Thursday, June 30, 2005

Paul Winchell and Jerry Mahoney


I meet Paul Winchell and Jerry Mahoney, whose programs are what got me interested in TV. Winchell is a genius, and I'll bet you didn't know that he held a patent for creating the first working artificial heart!

Mike Clark
http://www.big13.net/tvt&me.htm

Paul Winchell ( 1922-2005)


Paul Winchell and Jerry Mahoney

VOICE OF TIGGER DIES


PAUL WINCHELL (1922 - 2005)




http://www.contactmusic.com/new/xmlfeed.nsf/mndwebpages/voice%20of%20tigger%20dies

American ventriloquist and inventor PAUL WINCHELL, the voice of TIGGER in DISNEY's WINNIE THE POOH films, died in his Los Angeles home on Friday (24JUN05).

He was 82.
The New Yorker led an extraordinary life, after contracting polio at the young age of six and fighting a speech impediment, he went on to be a huge success in all three of his chosen careers - in inventing, TV hosting and as an ventriloquist.

As an inventor, he patented over 30 ideas, including ones for an artificial heart, a disposable razor, a flameless cigarette lighter and an invisible garter belt.

After hosting children's TV shows in the 1950s and 1960s, he landed the voiceover role as the bouncing tiger in the Disney adaptations of AA MILNE's Winnie The Pooh stories in 1968 and provided Tigger's vocals until 1999.

His first outing as Tigger in WINNIE THE POOH AND THE BLUSTERY DAY contributed to the movie picking up an OSCAR for Best Short Film, and he went on to win a GRAMMY for Best Children's Recording for the song THE MOST WONDERFUL THINGS ABOUT TIGGERS from the film WINNIE THE POOH AND TIGGER TOO in 1974.

Winchell is survived by wife JEAN, five children and three grandchildren.


John Fiedler (1925-2005)

Remembering John Fiedler


Piglet


Remembering John Fiedler (1925-2005)

Jim Hill remembers that great big talent who provided Piglet's very small voice:
Character actor John Fiedler, who passed away this past Saturday at the age of 80.
by Jim Hill

You know, it's kind of bizarre that John Fiedler -- the original voice of Piglet -- actually died within 24 hours of Paul Winchell's passing.
"Why bizarre?," you ask. Well, you see, there's this story that I had originally wanted to tell as part of yesterday's Winchell tribute. About the very last time Paul was hired to provide Tigger's voice for a Disney animated feature. A project that was then entitled "Winnie the Pooh and the Family Tree."

Winchell's first (and only) recording session for this movie came in the Spring of 1998. And -- as the guys in the booth listened to the obvious rasp in Paul's voice -- it quickly became apparent that the 76-year-old performer no longer sounded like Tigger. I mean, sure, Winchell had originated this character's voice back in that 1968 Disney featurette, "Winnie the Pooh and the Blustery Day." But now -- over 30 years later -- this voiceover veteran could no longer produce Tigger's distinctive bouncy, trouncy sound.

So -- after that single session -- Paul was let go from the project. And Disney eventually brought in vocal pro Jim Cummings, who was already doing Pooh's voice for "Family Tree." And -- given that Jim had already been doing Tigger's voice (On various Disney television shows and/or for Disney Consumer Products. Where it had proven to be very cost effective to hire a Paul Winchell sound-alike, rather than pay full price for the really-for-real Paul Winchell ... Anyway ... ) -- it only made sense to replace Winchell with Cummings.

Of course, what Disney hadn't counted on was all the bad publicity that would erupt as a direct result of Paul's dismissal. The trades were immediately full of headlines like "Disney Bounces Tigger" and "Winchell gets thrown out of 'Family Tree'." (Which may explain the studio ultimately decided to change this film's title. Dropping "Winnie the Pooh and the Family Tree" in favor of "The Tigger Movie.")

Anywho ... The press keeps looking for ways to keep this controversy going. Which is why reporters eventually approached John Fiedler, the last remaining member of the original vocal cast that Walt Disney Productions had assembled 'way back in the 1960s to do those first three "Winnie the Pooh" featurettes. John was the only member of that ensemble who was still under contract to the studio.
So -- hoping for a good quote -- a columnist asked Fiedler point-blankly what he thought about Disney replacing Winchell with Cummings.
John replied: "I'm just glad that Jim can't do Piglet's voice."
That's a cute little story, don't you think? Which was why I was originally thinking about weaving it into yesterday's article. But eventually I decided against including that particular anecdote.
Why For? Well ... Because that joke actually comes at Paul's expense. It's a laugh that only occurs because of this extremely trying time in Winchell's life. That period when this entertainment vet just felt that he had become too old to perform anymore.
So I guess you can understand why I originally decided to spike that story. Even though it obviously showcased Fiedler's quick wit, this veteran character's ability to continue to surprise people with his awesome comic timing.
Well, who knew that -- just hours after I'd decided to cut that anecdote out of my Winchell tribute -- that I'd now have a logical reason to bring up that particular John Fiedler story.
Speaking of Mr. Winchell ... I guess I should mention there's actually sort of a happy ending to that Paul-gets-fired story. You see, just around this same time, the Imagineers were beginning work on WDW's new dark ride, "The Many Adventures of Winnie the Pooh." And -- after they saw all those stories in the paper about Disney dismissing Winchell from the "Family Tree" project -- the guys at WDI obviously thought that this was a pretty lousy way to treat a television legend.

