From "Reef Blower" (Episode 2) onward, Jeff Hutchins serves as the series' sound effects designer & editor (although credited on standard prints of "Help Wanted", Jeff was not involved with that pilot, nor was he originally credited on the standalone pilot). Tom Syslo is the supervising sound effects editor and may have been the uncredited sound designer of the pilot "Help Wanted", according to Roy Braverman; Syslo contributed some editing on few later episodes.

The sound services began with Horta Editorial & Sound (uncredited), working with Timothy J. Borquez's team there and at Pacifica Sound Group and Hacienda Post (the latter, including housing facility Sabre Media Studios, continued working on the show from Seasons 5-8, but only for track reading). During Season 5, Jeff Hutchins and the sound services moved on to Oracle Post; in 2012 they relocated to Atlas Oceanic Sound and Picture, which also recorded dialogue for The SpongeBob Movie: Sponge Out of Water (2015). In 2019, Jeff and the Atlas Oceanic/Oracle Post sound team relocated to Rob McIntyre's Sound Rebels.


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I am producing The SpongeBob Musical and we hope to have a student doing the live foley sound effects. I was surprised to see that neither the script or score has any notes about Foley Fish sound. Does anyone who has done the show before have a script with when the sound effects happen? Or a list of what found items make each sound effect? Before I start from scratch, I thought I'd ask around! Thanks

For context, I have been watching Oompavilles videos. He uses a lot of sound FX, the metal gear alert sound gets used in basically every video, and he also uses sound and video clips from movies and TV. Certainly, there must be copyright issues surrounding this? I am wondering what the rules are. I don't ever seen any credits or licensing information in his videos. Can I use sound bytes from spongebob and metal gear in my videos? Do I need go ask permission from someone to do so legally? What about credit/licensing? I post credits for my music and sound effects in the descriptions of my videos, is there a better way to do this?

I am a high school sound guy and we are performing SpongeBob the Musical. I know my director will want the shoe squeaking and other sound effects not meticulously counted, but I am not sure the best way to run it. I am looking for a way I can play 1 sound effect with the press of 1 button over and over again.

I came across MIDI controllers with drum pads and thought I might be able to upload an audio file to it and send the sound to the sound board. I have been looking into the softwares of these but they are not looking promising.

At first, the draw was the challenge of playing a song with the band, while also hitting all the sound effects for the onstage action. It can get very virtuosically challenging. Over the years, as I learned more and incorporated more and more ideas from film foley and theatrical sound design, I became much more interested in how it could support the storytelling and provide new ways to use sound live. Not just cartoony sounds, but any situation where you want sound to feel connected to a movement, as though the actor or performer actually created the sound you heard. Those possibilities are what excites me most now.

For me, SpongeBob makes the best use of this permission. They go all over the map with the range of different and weird sound choices. But, it all works and feels effortless, even though they use lots and lots of sound effects.

I've been trying so hard to find a clean audio of this one sound effect I hear in some Spongebob episodes, but I can't. The best way I can describe it is a confused xylophone sound ? I know for sure one example is in Snowball Effect, when Patrick is trying to make his snowball but he can't, and he makes like a helix and a cube and some third shape lmao. It's that three-part xylophone sound. I'd be so relieved if I could just find a clip of the sound with no voices over it LMAO

1. How did becoming a foley artist first appear on your radar? What do you consider your big break?

It started first for me with an interest in old vaudeville and circus shows. Before recorded sound, shows relied on the percussionist to provide sound effects for the action happening on stage. A cow bell for a bonk on the head, or a siren whistle as something flew off stage. Moments like these were accompanied by a percussionist who had to watch and do live sound effects for the scene, while also playing drums in the orchestra. I was very taken with this technique and found myself working with lots of dancers, clowns, physical actors, and acrobats to see what was possible and how specifically connected we could make the movement and the sound. 


My big break call was when Tina Landau asked me about the first SpongeBob workshop in 2012. It's been a whirlwind dream job over the course of six years as we developed the show.

3. What was your process like discovering the sounds of tag_hash_120_________ on Broadway? I imagine it was super collaborative with Tina and the actors. Does it still evolve or is it very set? 

The rehearsal room for SpongeBob was consistently the most fun, creative, open, and supportive of places. It's been incredibly collaborative with Tina, the actors, the whole design team, and especially Walter Trarbach, the sound designer. Having me, with all of my sound effects, in the rehearsal room for the whole development process was a huge part of it. Some sounds developed slowly over the years and other things happened quickly one day on a whim and have barely changed. Because there was a constant spirit of play in the room, there were always new ideas popping up, and there were always crazy genius minds around to bounce new ideas off of. 


At this point, big picture things are set but with a normal amount of breathing and variation from night to night. The subtle changes require me to always be present with the actors and never assume it will be the same timing from last night. For example, I play a lot of footsteps in the show. The iconic squeak of SpongeBob's walk and the suction pop sound for each of Squidward's tentacle steps. Each step gets a sound, and we never talk about the number of steps they will take. So, some nights Squidward (played by the amazing Gavin Lee!) might take 10 extra steps to cross the stage, and he'll pause differently between steps. Those kinds of differences are happening every night throughout the show. If every footstep was "set," or if they were worrying about me keeping up, it would really impede the spontaneity of their performances.

4. What advice would you give to aspiring foley artists? What are three things they can do to begin on this path?

I think that live foley in theater is full of exciting potential that we are just beginning to see and hear. I would love to see more people doing it. My approach is a combination of sound and percussion that made sense to me. But, I think there are a lot of other ways to arrive at foley. My three pieces of advice would be:


1. Find or create opportunities to do it. Get in a room with dancers, actors, clowns, aerialists, acrobats, jugglers, and anyone else who is interested. A foley artist is an accompanist, so a big part of it is to find people to accompany. Then, hope that one of them is a good fit for you. When you do find a good match, keep working with them. 


2. Develop a very high accuracy rate. Using live foley is something that complicates the normal show system of the stage manager calling cues. This normal system is very reliable and safe. For any director, stage manager, or producer to get excited about foley, they have to believe that the foley artist will be consistent and that the show can depend on them every night. The more involved the foley is, the more this is true. 


3. Be open and flexible. Whatever your idea is, don't rule out the other possibilities. Part of the beauty of working in theater is the combination of so many different people, ideas, disciplines, and personalities working together. It gets very hard if you are precious about your individual ideas or your personal experience. It requires constant adjustments, negotiations, meeting halfway, and the ability to throw away 10 good ideas to find a great idea. It is all about giving yourself and your ideas and striving to serve the bigger vision.

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