Pre-test: which of the following movies was the first to have sound throughout?

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Pre-test: which of the following movies was the first to have sound throughout?

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history of film, also called history of the motion picture, history of cinema from the 19th century to the present.

The illusion of films is based on the optical phenomena known as persistence of vision and the phi phenomenon. The first of these causes the brain to retain images cast upon the retina of the eye for a fraction of a second beyond their disappearance from the field of sight, while the latter creates apparent movement between images when they succeed one another rapidly. Together these phenomena permit the succession of still frames on a film strip to represent continuous movement when projected at the proper speed (traditionally 16 frames per second for silent films and 24 frames per second for sound films). Before the invention of photography, a variety of optical toys exploited this effect by mounting successive phase drawings of things in motion on the face of a twirling disk (the phenakistoscope, c. 1832) or inside a rotating drum (the zoetrope, c. 1834). Then, in 1839, Louis-Jacques-Mandé Daguerre, a French painter, perfected the positive photographic process known as daguerreotype, and that same year the English scientist William Henry Fox Talbot successfully demonstrated a negative photographic process that theoretically allowed unlimited positive prints to be produced from each negative. As photography was innovated and refined over the next few decades, it became possible to replace the phase drawings in the early optical toys and devices with individually posed phase photographs, a practice that was widely and popularly carried out.

Pre-test: which of the following movies was the first to have sound throughout?

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There would be no true motion pictures, however, until live action could be photographed spontaneously and simultaneously. This required a reduction in exposure time from the hour or so necessary for the pioneer photographic processes to the one-hundredth (and, ultimately, one-thousandth) of a second achieved in 1870. It also required the development of the technology of series photography by the British American photographer Eadweard Muybridge between 1872 and 1877. During that time, Muybridge was employed by Gov. Leland Stanford of California, a zealous racehorse breeder, to prove that at some point in its gallop a running horse lifts all four hooves off the ground at once. Conventions of 19th-century illustration suggested otherwise, and the movement itself occurred too rapidly for perception by the naked eye, so Muybridge experimented with multiple cameras to take successive photographs of horses in motion. Finally, in 1877, he set up a battery of 12 cameras along a Sacramento racecourse with wires stretched across the track to operate their shutters. As a horse strode down the track, its hooves tripped each shutter individually to expose a successive photograph of the gallop, confirming Stanford’s belief. When Muybridge later mounted these images on a rotating disk and projected them on a screen through a magic lantern, they produced a “moving picture” of the horse at full gallop as it had actually occurred in life.

Eadweard Muybridge

One photograph of a series taken by Eadweard Muybridge of a running horse.

Courtesy of the British Film Institute, London

The French physiologist Étienne-Jules Marey took the first series photographs with a single instrument in 1882; once again the impetus was the analysis of motion too rapid for perception by the human eye. Marey invented the chronophotographic gun, a camera shaped like a rifle that recorded 12 successive photographs per second, in order to study the movement of birds in flight. These images were imprinted on a rotating glass plate (later, paper roll film), and Marey subsequently attempted to project them. Like Muybridge, however, Marey was interested in deconstructing movement rather than synthesizing it, and he did not carry his experiments much beyond the realm of high-speed, or instantaneous, series photography. Muybridge and Marey, in fact, conducted their work in the spirit of scientific inquiry; they both extended and elaborated existing technologies in order to probe and analyze events that occurred beyond the threshold of human perception. Those who came after would return their discoveries to the realm of normal human vision and exploit them for profit.

In 1887 in Newark, New Jersey, an Episcopalian minister named Hannibal Goodwin developed the idea of using celluloid as a base for photographic emulsions. The inventor and industrialist George Eastman, who had earlier experimented with sensitized paper rolls for still photography, began manufacturing celluloid roll film in 1889 at his plant in Rochester, New York. This event was crucial to the development of cinematography: series photography such as Marey’s chronophotography could employ glass plates or paper strip film because it recorded events of short duration in a relatively small number of images, but cinematography would inevitably find its subjects in longer, more complicated events, requiring thousands of images and therefore just the kind of flexible but durable recording medium represented by celluloid. It remained for someone to combine the principles embodied in the apparatuses of Muybridge and Marey with celluloid strip film to arrive at a viable motion-picture camera.