So when the Imagineers began recording the soundtrack for this new Fantasyland attraction, they insisted that Paul come in and perform Tigger's vocals. The guys from WDI ... They really didn't care that Winchell sounded a little raspy. What mattered to them was that the man who had originated this character's voice was now providing Tigger's vocals for their "Many Adventures of Winnie the Pooh" ride.

The message that the Imagineers were obviously trying to get across to Paul was: We're not all like those guys over at Disney Feature Animation. We actually value who you are and what you've done for our company. More importantly, we appreciate all the entertainment that you've provided us with over the past 50 years.

And -- given that the Imagineers also made a point of hiring John Fiedler to record Piglet's dialogue for this new Disney World attraction -- I guess it's pretty obvious that the guys at WDI thought fairly highly of John too.

Unfortunately, the "Many Adventures of Winnie the Pooh" ride was pretty much Winchell's last hurrah with the Walt Disney Company. Whereas Fiedler ... He actually went on to do a number of new projects for the Mouse House after that. Providing Piglet's vocals for "The Book of Pooh" TV series, the "Mickey's House of Villains" & "Winnie the Pooh: Springtime for Roo" video premieres as well as the "Piglet's Big Movie" & "Pooh's Heffaump Movie" theatrical releases.
In fact, there's still one more project in the pipeline -- "Pooh's Heffalump Halloween -- The Movie" -- that John also did voicework for. Though that video premiere isn't due to hit store shelves 'til September 13th of this year.

Anyhow ... I just wish that Winchell could have experienced what Fiedler did over the last few years of his life. That sense that -- even though John was a man in his late 70s -- he was still someone who could add something unique to the mix. Which is why Disney deliberately sought Fiedler out whenever they were getting a new "Winnie the Pooh" project off the ground.
But now that John's gone ... Well, given the billions that the Mouse makes off of the sale of Pooh-related products each year, it's pretty obvious that this franchise is going to have to continue. Which is why the guys over Disney's voice department are probably already wondering who they're going to get to fill Fiedler's shoes.

Maybe they'll get lucky and find another huge talent like Jim Cummings. Someone who -- thanks to their own comic genius as well as the gift of mimicry --will be able to create a close approximation of Paul Winchell's Tigger.

Still, given that Tigger's voice was obviously patterned after the voice that Winchell used to do for his Knucklehead Smiff character, it was fairly easy for Disney to come up a replacement bouncy, trouncy tiger. Whereas Fielder's distinctive take on Piglet -- that halting delivery, the sense that this character was constantly struggling to keep his fears under control, the obvious heart that John poured into this part -- it might take Disney's voice department quite a while to come up with an actor who can accomplish what Fiedler did.

Which was make us care about -- even fall in love with -- a small, fretful pig.

The entire JHM staff wishes to extend its heartfelt condolensces to the friends & family of John Fiedler during their time of sorrow.

Wednesday, June 22, 2005

Need to setup a home studio to record voice narration


Home Recording Studio


Jeffrey P. FisherBolingbrook, Illinois, USA©2003, Jeffrey P. Fisher. All rights reserved.



http://www.creativecow.net/articles/fisher_jeffrey/recording_voiceovers/index.html

Need to setup a home studio to record voice narration for home videos, indie productions, commercials, and more?

Here's how ...
Do you already have a computer with a sound card that can act as your digital recorder? You just need to add some inexpensive recording equipment and software to your PC, and you can produce high-quality, effective voice recordings easily. What other gear do you need?

Microphone

To get your voice into the computer, you need a microphone. Don't use the crummy little one that came with your computer. High-quality, inexpensive mics abound and sound far better than that trash. For basic voice work, I'd suggest either the Shure SM57 or SM58. These are rugged, good-sounding dynamic microphones. The '58 is especially suited for female voice as it reduces sibilance (excessive esses) somewhat. Males can choose either. Both mics are available from music or audio equipment suppliers for under $100 (American Musical Supply, BH Photo/Video, Musician's Friend, and others). Also, get a proper mic cable and a desk stand to hold the mic while you're speaking.

Microphone preamp

Microphones put out such a low amount of electricity that their signal needs to be boosted. The sound card's mic input includes the necessary preamplifier. Unfortunately, much like the cheapo mic that shipped with your box, most sound card mic preamps are too noisy for serious work. In a pinch you could use it, but at least, use it with a better mic. For the preamp, you can choose either a small mixer to work with your mic or a dedicated device. Mixers essentially let you connect several microphones and other devices (such as a CD player) to one place and adjust their volumes independently. The Behringer Eurorack MX602A 6 Input Mixer has microphone inputs, level controls, and costs less than $60. Alternately, two good choices for stand-alone preamps include the DBX Mini-Pre Tube Mic Pre-amp and the ART Tube MP Studio V3 Mic Pre-amp. Both are under $125 and available from the same sources listed above. If you do a lot of recording invest in higher quality mics, preamps, and a dedicated computer audio interface. Two better mic choices include the Marshall 2003 and the Rode NT1. For preamp needs, choose a combination preamp and computer audio interface device such as the Edirol UA-5 or M-Audio Duo.

