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Sound for Screen Specialising and Exhibiting

Final mix on three themes and reflection

I have intentionally alternative the colour tone of the scenes to distinguish them and boost the impression of the themes visually. As suggested by Jessica, I will put these three clips in one, with the Comedy theme coming first, then the Realistic theme and finish with the Beatboxing theme. To make sure the audience have a balance state of listening after the previous theme, I have put white noises between every theme with black screen only showing the next theme.

It was not difficult to import all three themes into a single session simply by using the import data function (option + shift + i on mac). Once I imported everything, I first put these sounds in the correct position with the spot mode in Pro Tools. Have a look at my session:

Colourful tracks look organised and make me happy 🙂

As I was checking the session. I recognised that the comedy theme is very quiet while the Beatboxing theme is too loud. To solve the problem, I tried to route all the tracks from each theme to an aux track according to their themes for better control. Unfortunately, for some reason there is no sound nor signals coming out from the aux track. I assume this happen because there may be issues on playing a mono/stereo track to a 5.1 output (But it plays normally on a normal track that is a stereo clip with 5.1 output). That was unlucky, but still there is solution for that. The solution would be increasing the clip although I feel that this is not a good way but at least it is working.

And I guess that is the end of the project. Honestly, it is hectic, very hectic. But I have tried something that I have never done before and in the end it doesn’t look too bad as well. As an art student, the process is always the best thing of the entire production. I can definitely feel the joy and I know I am enjoying it especially when I experiment different things in a way and messing it up. After this project, I guess I am actually quiet a chaotic person.

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Sound for Screen Specialising and Exhibiting

Deconstruction on the Beatbox theme (cont.)

I think I forgot to explain why I use Ableton only for this theme and use Pro Tools for other themes. The reason for that is that the recordings for this theme require a lot of editing. I need to use different plugins for editing and unfortunately, Pro Tools’ plugin runs in a different format and it does not provide enough effects for editing so I had to use Ableton which has more plugins.

As I mentioned in Week 8, all the recordings are just me improvising by repeating the same thing but in different tones. I found this more fun for editing and gives me ideas on the ways to edit. Anyway, I will now show what I have done for the theme.

A screenshot of the entire session

You may notice that all the tracks are mainly in white except some are blue. I colour them on purpose to separate the sounds that need to be panned. As shown in the screenshot, that would be the sound of Neo dodging bullets and Agent Smith walking down from the helicopter.

Almost every track has been edited with at least one plugin but they are mostly the same ones. I will list the plugins and editing techniques I have mainly used and explain what they are for:

EQ 

I use EQ mainly for two purposes. Firstly, I use them for subtracting and removing the frequencies I don’t want. This will help balance the mix so that it will not sound muddy, especially when combing them with other foleys or sounds. On the other hand, I use them to boost certain frequencies in order to make it sound better, as well as fit into the soundscape in some situations. 

Compressor

In the music production scene, compressors are mainly used to process sounds with a lot of transients like drums or vocals to make it stand out of the mix. I apply the same concept to the impacts during the scene to make the impact sound more powerful and punchy, which are mostly guns and pistols.

Reverb/Delay

In my opinion, reverb has an amazing effect that helps to smooth out some glitching or unwanted sounds. Furthermore, I use reverb and delay to shape the sounds that fit into the soundscape of the scene which are all rooftops.

Overdrive/Saturator/Distortion

These effects work in similar ways, where they either amplify the signal or boost the harmonics of the sound. I mainly use them for two purposes. The first one would be making thin sounds sound richer, another reason would be creating some impactful sound effects, including the bullet dodge sound effect as shown below.

Pitching down

I pitch down the sounds to make them unrecognizable and sound more dramatic as it has more low frequencies when I pitch them down. I may pitch some sounds up to match the tone of the sounds that I want to mimic.

Reverse

In some samples, I would reverse them to create a whoosh effect. They are mainly used in Agent Smith’s dodge movements and the knife-throwing movement from Trinity.

