Mark: It was a real machine. It always started with track reading [SFX: track reading], which is to say the voices would be assembled in a studio with a script and storyboards. The director of that show would walk the talent through the recording session so that you captured all the voices, speaking all the lines that you needed for that particular episode.

Then, the animators would go off and then draw the characters doing these things, and then a month later, all the animation would come back in short rolls of completed scenes, then we and the editorial department would assemble them in their storyboard order, and then cut them down to show length.

There wasn't like animatics in between like we have in live-action. We'd assemble a show, then cut sound to it.

[music out]

When Mark was working with Hanna-Barbera, they didn’t have a department dedicated to creating new sounds. If he wanted an effect that wasn’t in the library, he had to find it himself.

Mark: You were just kind of on your own. I was the most adventurous, especially for the Super Friends I would go across the hall to talk to the two composers Paul Decort and Hoyt Curtin and I'd ask them for musical sounds, and especially synthesizer sounds, so they would give me long recorded stretches of just weird noises they'd make with their synthesizers. And they would always be used as the science fiction components, if I had a spaceship or a flying saucer in an episode that's what I'd use the electronic sounds for, because that felt futuristic to me.

[SFX: Space noises]

And if Mark couldn’t find a sound he wanted, he had to create it, even if he had to use his own voice.

Mark: If you can't find it, you do it with your voice. It's the easiest tool to manipulate, you have total control over it.

I use it for creatures and animals and funny noises. I did a lot of gremlins voices for the Gremlins movies.

[SFX: Gremlins]

It's just something where you feel the character inside of yourself and you think, "I can do this better," and you just do it.

Mark also went on to work on some of the most classic animated films.

Mark: I did Beauty and the Beast…

[SFX: Opening line of Be Our Guest]

… Aladdin…

[SFX: Opening line of A Whole New World]

… and the Lion King.

[SFX: Opening line of Circle of Life]

Mark’s experiences with animated films were different from the grind of televised cartoons.

Mark: If nothing else, you get much better schedules. You usually get the time to design and create something that no one's ever heard before. Another sort of unique distinction is that you have the option to create sound first, and then have animation be done to what you did. It's not that often that we get to actually drive the image, and on the Disney animated films and the Pixar films and the Dreamworks films and others, they're smart enough to know the value of sound and how it can be the inspiration to the artist to draw something that they might not otherwise have drawn.

For example, in Beauty and the Beast Belle's dad was this inventor and he had built that funny ax chopping machine. That was a sound that we made before animation.

[SFX: Maurice’s Invention]

Mark: That's just pure design. That's when you get to let your imagination run wild. You can see a picture from a storyboard, and then you just get to dream up what it might sound like. That's just gold for a sound designer, when you're sort of allowed to design unfettered.

[music in]

With all of the cable channels and streaming services available today, there’s more animation than ever before. So how does sound design work in modern cartoons? ...and which iconic sounds are still used today? We’ll get to that, in a minute.

[music out]

MIDROLL

[SFX: Quick montage of SFX we haven’t heard]

If you haven’t watched a cartoon in years, it might surprise you that sounds from decades ago are still being used today.

Heather: I use the older sound effects quite a bit still working in cartoons. The Hanna-Barbera library, the Warner Brothers library, it's still the go to for certain gags, and certain shows.

That’s Heather Olsen, an Emmy-nominated sound designer for animation. She works at Advantage Audio.

Heather: I'm working on Star vs. the Forces of Evil for Disney XD...

[SFX: “Rainbow fist punch!” and SFX]

… Trolls: The Beat Goes On…

[SFX: “DJ the party” and SFX]

… and Spirit Riding Free for Netflix.

[SFX: Horses SFX]

I worked on a lot of Butch Hartman shows, The Fairly Odd Parents [SFX], Tough Puppy [SFX], Bunsen is a Beast [SFX], Pig Goat Banana Cricket for Nickelodeon [SFX]. I also worked on The Adventures of Puss in Boots for Netflix [SFX], Gravity Falls for Disney XD [SFX], and The Boondocks for Sony [SFX].

Heather is an expert in modern cartoon sound design.

Heather: Cartoon sound effects are different from live action sound effects because with live action you start with production sound. You're recording a picture and they're recording the audio at the same time wherever the actors are. So if they're on a street you have cars going by. Whereas in a cartoon if you're doing a street scene, all I get is dialogue. It's just the actors who are recorded, and I get to start with a blank slate. I don't have to try to hide production backgrounds. I get to get the dialogue, and I get to create a world around it.

It's kind of the best thing and the worst thing at the same time to work on a cartoon, because you're not trying to hide anything, but you have nothing to start with, so in your head you have to think, what would this sound like?

Much like Mark’s time at Hanna-Barbera, Heather gets a fully animated show and often adds sound effects from a ready-made library of sounds. This includes many from the Hanna-Barbera and Warner Brothers’ libraries. Here are some of her favorites.

Heather: It's called the tube thunk sound effect.

[SFX: Tube thunk]

I think everybody knows what this sounds like, maybe not what it's called, but it's that sound when a character gets their head stuck in a jar, you hear that thunk [SFX]. I love that old sound. It just so clearly conveys my head is stuck in this jar, and it's not coming out again.

And I also love all the old running sounds.

[SFX: Run]

Heather: And I'm using the xylophone blink in Trolls all the time.

[SFX: Xylophone Blinks]

Heather: Those sounds I think have just persisted in everybody's mind and every show because that's a language that we've started to understand. So instead of blinks, you kind of expect to hear that xylophone at this point.

And of course, Heather uses the falling whistle.