Speakers and headphones

While computer speakers are adequate for recording, editing, and finishing basic recordings, those built-in to laptops are useless. Invest in some decent powered speakers, such as the Roland MA-8 Micro Monitors, and use them instead. Play your recordings on a variety of systems--home stereo, car, etc.--to check how they translate to other listening environments. Also, you can't listen on speakers when recording because they'll feedback when the microphone is on. Wear closed-ear headphones that keep sound leaking from them from being picked up by the mic.

Recording software

Choose recording software with editing facilities for fixing mistakes, compiling the best bits, adding music and/or sound effects, creating special effects, and delivering your finished voice tracks in the formats you need. A "light" version of a professional recording program is Sonic Foundry's Sound Forge Studio 6.0

Quiet recording space

Your goal is to record a clear, intimate voice track, and that means keeping noise and the sound of the room OUT of the finished recording. Professionals record in a sound booth specially designed to keep noises out and make their voice sound good. These costs thousands of dollars and are a bit impractical for occasional work. A clothing-filled, walk-in closet works as a makeshift sound booth, though.

Getting a good level

Even the most basic onboard sound card has three connections: mic in, line in, and line (or headphone) out. Hook up your equipment by plugging your mic into the mixer (or preamp) and plug the output of that device into your sound card's line in. Connect your headphones, too. (If you're using a dedicted external interface, you'd plug into that. It connects to the computer through a USB port.) Next, set your volume at the mixer (or preamp) using its controls and level meters. Start speaking, watch the meters, and slowly raise the volume until you get close to 0 (zero) without going over.
Launch the software that controls your sound card (it's usually the little speaker icon in the system tray). Here is where you select your recording source (line in) and adjust its volume. Set this at 100%--all the way up--and then control your recording level with your external mixer or preamp. Start your audio recording software and get into record ready. Record in mono, not stereo, and at CD-quality (16 bits and 44kHz sampling rate). You'll notice that the audio software doesn't have controls for setting levels, but you do rely on its meters when recording. Never, EVER exceed 0 (zero) on your digital level meters. Anything above that level will sound horribly distorted. You want any loud sound to fall below digital 0 with the majority of your level well below that (between -6 to -15 dB).

Mic technique
To greatly improve the sound of your recordings, get closer to the mic. The farther away you are from it, the more you pick up the room around you. Your voice starts to sound thin and distant, like a home video. Get closer and your voice is more intimate--the prototypical narrator sound. Another advantage to getting closer is the microphone itself may accentuate the lower frequencies in your voice and that can make you sound more powerful. How close? Put your lips between four and six inches away, about the width of your hand. Don't talk down into the mic. Instead position it above your nose pointed down at your lips. Also, don't position the mic dead center of your lips. Move it over to the right slightly, say 20 degrees, off axis. This leaves a clear view of your script, too. Obviously, locate your recording area away from noisy equipment, such as computer fans. Put a little distance between the mic and the noise source. Also, avoid salty foods immediately before your recording session. Have some tepid water nearby and apply a little lip balm. These will keep your mouth and lips lubricated. Nibbling on some sliced apples can help overcome dry mouth, too. When you're ready to record, turn away from the microphone. Take a deep breath. Exhale. Take another deep breath. Open you mouth, turn back to the microphone and begin to speak. This technique eliminates the sharp intake of breath and lip smack that often occur when starting to speak. Speak clearly and slowly. You can always tighten up your recording during the editing stage. If you make a mistake, go back to the nearest sentence start and continue on again, even if you flub just a word or two. Cutting in a single word or phrase is difficult and doesn't sound natural.

Editing the recordings

You don't have to nail everything in one take. Record as many run-throughs as needed and compile the best parts into the final recording. Listen back and evaluate what you did. Is everything there that you need? Does it sound good? Is the level right (not too low; not distorted)? If not, go back and re-record the bits you need, listen back again, and repeat the process until you're satisfied. Editing sound is much like editing in a word processor. You can't see the words, but you do see a two-dimensional representation of the words as sound waveforms. And you can hear the words as you play them. You manipulate these waveforms just like you move words around in your word processor. Cutting, copying, pasting--all the techniques you're already familiar with apply when editing sound.

Before you begin editing, turn off the mic, disconnect the headphones, and switch to speakers. Obviously, delete what's not needed, such as a throat clear before you started speaking, any chatter between takes, extraneous noises, and so forth. Once you've eliminated the junk, move toward improving your performance. If you did multiple attempts at the script, find the best takes and build your final version from them. Listen critically to any changes you make. I find that taking a long break let's you approach the recording once again with fresh ears.

Can you make it better? Is the volume consistent? Are there any noises, background sounds, or other unwanted parts that you could eliminate or reduce?

After editing the voice, you can add music or sound effects to sweeten the final version. To add music using Sound Forge, open the music file in your audio software, select, and copy it to the clipboard. You may need to trim the music to match the length of your voice recording, first. Then, position the cursor at the start of your voice recording, and select Edit > Paste Special > Mix. Here you can control the level of the music (source) in relation to your voice (destination). Double-check the mix to make sure you can hear your voice recording clearly with the music playing in the background. As a final step, use your audio software's normalization process to maximize the recording's volume. Select the entire waveform and normalize it to -0.10 dB (98.86%). Save this file to the audio format you need, for instance, MP3.