Here are some examples of the sounds edited with plugins:

Neo dodging bullets sound

This sound is made by 3 layers with effects. Have a listen to some of the sounds I have made.

Dry:

Here are the effects I have added to one of the tracks:

So first I added a pitch bend tool to tune down the sound to get a very low pitch tone. Then I put a flanger effect to boost the resonance to move the sounds around and fill the space. I added a multiband compressor and a saturation plugin for distortion to make the sound richer and more impactful. Following is EQ for making the sound less saw-like as well as giving space for other layers with high-frequency details. Finally, I put auto panning to make the sound travel more in terms of direction.

With all the effects on:

Pilot transforming into Agent Smith sound

In my opinion, this is the most ridiculous sound I have made for the entire theme. Before explaining it, please have a listen first:

As shown below I have added Decapitator, a distortion plugin; a spectral resonator that boosts a certain frequency’s harmonic and an EQ for shaping the tone. I have pitched down the audio for 2 octaves.

Any ideas of what the original recording sounds like? No? Well, here you go:

That’s it. It’s me speaking gibberish that does not make any sense.

I believe that is pretty much it for the theme. I don’t think there are any more special edits and thoughts on designing a specific sound. Most of them are mainly designed by the same logic. Hopefully you will find this interesting 🙂

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Sound for Screen Specialising and Exhibiting

Deconstruction on the Realistic theme (cont.)

As mentioned in the previous blog, I will now show my session here and explain some of the approaches I have made.

Adjusting the amount of reverbs by using the sends

One of the focuses in this theme would be thinking about the rationality of space. In the scene as Neo was shooting the soldier with a rifle gun and the camera switched to the soldier being shot and quickly switched back to Neo. I adjusted the levels of volume and reverb sends to match the camera change and make it sound more realistic.

This is what it sounds like:

Chopping off the ambience and adjusting the gains

This is similar to what I did to the gunshots from Neo as mentioned above. But this time, I adjusted the gain and separated them into different groups for the shots instead of adjusting the send levels. Have a listen to the ambience from 0019 to 0029. You can hear that the frequencies and dynamics have changed over the shots:

I have separated the ambience into 3 tracks.

The first track is mainly the ambience of the shots, where we can see the smoke coming out from the vents in the shots. I have adjusted the gains based on how far the shot is away from the vent.

The second track is the ambience for the bullet dodge scene. I have pitched it down by 1 octave and low-pass it to mimic the effect of bullet time.

The last track is the ambience of the shots that are far away from the vents. I have cut the high and low frequencies to fit it into the soundscape.

What I found here is that playing with frequencies and dynamics gives a sense of disruption to the audience, making them notice that the POVs keep changing. I believe this will sort of pull them into the “reality” of the scene and make the soundscape more immersive.

Authentic foleys

I have recorded some foleys for the scene as some are more suitable than the ones from the sound library. Here are some of the examples.

Punching/Kicking sounds by actually hitting myself

I hit myself with my fists to make realistic punching and kicking sounds for the beginning of the scene. I mainly hit on my chest and have done several takes with different ways of hitting. This sounds very stupid yet it really works. It was a bit painful after that but thankfully I did not hurt myself. Well, I have learnt that I am quite tough in some ways.

Have a listen to them. Does it sound painful to you?

As you may have heard, some punches/kicks sound different. I have put a little effort in here on selecting the suitable sounds for each hit. In the fighting scene, Neo’s third kick is hitting on the helmet of a soldier which would sound different from hitting on a chest, so I have picked a higher pitch sample from my recording to match the tone. The same idea applies to the last hand-knife chop from Trinity, where she hit a soldier on his chest, which would sound lower in pitch.

