In The Footsteps Of...

The series is a set of episodes meant to fill a standard half-hour slot, which likely means an actual running time of about 25 minutes. We're shooting for twenty such episodes, to fill a month of weekday air time or six months of weekly play.

The programs are meant to inspire listeners to visit specific National Parks and visit specific historic sites. The show's working title, "In the Footsteps of...", was chosen to create a sense that visitors can put themselves in the exact spot where history took place.

Structure of an Episode

  1. Episodes begin with a standard introduction sequence. A familiar audio cue (e.g: music, footstep effects, or a montage of voices) will signal to the listener that our program is playing.
  2. The unifying narrative framework for the series is the description of a GGNRA site as it exists today. Sound effects, ambient underlays, and brief sampled events (conversation snippets, etc.) will accompany narration. The narration will provide the hook to an event in history that took place on that site.
  3. The majority of the program is the historic tale, told with musical cues and sound effects. Careful use of sound will help set the mood and break up the monotony of a single voice telling a tale.
  4. At the conclusion of the historic tale, the link is made back to the present-day site. Much will be made of the ability to visit the exact location within the park where a particular historic figure once stood.
  5. A brief set of instructions will be given about the general location of the park and how to find out more about it. It is good to give warning for these things, so we will likely warn the listener to grab a pen while we thank the participants and resources for our story, and then provide the details on the park.
  6. A standard closing section providing a URL or phone number for general NPS information leads into a trailing sequence of music or effects, to give program managers some "give" in how soon they cue up the program to follow ours.

Elements of an Episode

The stories themselves:
This is something we can cast a wide net for, and collect from Park News archives and quick queries to local interpretive staff.
The scripts:
We can work as a group doing quick storyboards, identifying good hooks for present-day sites, and analyzing the best structure for the stories we have. I'll probably typeset the scripts myself.
Recording narration:
This is something I can probably do on my own at home wherever I happen to be. We'll be using a single narrator for all episodes in order to give them consistency, so this is something we can only do one at a time.
Field recording:
I will be doing some of the field recording myself, but we may also have audio resources in various libraries and archives. This is something to research in parallel to our story research. I am willing to bet that the naturalists will have a good collection of birdsong recordings we could use for various things.
Music:

Given that none of us are musicians, this needs more information before we determine what kind of work it will take. I have access to a great deal of royalty-free material via the Creative Commons initiative. However, many contemporary "podcasters" use these same tunes in their own works, so it might sound derivative to rely solely on this body of work.

See Resources for further thoughts on this.

Post-Production:
I use Open-Source cross-platform tools for my sound editing, so theoretically we can get multiple people trained on the production of an episode. However, I'm going to assume for now that the final episodes will be stitched together by me alone, one at a time. I can bring my laptop to the island with all my tools and material to demonstrate the process at some point. Again, more thoughts in Resources.

Resources

Storyboarding

We will need to make up some of this as we go along, but I imagine that we will take index cards and write down elements of the tale on each. The goal is to create a picture in the mind of the viewer, and the narrative can do that.

Between and beneath the narration will be all the field recordings, musical tracks, and foley effects. If we arrange it like a symphonic score, the end result will look like the layout inside my sound software. This should make the post-prodution a little easier to keep track of.

Scripts

  1. http://home.sprynet.com/~palermo/radiokit.htm#STYLE has a good example of an HTML-formatted script.
  2. http://www.greatnorthernaudio.com/audio_theater/format.txt is another example of how you might format a radio script if you stick to plain Notepad/email text.

Music

We are going to need a few different types of music. The first type is what you normally think of as an interesting song or establishing theme. This might be used to bridge a pause in the narration or to signify a change in time period. It's something that gets your attention and breaks up the pace of the storytelling.

The second type is more of an ambient bed of notes. If you've seen The Fog of War, you'll know that it's just MacNamara's side of a long interview. This dry presentation was made interesting through the clever use of visuals, but also through Phillip Glass's minimalist soundtrack. You'll often hear similar things being done in This American Life, where they'll use a repetitive Penguin Cafe Orchestra track as the backdrop for a monologue.

  1. We talked about Jolene Babyak being a saxophone player.
  2. I may be able to call on a friend of mine, Peter Peterson, to provide thematic backdrop tracks.
  3. While not the most musically perfect, I can't resist providing this link to another friend's cheaply-recorded song about how he used to make up imaginary parks when he was young: http://www.crummy.com/2003/06/16/3

Recording Narration

I currently use a mid-to-high-end digital music player to do my recording. It has a hard drive to store the recorded sound, and can plug into any USB port to copy the files off. It also records raw sound instead of using potentially destructive "lossy" compression such as MP3.