###Jeffrey P. Fisher

STUNT GRUNTERS

DISNEY HIRE 'STUNT GRUNTERS' FOR VOICE-SAVING TRICKS http://www.contactmusic.com/new/xmlfeed.nsf/mndwebpages/disney%20hire%20stunt%20grunters%20for%20voicesaving%20tricks

DISNEY bosses hire "stunt grunters" in a bid to save the stars' voices when they're making animated movies. The voice extras are called in to add vocal sound effects to save the stars from developing rasps after talking into a microphone for long periods.

RICK DEMPSEY, the animation director for Disney, reveals the grunters are also called upon to save executives asking movie icons to make revolting sounds. He explains, "We actually have stunt grunters if it's getting too late, and we were working with LAUREN BACALL on the dubbing for HOWL'S MOVING CASTLE until about 10pm one night. "She plays THE WITCH OF THE WASTE and when the character is going through her transformation, we didn't want to put her through that grunting, so we had this actress do it and you can't tell where one starts and one stops." Dempsey admits the use of vocal extras doesn't always help to save stars' voices.

He adds, "For JEAN SIMMONS (in Howl's Moving Castle), we always had hot tea available and fruits and lemon because she was dealing with some things with her throat and we had to cancel BLYTHE DANNER's session three times because she had laryngitis and couldn't get rid of it for a month. "We ended up going with a little bit of a rasp because she's an invalid in a wheelchair, so it worked."

Voice actors sound off


Voice-Over Talent

Voice actors sound off

By JOE NEUMAIERDAILY
NEWS FEATURE WRITER
http://www.nydailynews.com/entertainment/story/313036p-267800c.html

It's scary hearing an animated voice actor get angry.

But that's what happens when some of the most prominent names in voiceover acting discuss the celebrity voices who are taking their jobs in animated movies. "What the producers of animated features are doing is indefensible," says Tony Jay, a 40-year veteran best known as the voice of the villainous Frollo in Disney's 1996 "Hunchback of Notre Dame." "What they're doing is putting actors like myself out of work because they think it affects the box office."

Consider:
  • "Madagascar" opens tomorrow, "starring" Ben Stiller, Chris Rock, David Schwimmer and Jada Pinkett Smith.
  • Next month Disney releases the Japanese anime "Howl's Moving Castle," starring Christian Bale, Uma Thurman and Billy Crystal.
  • In August, "Valiant" arrives with Rupert Everett and Ewan McGregor (who also voiced the main character in this spring's "Robots").

And, says Jay, there's little evidence to support the idea that big names return big box office: "Look at failures like 'Treasure Planet' (Martin Short, Emma Thompson) or 'Sinbad: Legend of the Seven Seas' (Brad Pitt, Catherine Zeta-Jones). "Yes, there are exceptions where the voice is unique, like Robin Williams in 'Aladdin' or Eddie Murphy in 'Shrek.' But for every big success, I can name a failure." It was Williams' work in 1992's "Aladdin," in fact, that reversed a long tradition that cast actors for voice talent, not name value.

But after Williams' performance, the genie was out of the bottle. "'Aladdin' put a light bulb over producers' heads. From then on, we were toast!" says James Arnold Taylor, a voice of Fred Flintstone, among other characters. "It's become about celebrities wanting to get easy money," says Taylor. "

They all say they 'want to do something for their kids.' I want to do something for my kids, too - put them through college!" Debi Derryberry, the voice of Jimmy Neutron on TV and in the movies, says that when it comes to feature films, "Audiences really can't tell between a star or not. "Sometimes it's the name that sells the actor to the studio, not the voice," says Derryberry. "And while Eddie Murphy was worth every penny, there are a lot of voice artists who offer just as much humor and variety and don't require the major money."

"The pay at Disney is pretty commensurate between celebs and voice actors," says Rick Dempsey, a co-director and producer of "Howl's Moving Castle" and a senior vice president at Disney's Character Voices division. "We go with celebs because we want to home in on a certain acting style. We can grab onto how this person is going to do the role. You recognized Tom Hanks and Tim Allen in 'Toy Story,' but you bought it because they were perfect for those characters. "I empathize with voice actors who say there's been a shift, but ... some voiceover talents do good voices but are not great actors."

Still, many voiceover actors, like Billy West (voice of many Warner Bros. characters, including Bugs Bunny), Jim Cummings (Winnie the Pooh) and Thurl Ravenscroft (the voice of Tony the Tiger and many classic Disney characters, who died Sunday at age 91) are legends to newcomers like Derryberry and Taylor. But today, it's common for actors like them to audition for and get lead roles - only to be bumped for a celebrity. "There's a joke we say: 'Gee, I wonder who'll replace us?'" says Arnold. "I heard Chris Rock once say something like, 'Voiceover is the best job. You just go in and read.' Don't say that, Chris. That hurts. What we do is about subtlety and pauses. It's not just doing squeaky voices."

Originally published on May 26, 2005

Audio Book Recording


Audios, Amigos
http://www.backstage.com/backstage/features/article_display.jsp?vnu_content_id=1000913612
Actors discuss the challenges of narrating books on tape.
By Terry Morgan

Audio books could be considered the equivalent of a one-person show, except in this case the show could last 30 hours or more if the book is unabridged. Unlike other areas of voiceover, the recording of an audio book can take a month, or even months of full workdays. An audio book requires an actor with great speaking skills who can perform multiple characters, often in rapid succession or even in conversation with one another.