Inaudible dodging sounds and body fall sounds by playing with cloth

I have made some recordings with the use of the white cloth found at the foley materials corner. I was planning to record this for all the movements that involve cloths moving, which is mainly dodging, turnarounds, and body falls. To be honest the sounds for Agent Smith dodging bullets are nearly inaudible but I think adding a bit of this will make the movement a bit more present. Have a listen on the sound effects of it:

Agent Smith transformed into pilot sound by waving a water pipe

This is the sound when the pilot turns into Agent Smith in the helicopter. Have a listen to it. Can you guess how I made the sound?

The answer would be waving up and down quickly with the water pipe I found at the foley material corner outside M110. I stretched the audio to match the duration and low-pass it to get rid of the metallic sound from stretching and fit the space as he was inside the helicopter.

This is another creative approach towards sound design as in reality, it is impossible for someone to transform into another person. And so I make decisions on sound selection by finding the balance between common sense and creativity. On the side of logic, I notice that the face of the pilot was stretching as he transformed into Agent Smith. And on the side of creativity, I know that I need to use a sound to represent something that is impossible in reality, I cannot explain why I end up choosing this sound for the transformation, but it seems that the sound lies at the sweet spot of between the two sides.

It is interesting to see how my common sense and creativity work together. Although I believe this is definitely not what it sounds like back in the film studio (they are definitely using props for guns but who knows if it’s actually a real gun and the stuntmen are simply invisible), at least I am making something that makes sense. And making sense is already good enough to persuade the audience that they are listening to something that sounds realistic.

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Sound for Screen Specialising and Exhibiting

Deconstruction on the Realistic theme

There are no “realistic” and “authentic” sounds for movie scenes. This is like attempting to write the Egyptian hieroglyphs: We never knew what they meant because the writing system has been lost and gone extinct. However, we are able to understand a few thanks to the discovery of the Rosetta Stone, a guideline that defines the hieroglyphs.

I believe that in the movie sound scene, our common sense is our guideline; the Rosetta Stone to the authenticity of the sounds. We can never be 100% sure what the sound could be in the film studio, but we can make sounds that are close to the original one by observation and comparison, just like what the Rosetta Stone did. I think these “realistic” sounds for movies are constructed mainly by common sense. However, there is no fixed definition of every movie sound and the sounds can still sound very realistic even if they sound very different. It would be great if there was also a small gap in personal creativity and imagination.

And in this theme, I will find the balance between reality and creativity. What I will do is try my best to imagine how the sounds would be if I were in the scene in which the angles of the shots are my POVs. So I start with finding sounds that are easy to define: The guns.

During one of the lessons, Jessica mentioned that we are so used to the Hollywood gun movie sounds. I agree with her and sometimes I think what I hear is technically not so accurate although as I mentioned above, we cannot make the exact sound but at least we can compare them with common sense or creativity.

Luckily, I have found a website that records what guns were used in different movies and I found the bullet dodge scene in this page:

The Matrix – Internet Movie Firearms Database – Guns in Movies, TV and Video Games (imfdb.org)

With this information, I am able to find more accurate sounds rather than just impactful gunshots that sound the same. Based on what the website said, there are 4 types of guns in the scene:

M16, Beretta 92FS, IMI Desert Eagle Mark XIX, Beretta 84FS Cheetah

Unfortunately, I am not able to find all the sounds. Some of these gun’s review can be found on the web but they are either poor in quality or does not match the soundscape of the scene.

This is probably the most detailed research I have done on this theme, as all the other movements are mainly just fighting moves. I will show more about the project in the next blog.

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Sound for Screen Specialising and Exhibiting

Deconstruction on the Comedy theme

I spent the least time working on this theme. This is because firstly, I have put too much time into the beatbox theme and secondly, in my opinion, this theme is easier to complete by mainly putting all the cartoon sounds.

However, I believe there are still challenges for this theme. One of them would be finding a suitable cartoon sound for a specific movement in the scene. Due to the theme setting, the sounds I made are totally inauthentic. This means that the selection of sounds will no longer based on rationality and authenticity. I will need to make judgements based on my creativity.

