Oct 18, 2015
MULTIPLATFORM SOUND DESIGN
KMB252
Overview Contact Details
Unit coordinator: John Willsteed [email protected]
Contact for questions about enrolment, class allocations, etc.
Lecturers/Tutors:
David Williams [email protected]
Dion Clark [email protected]
Contact us for questions about assessment items, unit content, etc.
Overview What Youll Learn
1. Employ critical insight into the use of sound in a range of media
2. Use sound as a storytelling device in applicable formats
3. Develop data and time management systems
4. Apply a range of interactive systems and programs
5. Produce and integrate sound components in an interactive project.
Materials needed
HEADPHONES!! (ideally good ones)
Portable USB Storage (Hard Drive, Memory
Stick)
BACK UP YOUR DATA!!
Week to Week Outline
Week 1: Sound Design in a Nutshell
Week 2: Animation Sound Design
Week 3: Dialogue
Week 4: Sound Effects, Foley and Atmos
Week 5: -- Project Week No class --
Week 6: Plugins and Signal Flow
Week to Week Outline
Week 7: Game and Interactive Sound Design Concepts
Week 8: File Naming Conventions and Audio Pipeline
Week 9: -- Project Week No Class --
Week 10: Implementation of Audio Into Unity
Week 11: Video Game Guest Lecture (TBD)
Week 12: Sound to Picture Guest Lecture (TBD)
Assessment
Online Quiz Fundamentals of Sound Design Due: End of Week 4
Weighting: 20%
Online Quiz Sound Design for Multiplatform Applications
Due: End of Week 12
Weighting: 20%
Sound Design work to Multimedia, Interactive Sound Design work and Written Report
Due: Week 13
Weighting: 60%
What is Sound Design?
A very broad term with multiple definitions.
In the context of this subject, Sound Design is the process of specifying, acquiring, manipulating or generating audio elements.
Employed in a variety of disciplines, including Film, Television, Theatre, Animation, Advertising, Installation Pieces, Interactive Multimedia and Video Games.
Where did it originate?
The first person to be credited with the title
of Sound Designer was Walter Murch, for
his work on Apocalypse Now (Coppola, 1972)
"an individual ultimately responsible for all
aspects of a film's audio track, from the
dialogue and sound effects recording to the
re-recording (mix) of the final track"
Films Notable for Sound Design
Apocalypse Now (Walter Murch, 1972)
The Conversation (Walter Murch, 1974)
Star Wars (Ben Burtt, 1977)
Das Boot (Karen M. Baker, 1981)
Jurassic Park (Gary Rydstrom, 1993)
Saving Private Ryan (Gary Rydstrom, 1998)
The Matrix (Dane A. Davis, 1999)
WALL-E (Ben Burtt, 2008)
What does Sound Design do?
Helps tell and reinforce the story
Immerses the audience within the piece
Works on multiple levels:
See a dog, hear a dog
Informs the audience of the world outside the
visual frame
Can heighten drama, suspense and tension all
subliminally
Main categories of Film Sound
Dialogue
ADR
Music
Foley
Atmospheres (Atmos)
Sound Effects
Dialogue and ADR
What is spoken by the characters onscreen
In live action, Dialogue is generally recorded
on set
In animation, Dialogue is recorded within a
controlled studio environment
ADR is Additional Dialogue Recording a
process of re-recording unusable lines to
synced footage
Music
Used to emphasize or contradict the
onscreen action
Can be diegetic (within the film world eg. A
radio) or non-diegetic (typical film score
only audible to the audience)
Covers a vast range of genres, from typical
orchestral scores to modern electronic pop
music
Foley
Reproduction of everyday sound effects
added to enhance audio quality
Generally limited to human movement and
interaction sounds
Often blurs into Sound Effects the role of a
Foley artist needs to be clearly defined in the
initial brief
Atmospheres (Atmos)
Used to inform the audience of the
environment in which the piece takes place
Often sound sources are offscreen
E.g. wind in trees, distant traffic, birds
chirping
Sound Effects
A sound recorded and presented to make a specific
storytelling or creative point without the use of dialogue
or music
Can be recorded, synthesized or manipulated from other
sources
Generally used for notable events, e.g. explosion, car
driving past, exploding car driving past
Can be diegetic and non-diegetic
Often blurs between Foley and Atmos categories
Implementation
For film sound, the only software used within
a professional environment is Pro Tools
It is possible to use other Digital Audio
Workstations (DAWs), but Pro Tools is the
industry standard
Creative Sound Design
What you see is very rarely what you hear
real world sounds often sound boring when
placed in a films soundtrack, e.g. punches,
explosions, etc.
How to Overcome This
Think creatively
Experiment with sounds from unexpected
sources
Think in terms of what you need the sound to
accomplish think Attack, Decay, Sustain,
Release
Edit sounds together to convey particular
qualities
Layering, layering, layering!
A reminder!
Sound, musical and otherwise, has value when it is part of a continuum, when it changes over
time, has dynamics, and resonates with other
sound and with other sensory experiences.
(Thom, 1999)
Creative Sound Design Ideas
http://www.youtube.com/watch?v=NsfbXGDw_aA
Creative Sound Design Ideas
http://www.youtube.com/watch?v=6Cpoww6iKyA
Homework!
Watch a film from the list provided. Take
notes on the sound design elements of the
piece, and how they influenced the films
narrative.
That list again!
Apocalypse Now (Walter Murch, 1972)
The Conversation (Walter Murch, 1974)
Star Wars (Ben Burtt, 1977)
Das Boot (Karen M. Baker, 1981)
Jurassic Park (Gary Rydstrom, 1993)
Saving Private Ryan (Gary Rydstrom, 1998)
The Matrix (Dane A. Davis, 1999)
WALL-E (Ben Burtt, 2008)