Ellen Reilly, the reader of the Random House Audio production of the popular children's book and New York Times bestseller Chasing Vermeer, had plenty of experience leading up to her audio book work, from radio and voiceover to theatre and improv. Her introduction to the audio book industry was a little unusual, but it got her foot in the door."It was through a theatre contact," she says. "Somebody knew somebody who's always looking for new voices for things. I was recommended by a friend of a friend and went in and auditioned, and, lo and behold, I got it. That was a couple of years ago, and it was a very illustrious title: Scooby-Doo 2: Monsters Unleashed, the novelization of the film. I was Velma, the bookish one."

Reilly points out that the successful recording of an audio book requires more than a mellifluous voice. "It's sort of a different skill set," she says. "People who have fantastic voices that you just want to listen to for hours and hours on end may not necessarily be the best choice. There are other things that may make a producer want to work with you again: You read well and don't stumble too much--just the practical things. Do you pop your p's too much? Do you mix up the words constantly? Those are boring details, but I think they may figure in to why a producer might call you." Reilly says she reads the book before she records and may research accents. "Sometimes I'll write down the character's names and put down a little description so that it'll trigger for me what I did for their voice," she says. "I'll have two characters [separate in my mind], and then they'll meet, and they're speaking to each other, and I [realize] they sound too much alike. If you're not a man of 1,000 voices, you have to rely more on what the character is about: their speech patterns--do they speak rapidly, do they speak with authority--are they meek, is the voice way deep down inside of you, whatever. You have to rely on that; there's only so much that the human voice can do. It's a lot of that acting stuff. You think in terms of their intentions and their self-confidence, all that sort of stuff. All those levels can come out in the voice."

Tony-winning actor Roy Dotrice performed the narration for the Random House Audio production of George R. R. Martin's fantasy epic A Song of Ice and Fire, and his path to the audio book world was equally unorthodox."A friend of mine introduced me to it, a man called Ted Kryczko," he says. "He was in charge of all the Disney recordings. You know how they do all these read-along books for kids? I did these, a number of them, things like The Little Mermaid, The Lion King, Beauty and the Beast. Along the way I picked up a platinum record and a couple of gold records for doing these things. So I suppose I got a bit of a reputation for doing this voiceover stuff. George R.R. Martin, who wrote A Song of Ice and Fire, he was one of the producers of [the TV program] Beauty and the Beast, which I was in for three and a half years or something. George knew me, and so when he'd written this novel and wanted to record it, he knew I'd done a lot of voiceover work, so he asked me to record them. I did, and it was a mammoth task." We did the first three volumes, and each one was well over 1,000 pages," Dotrice continues. "During those three volumes I had to find voices for over 800 different characters. I found it very difficult, because [the book's setting] was sort of medieval, and therefore you couldn't use American accents, for a start, because America hadn't been discovered at that point. One had to do all one's German and Italian and French and Russian, you know. With all of these characters I had to do, I could only get through about 30 pages a day. Working five days a week, I was probably getting 150–160 pages a week. I was really getting bogged down toward the end, because I was running out of inspiration for voices. I found I was repeating myself. There must have been 20 different sorts of Cockney accents I was doing there, trying to make each one different, giving them a lisp or sibilance or stammer, just to make variations on one particular accent."

Although Dotrice says he was responsible for coming up with his interpretation of the characters, he credits director Janet Stark with helping him keep the massive cast clear in his mind."I had to depend on her to a tremendous amount," he says. "And she was awfully good in this: She would make notes as to what character had what accent. You'd be reading Volume 3, and a certain character would appear on Page 3, and then he might not appear again until Page 253. Between [those two points] I had done over 100 different characters, so I'd have to go to Janet and ask, 'What sort of character was that, on Page 3 that we did?' She find out for me. That took a lot of time, obviously."

As to what talents an aspiring audio-book narrator requires, Reilly says being a good sight-reader is important, and knowing how to adjust performance levels for the more intimate environment of narration is useful, but recording skills are vital."Get as much experience recording things as possible, no matter what it is," she advises. "Audition for whatever kind of voiceover experience you can get, because I think you never know who's working on other kinds of projects. It's sort of inadvertent networking: You're working on one thing and have no idea that so-and-so is also producing other things. You're in [the recording booth] for hours and hours, so you have to know how to pace yourself."

Although Reilly finds audio-book narration challenging, she says she enjoys the experience. "It's kind of like when you're in a play, and you like your own part just fine, but you think, 'I could play all of these parts.'" she says. "In a way, this satisfies that fantasy, because you are playing all those parts. To a certain extent, you're also the director, the lighting designer.... You're everything, because you spin the whole story with what you do with the voices. It's like any actor's dream, because you're in charge of the whole experience for the listener."
BSW

Actors Eye Video-Game Voices



Merle Dandridge in "Half Life 2"


http://www.backstage.com/backstage/features/article_display.jsp?vnu_content_id=1000817090

Actors Eye Video-Game Voices
Trained Performers Tap a Market Seeking Higher Audio Quality
By Paul Hyman

Video game developers and publishers believe that "a high level of voice talent is an excellent way for them to distinguish their product in a video games market that has become increasingly more competitive," explains Brent Weinstein, a talent agent at United Talent Agency who specializes in deals involving interactive entertainment. "It's also good for the game, especially if it's based on a film or TV license. If you're going to make a game based on a movie we'll call 'Super Dude,' what better way to give the gamer an extension of the filmgoing experience than to feature the voice of Johnny Superstar, who played Super Dude in the movie, rather than some unknown's voice?"