Such a device was created by French-born inventor Louis Le Prince in the late 1880s. He shot several short films in Leeds, England, in 1888, and the following year he began using the newly invented celluloid film. He was scheduled to show his work in New York City in 1890, but he disappeared while traveling in France. The exhibition never occurred, and Le Prince’s contribution to cinema remained little known for decades. Instead it was William Kennedy Laurie Dickson, working in the West Orange, New Jersey, laboratories of the Edison Company, who created what was widely regarded as the first motion-picture camera.

Some of the biggest moments in cinematic history hit your ears before they hit your eyes and keep reverberating long after you've left the theater: Those first spine-tingling notes from John Williams' Star Wars Main Title; Booger's no-contest belch in Revenge of the Nerds. But for a film's sound team, it's also capturing and conveying the sonic subtlety in between those memorable moments that makes a film truly memorable.

"It's long been said that you do a great job in sound when no one notices it," says Gary Rydstrom. Rydstrom is a seven-time Oscar winning Sound Designer and Re-Recording Mixer at Skywalker Sound, and has been in the business since his big break as an audio technician on Indiana Jones and the Temple of Doom in 1984. This somewhat elusive mark of success has gotten consistently easier to achieve over the years, thanks to the wild advances in tech that the industry has experienced since the silent films of the early 1900s.

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From the beginning of cinema, tons of experimental attempts were made to more completely merge audio and visual entertainment—with nearly 40 different varieties, many one-offs, before the talkies hit the scene. Productions like Don Juan in 1926 featured a score and sound effects but no dialogue—it wasn't until The Jazz Singer spoke to audiences in 1927 that the talking picture revolution truly took hold of Hollywood (and beyond). 

"It's long been said that you do a great job in sound when no one notices it."

The movie was recorded in Vitaphone, a sound-on-disc that involved the painstaking process of recording all audio onto a single phonographic record, then syncing that up in real time with the projection (similar to the classic college dorm experiment where you play Dark Side of the Moon to start at the same time as the third MGM lion's roar at the start of The Wizard of Oz). In the format wars of the 1920s, however, the far more reliable sound-on-film method (or "optical sound") eventually won out and became the industry standard until the digital revolution.

In the interim, however, filmmakers were not only mastering this developing craft, but also pushing technological limits to serve their ever-more-ambitious visions. At the forefront of that charge in the 1970s was George Lucas, in the midst of producing a risky sci-fi space opera called Star. Mono—where sound is emitted from a single channel, or speaker, based in the front of the theater—wasn't going to do this film justice. Lucas teamed up with the sound dudes at Dolby, and together they engineered what would be the first in a line of significant collaborations: Dolby Stereo. For the first time, sound effects were emitted from four channels—and they were booming. It was a near-instantaneous revolution.

From there on out, Dolby staked its claim as the innovators in cinema sound. In 1991, Batman Returns became the first film released in Dolby Digital 5.1, featuring sound coming from left, right, and center in front, plus right and left. It was a major development for the audience, and also the creatives behind the scenes.

"Digital changed everything," says Rydstrom. "When I started we were on big fat pieces of magnetic tape and dubbers that you had to physically cut. Being able to manipulate sounds digitally was a huge learning curve, but it was so exciting that it didn't matter." Digital also revolutionized mixing consoles. "The first movie I did with James Cameron was Terminator 2 [in 1991], and we had no computerized memory. The next one I did for him was Titanic [in 1997], and the difference was profound."

When Toy Story 3 came out in 2010, the Toy Story and Toy Story 2 were scheduled for a strategically timed rerelease, complete with 3D upgrade. Pixar post-production supervisor Paul Cichocki saw the confluence as an opportunity. "So we've already 'plussed' the look on those," he remembers. "The question was: 'What can we do audibly to take it to another level?'" The goal was to make sound more directional and enveloping, and the solution was Dolby Surround 7.1, which situated speakers in the back of the theater, too.

