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Sound for Screen Specialising and Exhibiting

Week 7 in Sound for Screen

The analysis of the shots is finished and I will list out what sounds I will need for the scene. Since I will repeat the same scene 3 or 4 times for different approaches or themes, it will sound different every time. I will first list down the sounds I need for the change and share the themes I would like to try.

Themes

Comedy:

Farnell (2010, p.401) suggests that not all sounds need to be literal as some are representative or suggestive, which does not mean they aren’t rooted in real physics. Making sounds for comedy is challenging because most are artificial sounds, and their role focuses more on creating emotion than authenticity. I believe I will record part of the sounds and design part of it with LFOs, as a lot of cartoon sounds are featured with pitch twist and wobbling that makes the sound silly. I may use the effects from sound library if there is not enough time or suitable materials for recording.

Cyberpunk:

This approach is mainly focuses on music. I will try to design sounds for the sound that syncs the actions and movements of the scene rather than only put sounds on the shot. I also would like to use the GRM plugin for pannings to make the music sound 3D and work around rather than just play back the track.

Realistic:

What I try to achieve in this approach is that I want to make it sound just like I am at the scene, and the POVs of the shots are the same as me. As I mentioned previously, this approach will create much less impact and it will sound bold. However, it is challenging as I need to make sure the sounds are played in the correct volume, angle, position, etc.

Beatbox:

I think this would be the opposite of Comedy and Cyberpunk, where I will record all the sounds instead of designing them on a plugin. However, I believe I will edit heavily with it as I have no experience in beatboxing. It would be fun to mimic all the sounds with the mouth only and edit them in a way that sounds very different.

Sounds for the scenes

As the scene is an action scene with many actions and fights, I think putting the focus and making sound changes on them will gradually change the atmosphere. This will save me a lot of time as well. Therefore, I will mainly just write down the sounds of the actions and movements I will focus on. I will also write the sounds that I find interesting to work on.

Punching sounds

Punches involve in the first ten seconds of the scene where Neo and Trinity are fighting the soldiers on the rooftop.

Comedy:

I had a listen to someone putting cartoon sounds to a fighting scene on youtube are they seems to be not really punching sounds, but rather just sound effects. However, it sounds amazing and not awkward at all. These sound includes metal clash,

Cyberpunk:

Since the punches involves only in first half of the scene, I will make a rhythm that represents the punches and after the punching. I probably will work on something to mak a contrast with the punches, potentially pistol shooting.

Realistic:

Being realistic means there will be no more dramatic punchy sounds like as we see them in action movies. To do that, I will get a pillow and punch it for the recording because I think the momentum and the sound of punching a pillow is similar to punching someone with clothes on.

Beatbox:

Unfortauntely I cannot find any tutorials on making a punch sound. However, I do found a lot of making drum sounds so I might try making the kick drum sound and make into a punch sound with editing.

Gun sounds

Comedy:

I immediately think of the prank guns when I am thinking what sounds I should get for the pistol shooting sound this theme. However, whenever I saw these prank guns appeared on the screen, it is always not the prank gun sound, but either party horn sounds and pop sounds. I think using these sounds seems to be a good idea. Actually, why don’t I use the rubber chicken?

Cyberpunk:

There are pistols from Neo and Agent Smith. They are using different pistols and shooting differently. Comparing to dodging I think shooting is not much important so maybe I can do a countermelody for the rhythm of shooting, where the rhythm when Neo’s shooting shot will be densed and it will be slow and impactful when Agent smith’s shooting.

Realistic:

I think gun sounds here should be similar to the original scene as they generate a great sound when firing.

Transforming sound (Pilot to Agent Smith)

Comedy:

I have no idea what to add for this yet but I will check the sound affects of cartoons to see which one matches the best.

Cyberpunk:

I will make a dubstep wobble for the movement that sounds unpleasant to synchronise the mood of the shot.

Realistic:

Since it is being realistic I think I will not put any sound effects here but adding the hitting sound when the pilot hit the window of the helicopter.

Bullet dodge sounds

Comedy:

For Agent Smith’s dodge I think I would add some silly sounds but for Neo’s dodge I think I will leave it empty or just adding a bit of sounds. This is because I can’t think of any sounds that fit into the scene but I think I can put some carnival music here.

Cyberpunk:

I will have the same approach as mentioned in Gun Sounds. I will try to present a easy, comparably chill feeling in Agent Smith’s dodge and tensed in Neo’s dodge.

Realistic:

To be fair it is impossible to be realistic as the times slows down. What I can try is to

Walking sounds

Comedy:

I will pair the sounds with squishy toy sounds. I have forgotten where I have seen this approach, but the closest one I could think of would be the intro scene from Pixar, where the lamp (By the way, His name is Luxo Jr.) jumps towards the Pixar Logo. It sounds ridiculous, so I think it would be a good approach and the only challenging thing would be getting a squishy toy.

Cyberpunk:

I would not focus much on this theme but I will use the flow of the music to create the rhythm of the movements of the characters.

Realistic:

Generally speaking there is no special approach to record the walking sounds in this theme. But there will be heavy editing with EQs and reverbs to imitate the rooftop soundscape.

Beatbox:

I think to generate sounds of walking would be stimulating shoes rubing/kicking the floor, which is the sreeching sound.

Reference

Farnell, Andy. Designing Sound, MIT Press, 2010. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/ual/detail.action?docID=3339445.

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