[SFX: Falling whistle]

Heather: I think in our sound effects library it's called Bomb Drop, but it's the same thing. I mean it's another piece of the language that everybody knows.

Since some of the shows she works on are more realistic, Heather wants us to hear the sounds of the characters moving around and interacting with their world. Kinda like a live action movie.

Heather: The foley department really brings the show to life. They record footsteps [SFX], things characters touch [SFX], which we call props. They do more of the smaller sounds, and it's great to have foley doing that instead of a library, because then you're not hearing the same footsteps over and over. They really make it sound more real.

And just like in the past - if you can’t find a sound, you have to make it.

Heather: One of the stranger things I've actually recorded and done myself for a sound effect is we had a bit in Robot and Monster where everyone was in a crowded restaurant. So it was supposed to be this crowd of people gagging and grossed out by something, and that's not exactly an effect I had sitting around in my library. So I grabbed a bunch of people around the office, and we recorded ourselves gagging in lots of different ways...

[SFX: individual people gagging]

...and then I pieced it all together into a crowd.

[SFX: crowd of people gagging in a restaurant]

Sometimes layering multiple sounds together is the best way to create something new.

Heather: An odd combination that you might not expect and I did not invent this… animals and engines is a really great one. You put animal roars under engines, growls, it really kinda of brings a vehicle to life.

[SFX: TIE fighter]

A lot of shows do it, but Star Wars definitely the TIE fighters, there's some growls under there as they go by.

It's fantastic. Inspiration.

Another option Heather has, is to take a classic library sound and change its pitch to make a new effect. Take this cartoon boing sound effect.

[SFX: Boing]

she can pitch the sound up.

[SFX: Boing] (pitched up)

Or down.

[SFX: Boing] (pitched down)

Heather uses a lot of classic - non literal - sounds while working on cartoons. But some modern cartoons are more realistic than slap-stick, her choices really depend on the show.

Heather: When we get a new show, we'll do what we call spotting the show, where the clients come in and we watch it together, and we talk about what they'd like where, and just the overall feel of the show. Is going to be a realistic show like Spirit, or is it going to be really cartoony like Fairly Odd Parents?

[SFX: Fairly Odd Clip about coming into room with crash]

Fairly Odd Parents taught me how to speak cartoon.

It's just not stop cartoon, cartoon, cartoon, whereas something like Spirit it feels more like you're making a movie with horses out in the fields with the girls…

[SFX: From “What’s the matter boy…” to horse’s snort reaction]

Because Spirit Riding Free has more natural sounds than a cartoon like Fairly Odd Parents, Heather needed some new sounds.

Heather: We got a whole new horse library, because in that show there's three characters who are horses. So, there are no actors voicing them and the each have a different personality. So, we had to find different vocals for each of the horses.

[SFX: Horse 1]

[SFX: Horse 2]

But even Spirit Riding Free still sometimes needs a dose of the vintage cartoon sounds.

[SFX: Ball scene]

Heather: A lot of times people will come in with their show and say, "I don't want to use those old Hanna Barbera sounds, I want to do something completely different." But they've kind of animated it the traditional way. So when you put new sounds to that, it feels wrong, and a lot of times they eventually go back to using the older sound effects.

[music in]

When it comes to cartoon sound design, Mark and Heather both agree that the medium pushes the boundaries of creativity.

Mark: Characters stretch unnaturally out of their body shapes. Those are just of the simplest examples of visually what's happening with these characters. So, in a way it gives you permission to break the laws of what sound you should hear when you see something.

Heather: I really like working for animation because I like to build a world with sound from the ground up, because in animation the best part is you're designing a world from nothing, a world that no one's ever heard before. And sound design I think is a huge part of the process for animation because there's no sound except the talking, so you get to do that backgrounds and the sound effects, and the foley, and I think it all combines to really bring the animation to life.

Mark: So now, there's so many tools that anyone can get their hands on. You're really free to design sound in any way your imagination desires. It's important for us to follow our hearts. When we follow our heart and then we make a career out of that, we make a day-to-day avocation to something, that gives all of us purpose and it allows us to make a contribution to the world.

[music out]

[music in]

CREDITS

Twenty Thousand Hertz is produced out of the studios of Defacto Sound. If you do anything creative that also uses sound, go check out defactosound dot com.

This episode was written and produced by James Introcaso… and me, Dallas Taylor. With help from Sam Schneble. It was edited, sound designed and mixed by Nick Spradlin.

Thanks to our guest, Mark Mangini for sharing his stories. He designs audio magic with Formosa Group, a talent-based company that does amazing movies. Formosa created the soundtracks for Blade Runner 2049, Molly's Game, and Game of Thrones. And are staffed with Oscar-winning talent just like Mark. You can find out more about their work across the film industry at FormosaGroup.com.

Thanks also to Heather Olsen. Heather’s been designing sound for animation for more than 10 years at Advantage Audio where she has earned multiple Emmy nominations. You can learn more at advantageaudio.com.

All of the music in this episode is from our friends at Musicbed, and for the first time ever, they just announced a new subscription plan. So whether you’re Youtuber, a production company, a freelancer or even a podcaster, Musicbed has a plan waiting for you. Sign up at music dot twenty kay dot org and we’ll get a little finder’s fee. Again, that’s music dot twenty kay dot org.

You can sign up for our superfan newsletter at newsletter dot twenty-kay dot org. Also, we make this show for you, so don’t ever hesitate to drop us a note. And if you were as inspired by Mark and Heather as we were, be sure to share this episode with your friends.

Thanks for listening.

[music out]

[SFX: That’s All Folks]

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