home | et39 - digital audio design for games - 2015 edition | prev | next |
David
Javelosa |
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week
08 - designing
sound to picture and script
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http://www.youtube.com/watch?feature=player_embedded&v=phqH_P24S_c
Voice Over Production Video BRANCHING LOOP TESTER TEMPLATE DUE ![]() sound
and music to visual media
Importing Movie - Video to Pro Tools track sound
effects and sound processing
DSP Plug-ins - Inserting Plug-ins on tracks designing
sound to picture and script
The Art of Listening To What You Are Looking At We have listened to a number of different tracks, paying close attention to all details of sound. We have been able to identify the difference between foregroung, middleground and background layers of sound. We have also identified the three major components to sound design for moving pictures, in order of priority: dialogue, sound effects, music. In order for the complete experience to be able to convey the story or idea of a scene, these elements must work together in supporting the information that each element delivers. The Art of Looking At What You Are Listening To Now that we have had some experience running sample video footage in Vegas, we see how easy it is to drop in the three main elements. Music tracks, often in stereo pairs, can fade in and out with a scene. However they can also have certain musical logic as to the action. A growing musical passage, either in activity or volume, can climax to coincide with a particular visual event. Pro Tools makes it easier to see the wave shape of the climax and to be able to slip the music track to match the action of the movie. We have also learned to use the spot feature in Vegas that enables us to drop sound effects that have been previously "spotted" for us by a director or editor. Given a script or a cue sheet, it makes it very easy to prepare a number of effects to assemble into the overall track. By spotting the sound effect "cues", we are able to insert the sounds to exactly the time code that a cue sheet or script would instruct. By going back into slip mode, we are able to fine tune the timing of the effects according to the picture. Besides many of these subjective and asthetic judgement calls, there is yet another level of creativity in layering these components to picture. That is the difference between "literal" sound design and "figurative" sound design. The former deals with the literal, or at least related, sound effect to go with a screen action. The sound of a gun shot is the most typical example. We see a gun fire on the screen and we immediately recognize (or vizualize) the sound that is used. Culturally, however, we are used to a particular sound for gun shots, and these are not always accurate for what we see on the screen. Footsteps, door knocks and other similar every day sounds can easily be duplicated using a sound library or a foley artist in a sound studio. But sometimes action is not always associated with a "literal"
sound effect. Sometimes we have sounds that have nothing to do with
the action we are seeing but somehow they "fit". A great example
of a "figurative" or abstract sound design is the classic
recording of angry bees that was mixed into scenes of the Exorcist,
used to great a subconcious feeling of stress and uneasiness. Many times,
musical passages are used to convey great emotional moments, or to convey
emotional reaction to a visual that cannot be litarally heard. A great
example of this is any scene with a majestic mountain view, or sense
of immense discovery. The sound designer becomes an abstract artist
in creating sounds that "fit" with a scene if only on a visceral
or sensual level, such as the sounds of grinding metal as a dark passage
is being explored, or the sounds of rushing wind during a cliff-hanging
scene, even though the wind sound is gone when the danger is over. The
abstract use of silence, in this case becomes the most powerfull thing
a sound designer can apply. Pro Tools Exercises Creating the MIX of the priority of elements Using the different DSP plugin Effects Automating the MIX Bouncing down to a usable track week 08 assignment, Mid Term pro tools project, due the Week 11 Develop a short, 3 minute game or cut video sound design that should, at a minimum, contain the following elements :
Grades at the "A" level will require more than these minimums. The more original the design, the better the grade. Additional possibilities include:
This assignment will be delivered on audio CD. Please check with the lab if you need to learn to burn to CD. |
Copyright © 2012 -2015 David Javelosa |