For studio recording situations, I use a Shure SM58 microphone (the same model we use for dock announcements). I patch it through a Tascam 4-track machine and do basic level management and some noise filtering, and then feed it out into my digital recorder. It's dirt-cheap old stuff, and I could probably find cheaper and smaller equipment nowadays. Still, it does the job and gets a clean track.

The trick to recording is to find a "clean" room. The echo of your own voice off the walls will give the recording a particular ring, and any devices with even the tiniest fans built in will make a hiss that the microphone will not forgive. This is why I don't use my own laptop for recording.

The only other trouble is that if you're on a noisy electrical circuit, you can get some hum in the patch panel. I suspect that the generator on Alcatraz is what makes the dock PA system buzz the way it does, but there may also be a simple wiring reason for it.

Field Recording

For the field, I have a pair of microphones for the right/left side. They're very small, and I've been working on ways to fit them in my own ears to get a realistic spatial recording. Since I'm putting them where the headphones will eventually go, the result is a remarkably lifelike 3-d soundscape.

There are instructions on making remarkably cheap headphones on http://art.simon.tripod.com/stealth.html and the demos at the bottom give an example of how binaural recording can sound. Appropriately enough, he includes samples of the Fort Point foghorns.

The only real drawback to this technique is that I can't turn my head when I'm recording or it will sound like something has suddenly swung around the listener. I also can't use headphone monitors or I'd get nasty feedback. So what I am going to do shortly is pick up a cheap styrofoam wig dummy and use it as a Kunstkopf device.

Early binaural recording equipment was larger than the tiny microphones we have access too today, so the first rigs had the bulky pickups built into replica ear canals of a handmade wooden head. I am told by Eureka that "Kunstkopf" is German for either "art head" or "artificial head".

At any rate, all this rigamarole isn't strictly necessary, so if anyone has a good microphone, windscreen, and recording device, we can spread the load of recording around.

Post-Production

I use a Free/Open-Source sound editor called Audacity. It's entirely cross-platform, so it is possible to install it on Windows, Macintosh, or GNU/Linux systems as needed. It's not the most powerful or elaborate tool in the world, but it does more than was possible in the days of editing on raw tape. I think it should be more than enough for what we're doing.

You can get copies of it at http://audacity.sourceforge.net/ if you're curious.

Meeting Questions

It was observed that a shorter between-shows segment (perhaps five minutes) could have the widest opportunities for distribution, because a program manager can use it to fill gaps in the schedule without having to allocate a full half-hour slot. The work involved in producing a shorter program would also be much smaller, and give us a chance to practice before moving on to a half-hour show.

Responses:
  • We can always cut later, turning a half hour show into a 5min segment, but the reverse is not really true.
  • The NPS is full of crack interpretive staff: We're all storytellers, and the longer program can better showcase our talent.

Wouldn't it be easier to "podcast" our show, putting it up for download? That would mean instant distribution, listing in iTunes, and a whole host of other media aimed at tech-savvy listeners.

Responses:
  • Distribution is a separate issue, and will be handled through various community radio contacts.
  • Podcasting will always remain an option in the future, since the recording and post-production will use digital audio formats throughout.

Story Leads and Notes

Captain Juan Gaspar de Portola:
  • sounds of horses

John Muir:

The Cliff House-Ferries Railroad:
  • train effects
Stephano Mori:
  • bottles clinking
  • restaurant ambience
Freddie Funston:
  • house explosion effects
  • cannon fire
  • crackling/burning fire
Adolph Sutro:
  • baths
  • crashing waves
  • trains
  • garden ambience
Whitey Thompson:
  • cell door sounds
  • Thompson's voice samples
  • prisoners talking
Jim Quillen:
  • cell door sounds
  • prisoners talking
  • X-ray machinery effects
  • Quillen's voice samples
Alcatraz Guard:
  • Cell door sounds
  • brass keys jangling
Maritime Shipwright:
  • creaking of boards and riggings
  • ocean ambience
Law Enforcement Ranger on patrol:
  • cleaning gun
  • sirens
  • complaining visitors
Maintenance at Aquatic Park:
  • bucket and broom effects
Buffalo Soldier:
  • horses
Nike Missilemen:
  • hatch sounds
  • pump sounds
  • samples from training films?
Civil War site:
  • Drilling soldiers
Chinese resettlement during 1906 Quake:
  • Chinatown crowd sounds (need research to avoid embarassment)
Portuguese Dairy Farmer:
  • Milk bottles clanking
  • cow noises
Horseback Ranger:
  • horse sounds
Firefighter:
  • crackling bonfire effects
  • digging effects
  • fire engine sounds
Oldest Volunteer:
  • interview samples
Trail Crew:
  • saws
  • picks
  • chainsaws
  • digging effects
Lighthouse Keeper:
  • Foghorn samples
  • stair effects