Wednesday 1 October 2014

Sound: edited fight scene



Types of sound:
  • Digetic sound (diegesis): refers to sound that both the audience and the characters can hear (sound effects, music played in the scene).
  • Non-diegetic sound: refers to sound that only the audience can hear (soundtrack music, played for effort, build tension in the audience, not in the scene).
  • Sound bridge: will add continuity as sound from one scene carries onto the next.
  • Voiceover: When a voice is heard whilst we see an image of space and time in which that character is not actually speaking.
  • Parallel sound: will compliment whate we see.
  • Dialogue: The use of speech by a character.
  • Contrapuntal: A counterpart to what we see. What we see and hear does not match.
  • Leitmotif: In music, a repeated phrase or theme used to suggest an idea or character in a story.
  • Synchronous: Sound that matches the visual image such as dialogue matching up with the actors lip movements or the band of a gun as it is fired on camera.
  • Asynchronous: Sound that does not derive from a source visibloe on the screen at the time it is heard. Such sound does not correspond to an actor's lip movements or other objects movement.



Sound is a powerful film technique for many reasons.
Sound engages a distinct sense whist can lead to a 'synchronization of senses' - making a single rhythm or expressive quality unify both image and sound.



Diegetic
Dialogue
Background noise
Sound made by objects in the scene
Music as seen played by instruments in the story.




Non-Diegetic
Voice over
Music (Soundtrack)
Sound effects for dramatic emphasis



The soundtrack can clarify image events, contradict the, or render them ambiguous. In all cases, the sound track can enter into an active relation with the image track. Sound gives a new value to silence. For example, quiet passage of film, unbearable tension, forcing the viewer to focus and wait for sound to emerge.



Sound in cinema is categorised into 3 type:
  • Dialogue
  • Music
  • Sound effects


Realism: The sound already in the scene.
Hyper-realism: Heightened sound from the scene.
Unrealism: Unrealistic sounds added into the scene.


Four Main Tracks
Dialogue sound: recorded dialogue added in.
Wild track: adding in natural sounds.
Foley track: creating sound to add in.
Sound track: added music.

For the task in class we had to create out own fight scenes and add foley sounds into it. We done this by filing the scene and sounds separate. To do this we also had to create our own sounds to add in when we were editing it all together. We then added non-diegetic sound over the top (a soundtrack that matched the atmosphere of the scene).

http://youtu.be/B6m708P_PqA

No comments:

Post a Comment