But what does signing an A-list celebrity do to a game's budget?"

"An A-list actor participating in a game that's based on a big licensed product can expect to make six digits for a job," says Weinstein. "But it's well worth it, especially if the voice acting of a name actor is going to help the publisher differentiate his game from the other games out there."Some game developers, however, absolutely refuse to pay that much for celebrity talent, and one of them is Valve Software, whose "Half-Life 2" soared to No. 1 on the NPD Group's list of best-selling PC games in December."The going rate for audio talent is $570 for a four-hour day," says Bill Van Buren, content lead for the game, "and we paid everybody more than that. Our entire voiceover budget was a six-digit number, probably a little less than 1% of our entire budget of $40 million plus."Valve didn't budget more for voice over work simply because the original game, in 1998, got fairly high marks for its voice talent -- and the budget then was a total of just $10,000."

Frankly, we didn't think we'd sell a lot more copies by putting stars' names on the box given who our audience is," adds Van Buren. "It didn't seem to us that we'd get huge returns on a bigger investment."Van Buren explains that the production team was less interested in name value than it was in two things: achieving a level of voice acting that was on a par with the game's sophisticated graphics and technology, and creating "flexible" working conditions with the actors."If we could get somebody at a cheaper rate, we could do more sessions with them," says Van Buren. "And we do tend to make lots of changes until we get it right. It would be really hard to work with a diva on that kind of process. As it turned out, we actually got the best of both worlds. We were able to get the people we wanted and we got them at a rate where we could do several sessions with them and not break the budget."

Work With a Casting Director

The team wanted to bring back a few of the original game's actors for nostalgia's sake, and then worked with a casting director to identify the actors who could best fill the other roles."It may run contrary to what other developers feel, but for us the game and the characters come first," says Valve director of marketing Doug Lombardi. "In that spirit, we cast Robert Culp because we thought he'd make a great Dr. Wallace Breen, not because we thought we'd sell more copies with Robert Culp in the game. Similarly, we'd made a note on one character profile sheet that we should find 'someone like Robert Guillaume' for the part of Dr. Eli Vance. Then, to our surprise, we discovered that we could actually get Robert Guillaume."

The 130-page script was quite larger than the typical movie script, and each actor was recorded individually in three to six sessions of one to four hours each. Most of the work took place in a recording studio in Los Angeles, but occasionally, when an actor couldn't leave New York or San Francisco, they were connected to the studio by ISDN line and the directing was done long-distance."We found that the actors really liked working in this format; it was very casual for them," says Van Buren. "They didn't have to be on camera; there was no makeup or setup or anything. They just came in and we went at it. The reason each actor was recorded individually was so we could be sure we got the quality of performance we wanted for every single line."While it may have been true at one time that A-list actors had no interest in video game work, UTA's Weinstein says games have become so mainstream, and "everyone has heard the statistics about software sales, that most actors understand that games are no longer the ugly stepchild of TV and films."

Indeed, some actors are such big gamers that they view video game work as an exciting opportunity, while others don't necessarily understand the medium and need a bit more coaxing.The role that the Valve team found the most challenging to cast was that of Alyx Vance, who, according to Van Buren, needed to be sweet and feminine and then turn into "an incredibly strong action hero." The casting director did tryouts for the part with 100 actors and recommended 50 to the team, who narrowed the list down to the five best possibilities. They flew to Los Angeles and live readings were done with all five."It was immediately clear who the best person was," says Lombardi, "but we had to throw a pretty wide net in order to cast that one character."The role went to Merle Dandridge, a Broadway actress who has appeared in "Jesus Christ Superstar" and "Aida" and who can currently be seen as Joanne Jefferson in "Rent." But, she says, the clear majority of her fan mail now comes from "Half-Life 2" fans."When I was first approached to do the project, the guy in my life thought I'd gotten the coolest job in the entire world. But, frankly, I had no idea what a big deal this was. And I don't think I really began to understand the magnitude of it until I started getting feedback from the public," she recalls. "Every time I'd mention to someone that I was in 'Half-Life 2,' they got so excited. There's this entire community out there that I had no idea existed."She admits she's no gamer and that she really needs to buy a more powerful computer before she can build up her "game-playing muscles."

Dandridge had been in Los Angeles guest-starring in several TV shows when she received a call from her agent asking if she'd like to do some voice over work. She recalls that her first reaction was that this was an opportunity to try something new and different, and that maybe she could learn something from the experience."My voice over work had been minimal and I was concerned that maybe I couldn't do the job," she explains. "But I worked with the Valve people for six sessions over a span of a year and a half, and I think they were very pleased with my delivery."Her only regret was not having the opportunity to meet her co-stars -- Culp, Guillaume, and Louis Gossett, Jr. Instead, her performances were done solo, responding only to their recorded dialogue.She describes the gig as much more lucrative than some of the TV work she's done and definitely less time-consuming. On TV, she says, her shooting days are 12 hours long; her entire workload on "Half-Life 2" took no longer than 15 hours over 18 months.
Would she do another videogame?"

