Sound design for visual media involves three layers - atmospheres, Foley, and spot effects. Atmospheres create a sense of place, Foley adds realism to characters, and spot effects are crowd-pleasing special effects. Effective sound design considers the role of sound, style, and level of detail needed while avoiding too many competing sounds. It also focuses sound from a character's perspective to enhance the story.
Sound design for visual media involves three layers - atmospheres, Foley, and spot effects. Atmospheres create a sense of place, Foley adds realism to characters, and spot effects are crowd-pleasing special effects. Effective sound design considers the role of sound, style, and level of detail needed while avoiding too many competing sounds. It also focuses sound from a character's perspective to enhance the story.
Sound design for visual media involves three layers - atmospheres, Foley, and spot effects. Atmospheres create a sense of place, Foley adds realism to characters, and spot effects are crowd-pleasing special effects. Effective sound design considers the role of sound, style, and level of detail needed while avoiding too many competing sounds. It also focuses sound from a character's perspective to enhance the story.
Sound design for visual media involves three layers - atmospheres, Foley, and spot effects. Atmospheres create a sense of place, Foley adds realism to characters, and spot effects are crowd-pleasing special effects. Effective sound design considers the role of sound, style, and level of detail needed while avoiding too many competing sounds. It also focuses sound from a character's perspective to enhance the story.
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Sound Design for Visual Media
A planned pre-production phase follows, during which
these initial creative ideas are assembled: • What role does sound play in the piece overall? • How should the sound-effect design convey the world? • What role does music have in the production, and what are appropriate styles and genres? • What role will dialogue have in the production? How many characters are there? Is the piece light or heavy on dialogue? Are the voices effected in any way? Sound Design Style • Start to build yourself a style guide. • Creating a style guide is a process where you try out different ideas to determine which ones work the most effectively. • This might entail creating a number of small movie sequences that feature different sound styles and music genres BRIEF AND DETAIL • Decision to make: how much detail needs to be added? Or to put it another way, how many sounds should you put in to reinforce the visuals, and how much sound is too much? • If you let the music do all the work required to carry the piece. This is not a music video: if you fail to inject sufficient sonic detail, the finished piece will seem sparse. • If there are too many sounds vying for attention, it's really difficult to bring the right things to the fore; similarly, there's much more potential for frequency clashes and Focus on the Requirement • If there are a lot of characters on screen or a number of similar events (a regiment of soldiers marching, for instance), it's not necessary to laboriously spot sounds for each and every event. • our brains may be able spot bad sync'ing, but they're not cynical • in a battle scene, with different details coming to the fore to suggest that more is going on. Any more, and once again we run the risk of creating a distracting cacophony. • in a real battle, the intensity of sound would disorientate Sound Layering • Create tracks in DAW that relate to each sound-effect group. • Typically, you might assign three or four stereo tracks for atmospheres, five or six mono tracks for Foley, and five or six more mono and stereo tracks for spot effects. • Colour-coding these, if your DAW allows, can be a great help when it comes to mixing. The mixing stage becomes much more manageable if you bus these tracks together to subgroups for atmospheres, Foley and spot effects, and there's no harm in doing it. Other than music and dialogue, contributes to one of three layers: • atmospheres (or 'atmos'), • Foley and • spot effects (SFX). 3 Layers • The atmospheres create a sense of place, time and location, and are usually subtle signals that you hear pretty much subconsciously. • The Foley is intended to add a sense of realism and believability to characters and their immediate surroundings. It includes things like footsteps and clothing noise. • And spot-effects are exactly that — crowd-pleasing special effects that take centre stage. Let's take each layer in turn. The usual convention • Sometimes, though, the most interesting sound design defies this convention. • Study Disney/Pixar's 2007 animation Ratatouille for some great examples of using sound design to emphasise character perspective.In the 2007 Disney/Pixar animated movie Ratatouille, the main character, a rat called Remy, is often placed in situations where the sound designers use his diminutive size as a focus. Example • In one kitchen scene Remy is scurrying across the floor, and each of the obstacles he meets features sound design that enhances its scale, making everything seem larger and more ominous: we hear exaggerated interpretations of meal trolleys passing by, with wheels that squeak and grind menacingly. • The detail in the sound subtly draws the audience closer to the action. In another example, the burners of a gas oven fire into life as Remy runs underneath. • To Remy, these burners sound like an inferno, so the design exaggerates the fiery sound to great effect. This focus on sound from the perspective of Remy himself helps to characterise him further as a small character in a large and sometimes dangerous world, which really enhances the story. Contrast the visuals with the sound • In Michael Clayton film, the opening scene features an audio monologue delivered by an unseen character, set to shots of a law firm at night, and to music that slowly escalates in intensity. • Night-shift cleaners vacuum the floors and a trolley is pushed through empty corridors before entering a busy boardroom, where a hive of activity is revealed. • Next we hear a phone conversation, both voices are audible but we don't immediately see who is taking the call. The camera slowly pans forward until, eventually, it focuses on a character. • From there, it becomes apparent who he is and what the call entails. Voices are heard in unrealistic ways and perspectives are skewed, but this great piece of sound design contributes directly to the dramatic and engaging opening of this movie. Introducing sounds early or letting sounds play over a visual edit for a few seconds — can be extremely effective. We often see this when a character opens a door on a vehicle or building, we hear the handle turn and the door swing open before we see it, so that when we cut to that scene the door is already open, and perhaps dialogue commences.