And now, there is Dolby Atmos. With Atmos, sounds don't just stream through channels—they become "objects" that can be choreographed around a space, and placed in particular spots at specific moments to maximize, well—everything. My introduction to this next-level, multi-dimensional aural revelation was when I saw Gravity at Dolby HQ a few years back—a movie I felt in my guts and bones for at least a week afterwards. 

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This year, Inside Out—another Atmos creation—is nominated for Best Animated Feature Film at the Oscars. Here's an exclusive video of director Pete Docter and Producer Jonas Riviera discussing the challenges of locating the voices in your head, and articulating that to an audience.

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"Traditionally Dolby has been a mastering process," says Stuart Bowling, Dolby director of content and creative relations. "With Atmos, we're going beyond just existing as a mastering tool—we've had to create a plug-in to move sound in this environment, and create a new mastering box." These precise manipulations and the growing dynamic range of what we can hear in theaters—and at home, and on the go—are significant. "These developments are always bringing the sound experience for movies closer to how we hear real life," Rydstrom says.

Recreating how we hear in real life for a film, however, is "annoyingly painstaking," Rydstrom says. In order to make it happen, these pros need the technical know-how, but also a sympathetic ear; it's not necessarily that they hear any better than us non-industry folk, it's just that they hear differently.

"I pay more attention to the sounds in my life," he says. "I think I have a hyperawareness of the emotional effect of sound. Something like the squeak of a screen door can have emotional resonance with people."

So how does that movie sound sausage get made?

Pre-test: which of the following movies was the first to have sound throughout?

"On a live action movie, the main job is to get the acting clear, and wonderful, and free of everything around it," Rydstrom says. "So, on Bridge of Spies the goal of the recording on set was to get a clean Tom Hanks—you don't want to lose any of that performance."  (Rydstrom, it should be noted, is nominated for a Best Achievement in Sound Mixing Oscar for for his work on that film.) That audio on its own, however, is "almost antiseptic," intentionally devoid of as much ambient or background noise as possible.

"I pay more attention to the sounds in my life. I think I have a hyperawareness of the emotional effect of sound. Something like the squeak of a screen door can have emotional resonance with people."

Same goes, in many ways, for modern animation—capturing voices is key. "We're recording actors about three years from release," Cichocki says. "And all of our actors are recorded before we animate. This allows for actors to be free and unconstrained—to really perform. We'll record their performance, and that [audio and video] will then go back to the animators so they can add in those personal bits."

This is a near 180-degree flip from the early talkies, when actors were required to practice their craft in almost complete service to the recording tech's limitations and capabilities. According to Motion Picture Sound Engineering, a hardcover compilation of lectures and papers published in 1938, microphones and recording systems were "robots which pick up everything within their range and record it to the best of their ability. In any case the direction of the robot, the provision of a brain for the microphone, devolves upon the sound man."

Nuanced, it was not. This scene from Singin'in the Rain—one of the greatest movies of all time, but also a trenchant look at the logistical challenges Hollywood's transitionary period between silent films and talkies—shows how challenging it was to get a good take.

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So, what's next? For every Atmos experience engineered to give you goosebumps—in theaters, at home, even on mobile devices and VR—there's an equally thrilling renaissance happening in the work of crazy ambitious projects by indie auteurs; and they're utilizing a tool you've got in your pocket right now.

Last year, director Sean Baker made headlines with his Sundance debut, Tangerine—the adventures of two transgender sex workers in Los Angeles on Christmas Eve—which was shot entirely on an iPhone 5. This year, Matthew A. Cherrya former NFL wide-receiver-turned-filmmaker—will premiere his second feature film, 9 Rides, at SXSW; it is billed as the first to be shot entirely on iPhone 6S in 4k.

"There's such a mystique around filmmaking," Cherry says. "I used to think every movie was a multimillion-dollar affair. Traditionally, the equipment was always the hardest part to get because it was so expensive, but these days everyone owns an iPhone. There are apps that allow you to use your iPhone like a mic pack."

This democratization of technology, as well as any number of ubiquitous online platforms to share work with the world, is giving those without the backing, financial or otherwise, to see their own visions realized.

"Lots of the time you have to figure it out yourself," says Cherry. "But for every movie like a Tangerine, like our film, I think more and more people will start picking it up."

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