Absolutely!" she says without hesitation. "I can't even tell you how great this experience was. If there is a 'Half-Life 3' -- heck, I'd work for Valve anytime. They were so good to me, so generous, that I can't say enough good things about them. If I can do more video game work, I certainly will."Dandridge may have that opportunity. According to Valve's Lombardi, as game production becomes more and more professional, game actors will need to be as good as actors in any other medium."I'm expecting to see more voice talent in games rather than less," he says. "From our point of view, it's a quality issue, not a marketing or promotional issue."And while it may increase game production budgets even further, Lombardi describes the cost as insignificant compared to the quality it can instill in a game."If you spend all this time developing great digital actors and then the minute they open their mouths, the whole illusion falls apart," he says, "using excellent voice talent is a no-brainer."

How To Achieve a Great V/O Without a Great Studio Setup


Voice-over


http://www.digitalgamedeveloper.com/articles/viewarticle.jsp?id=30326

How To Achieve a Great V/O Without a Great Studio Setup

By Douglas Spotted Eagle
Getting a good voiceover seems to be a mystery for some digital storytellers. This spawns from a wide variety of reasons that can usually be narrowed down to three basic issues:

1. Poor monitoring or recording environments
2. Lack of knowledge
3. Lack of understanding existing tools.

A good voiceover recording doesn't require that you have expensive gear or a super-well designed recording room, nor does it require a tremendous amount of schooling to achieve. Common sense, a little effort, and a trained ear are necessary, and everything else is gravy. Is it easier to get a great V/O sound with good equipment? Absolutely. If you plan on doing a lot of V/O work, you should be planning on spending a little cash to make your life easier.The front end of the system is by far the most important aspect of the recording process in today's world, and I'll touch on this later in the article. First considerations for a good voiceover is to pay attention to the room or environment in which you'll be recording the V/O.
Look for the following;

Noise sources such as computers, air vents, windows exposed to streets, kids playing upstairs, (This is where the Big Little Feet Studio got its name) noise from any other source such as a television in the next room, flourescent light ballast buzz, etc. Stand in the center of the room, close your eyes and really LISTEN to the room. Dismiss all sounds from your mind except the room and find the problems. If you have none, be surprised, because that's fairly unusual except in professionally designed or well-thought out rooms.Clap your hands and listen to the way the audio bounces back at you. If it bounces back at all, your room is going to require treatment at some level. It could be minimal, it could be a major reconstruct, depending on your desires and needs. Reflections are your enemy.

Is the room comfortable, lending itself to a sense of relaxation, inspiration, and enery? This is much more important that many recordists first starting out might consider.
You can always eliminate some of these concerns by simply building a voice-over box/booth such as the instructions found here . You can also access great rooms from companies like Whisper, or use treatment applications from manufacturers like Auralex.

Next, we need to examine our front end. The front end means the acquisition tools used to record the audio. Are you using a digital system or an analog system? For purposes of this discussion, we'll only be talking about digital systems whether they be dedicated hard disk solutions, DAT, or a software/HDD based system. In this event, recording noise is not an issue at all, as digital on its own isn't noisy, but the tools used to convert the analog sound into a digital sound may be.

Starting with microphones.....

Microphones for V/O come in a lot of different styles, brands, and formats. While large diaphragm mics are often considered the "standard" of the industry, there are many unique opportunties out there that are oft-overlooked. As an example, There are some small diaphragm mics such as the AT 4053 that are great, and there are shotgun microphones that are often used to create the tight, narrow but pushed sound of many of todays voiceover artists. Cheaper mics, such as the Shure SM-58 are quite usable as well, but they'll require more work in post-production than one of the better mics. This is one of the tradeoffs of not spending a little money up front; you either pay in cash, or you pay in time. Choose wisely, because if you're doing a lot of voiceover work with a cheap microphone , then you're spending a lot more time in post tweaking that sound, but if you purchase a more expensive microphone that's closer to your desired sound, you will spend less tweak-time. How much is your time worth? Only you can answer that.

There are many opinions on what microphones should and shouldn't be used for voiceover work. Ignore most of them and spend a little time trying a variety of microphones with YOUR voice or the voice of your talent. Find an audio supplier that allows you to monitor microphones either through headphones or speaker monitors. Monitors are best, if they're in a good room without a lot of noise. Most professional shops will have some sort of arrangement for this. Mics to listen for as a starter might be:

  • Clarity
  • Punchy bottom end
  • Tight midrange
  • Crisp top end

Do you want warmth or a colder, more tight sound? This is dependent on the type of voiceover work you're doing. If the bed music is rock n' roll, you'll likely want a tighter sounding mic so that the voice isn't conflicting with the bed, and if the bed music is a single harp or classical piano, you might want a warmer mic such as a tube mic might offer. Personally, I like the AT 3060 tube mic, but it's in the lower end of the pricey ranges for some users. Next let's examine the preamp and/or digital audio converter. Sometimes, these are one and the same. The preamplifier provides a step between the mic and the recording medium, necessary to raise output while not incurring noise. Some systems have a preamplifier built into the same device as the analog to digital converter, such as the M-Audio Firewire 410 or the EchoFire 8, and even the new Mackie Onyx series mixing consoles have a great sound, providing preamps, EQ, and other standard mixing functions while acting as an interface with the Apple or PC computer. Only Apogee has a super high end input pre with a DAC (Digital Audio Converter) but the devices mentioned above are very, very good. Emu Systems ( Creative Labs ) just announced and is shipping a new sound card that appears to be promising.

