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Game over…Play again? - Audio Media

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3D? Yes, We’ve been Doing That<br />

For A While...<br />

At a time when many of the big film releases are<br />

coming out with both 3D and 2D versions, it’s a<br />

good time to ask about the concept of 3D sound.<br />

Has anything changed? Haven’t we been mixing<br />

films in 3D for some time now?<br />

For Tron, the 7.1 format was selected for its<br />

additional rear channels from a number of options.<br />

“Joe listened to a number of formats on this film,<br />

says Teague, “Because he was really interested in<br />

embracing as much additional 3D sound as he<br />

could. We arrived at 7.1, which adds a couple of<br />

channels in the back.<br />

Teague also notes that the ‘new’ 3D is generally<br />

different to the ‘old’ 3D, and as such, doesn’t require<br />

novelty panning to match equally outrageous<br />

visual effects. “The old 3D was more about coming<br />

out at you and poking you in the eye, and the new<br />

3D is more like an aquarium – you’re looking into<br />

something. It’s more about depth... Of course, it<br />

depends on the content of the film; there’s the<br />

occasional thing, the visual cue that wants you<br />

to bring something out into the theatre, but a<br />

lot of it is just the depth in the front, and that’s<br />

something that we’ve been trying to do for a long<br />

time anyway.”<br />

Whittle concurs – the old rules still apply: “7.1<br />

instead of 5.1 may make it more 3D, but I think it<br />

just fills up the room in a different way... We didn’t<br />

do anything specific for 3D. I mean at a certain<br />

point it gets distracting to go behind you too much.<br />

Even if it is 3D, the screen is still in front of you.”<br />

The idea that actually mixing to 3D picture<br />

might be common some time soon could be a little<br />

too progressive. There are many logistical issues<br />

to start with, and also endurance: “It gives you a<br />

headache,” says Whittle. “It’s really good to check<br />

it, but your head’s going to explode if you mix all<br />

day with those glasses on, especially if you wear<br />

glasses to begin with and you get the 3D glasses<br />

on top... it’s hard.”<br />

Teague: “We didn’t mix anything to 3D picture.<br />

I’ve done a couple of 3D films and typically the<br />

director knows what the 3D’s gong to do, so they<br />

can always keep that in mind.<br />

“You have to think that’s coming at some point.<br />

The mixers say they can’t see the faders if they<br />

have the glasses on. There’s the fatigue standpoint<br />

too, I mean, the main reason we don’t do it is that<br />

technically, they don’t have the picture ready.<br />

We can do it on these stages – we’re completely set<br />

up for 3D projection in a mix stage environment,<br />

but normally the picture’s not quite ready.<br />

That’s usually why it’s after the fact.”<br />

There is, however, at least one nod to a notion<br />

of 3D as a creative, dynamic effect. A shift from<br />

more subtle 3D visuals to more drastic ones marks<br />

the film’s transition from the real world into the<br />

game world. “The moment when Sam gets pulled<br />

into the world,” says Teague, “Is an exception in<br />

terms of sound. I talked about the aquarium feel<br />

as opposed to the ‘poke you in the eye’ feel, and<br />

that first moment right when we go into the more<br />

aggressive 3D, is a moment that really comes at<br />

you. So that was fun to take the sound, and play<br />

with the surrounds a bit at that moment.”<br />

It’s apt that a film with its roots so firmly in<br />

technical advances – both fictional and real<br />

– should be on the leading edge of the cinema<br />

experience. Using a level of 3D as a creative<br />

mechanism is another advance – another lead.<br />

This is something Skywalker Sound is familiar<br />

with, from the lengths it is prepared to go to<br />

for the aural experience to be a memorable and<br />

fulfilling one, to its constant reappraisal of what<br />

it takes to participate in modern production<br />

workflows. ∫<br />

AUDIO MEDIA DECEMBER 2010 31

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