Look for a device that manages at least 24 bit, 48Khz sound. Better still, get a card that can record 24 bit, 192Khz. This is a very high end recording process that slower computers don't manage well, but it leaves a tremendous amount of dynamic range available to the recording engineer. Sorry folks, sound cards from CompUSA or Fry's just ain't gonna cut it. Visit your local Guitar Center, Sam Ash, or B&H store to get the good stuff. Prices on a good DAC start at around $300 and if you want a good preamp built in, plan on spending more. The mid level cards are decent, and usable for most things. In our facility, we usually use the John Hardy preamps with the Echo Layla or the M-Audio Delta 1010, depending on what room you might be recording in that day.A good preamp will be capable of substantially increased gain without inducing noise to the output. This is critical. Listen to this through headphones. Pay serious attention to the amount of noise increase as you turn up the volume. This is where cheap $99.00 soundcards show their ugliness and the better cards start to shine. If you're serious about playing in this game, expect to spend a minimum of $500.00 to get the goods.

Regardless of the software you use, you'll need a good EQ, a good compressor, and a good maximizer at absolute minimum. Whether you're using Vegas , Sound Forge , Final Cut Pro , Adobe Audition , Nuendo , Sonar, or any other similar application, forget about the manufacturers installed plugs if you're serious about audio. They simply won't work as well as tools from iZotope or WAVES. My favorites are the WAVES Renaissance EQs and UltraMaximizer for the Mac and PC, and I'm nearly as equally enamored with the iZotope plugin suite from Ozone. The Sonic Timeworx plugs that are available separately or bundled with Cakewalk Sonar are really sweet as well. I'm a huge proponent of "invisible" EQ, that provide exceptionally smooth balance between EQ points, and don't get brittle as the higher frequencies are pushed, and don't become muddy as the lower frequencies are pushed or as the middle frequencies are pulled.You'll usually want to use a rolloff with your voiceovers, rolling anything below 80Hz out of the mix and eliminating any rumble caused by any heavy equipment such as room vibration, furnace fans, etc. It also can help clean up a mix, and you may not even be able to hear what's down in that range, depending on your speaker monitoring system. Look at boosting lows in the 80-110Hz range for most voiceover work, and look at boosting some of the extreme frequencies in the 15KHz region if you'd like a breathy, airy sound. Otherwise, look more at frequencies in the 8KHz area to add a little bite to the vocal. Depending on the mic used and the techniques employed during the recording, you may not need to do any EQ at all, but generally a good V/O requires EQ of some sort or another.

Compression is critical; be SURE you have a good compressor. The compressors that come installed with most of the above listed applications are adequate, but when compared to the plug in compressors such as the WAVES C-1 or the iZotope Ozone, or the Sonic Timeworx compressor, they pale pretty quickly. A compressor not only helps keep dynamics in check, but they also allow for a greater output without going over the top. (past 0dBFS) Look to start vocal compression with a compression ratio of 2:1, using a soft knee, and fast attack time. There is a fine balance between having a too fast release time and having a too slow release time. If your plugin has auto-release time settings, you may want to use these. You may need to set a deeper compression ratio, depending on the voice and recording. Never go more than 8:1 with a voice-over, and even that is a fairly extreme setting.

Be cautious of compressors set too high, or using auto-gain makeup. This can easily induce noise to the audio, or rather enhance existing noise in the recording. Of course, you can use a noise gate to "hide" the noise, but noise gates can also create more problems if the threshold is set too low or too high.Another couple of valuable tools for some types of V/O styles is the BBE harmonic enhancer, or the WAVES L2 UltraMaximizer. (in this authors opinion, every video editor should have the L2 UltraMaximizer anyway, it's a HUGE benefit to any audio programming. The iZotope Ozone has a terrific maximizer as well, although it's more musical than it is dialog oriented in terms of how it's setup. The WAVES tool offers less control and is basically "dummy-proof" whereas the Ozone tool can be controlled a little more completely, and if you don't know what you're doing, you could create more problems than you'll solve. Either way, use a maximizer of some sort to get your final audio output to it's maximum level without being concerned about distortion.

With a little practice, you can easily create good voiceovers. More than anything, it boils down to the room, mic, soundcard, and your ears. Listen closely to radio voices, voice-overs on PBS documentaries, and movie trailers for ideas of how you want a voiceover to sound. Keep in mind that not everyone has a good voice for voiceover work. Practice might not make perfect, but it certainly can go a long distance when training your voice and ear for good voice over sound quality. Being a good narrator is difficult, just as it will take time for you to learn the tricks and techniques for getting the best settings and delivery for voiceover sound. These tips are mere starting points; keep working with the tools you have, or try demo versions of the tools listed in this article, and you'll quickly find how much more you can do with the voice.