Such an approach reminds me of the nature of humour: A joke can only be funny when people understand the joke itself. It is just pure nonsense when no one gets the idea but only yourself. Therefore, I believe getting sounds that make people resonate and understand will be crucial to making a great comedy theme so that they will find it funny and silly. Therefore, I need to get the right sounds to provide meaning to the audience.

Another challenge would be making the cartoon sound effects connected. These sound effects are very different from each other in terms of tones, frequencies and dynamics. I need to find ways to combine them together in a way that makes them sound good with each other.

As I was finishing the theme, I found that music is very important to the theme as well. Music helps to boost emotions that strengthens the feeling I want to bring through the sound effects.

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Sound for Screen Specialising and Exhibiting

Deconstruction on the Beatbox theme

As mentioned in the previous blog, the foley and sounds are all made by recording my voice only. The theme mainly focuses on the editing techniques using different plugins to alter the sound and discover the editing possibilities. Out of all the three themes I personally found that this theme is most challenging yet also rewarding. Due to the limitation of the theme, which I can only make the foleys with my voice only, my editing skills of sounds are fatally crucial to the outcome.

I found this theme is between the other two themes in terms of the rationality from the realistic theme and the creativity from the comedy theme. On one side, I need to make sure that the sounds I create make sense to the scene so that it won’t sound silly enough to feel like a comedy. Last lesson, Jessica mentioned that she felt a bit of humour towards this film as she saw my work. This was not my intention although I am really trolling and messing up with the theme. Therefore, I had to find ways to distinguish the two themes and so I decided to remove my pathetic off-sync dialogue on the pilot with a slightly Southern Chinese accent.

I probably have mentioned already that this theme has taken me a lot of time to complete, which is at least 60% of the time. Most of the time was spent on experimenting with plugins and editing, then the selection of suitable takes for the movements in the scene as well as syncing them together.

One thing I realised when I was editing is that it is so easy to lose focus when I am listening to the results that I am happy with. It is okay to appreciate myself that I am doing a great job of designing sounds. But the problem is that time is limited, and I need to keep reminding myself of it so that I can carry on (Keep Calm and Carry On!). However, it feels really awesome when something that sounds stupid turns into something that actually sounds good.

In the next blog, I will demonstrate my project and the workflows.

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Sound for Screen Specialising and Exhibiting

Week 8 in Sound for Screen

Jessica had replied to me and seems that she likes the idea but it would be better to just include 3 themes instead of 4 as that would take extra time on that and the quality of all the themes would drop. Therefore, I decided not to do the cyberpunk theme which includes music and dramatic sound designs that take ages to complete.

Last week I have done most of the recordings and found the sound effects for the themes. It was fun and in my opinion, quite chaotic but in a good way. I feel like I am actually messing up with the assignment rather than doing this in a usual way. Normally, I should have a list for the sounds I need so that I can record the sounds more effectively in terms of time and quality, but I think it will take a lot time to do this (an excuse for being lazy) and I already have ideas on what to record so I am mostly improvising during the recording session. Although it was messy but I was able to record what I want. I believe improvising is actually better than repeating the same scene over and over again especially in the beatboxing theme. Since I have no experience in beatboxing (I cannot even do a water drop sound), I think it would be better for me to just keep repeating the same sound than edit and sync them. And so I didn’t even look at the screen and following the scenes to mimic the sounds but just keep repeating the sounds I needed. Have a listen to one of the takes during the recording:

I guess I will spend most of the time in the beatboxing theme as I takes time to select , while the other themes are mainly using sound effects. I might need to do some extra recordings or sound effects of ambience as for now I have only one so far.

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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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Sound for Screen Specialising and Exhibiting

Week 6 in Sound for Screen

I have not gotten a reply from Jessica, but since she found the idea interesting when I mentioned it to her during class, I assume this is a pass. So now I would like to have a quick and brief analysis of the scene I have chosen: The bullet dodge scene from The Matrix (1999). This is the link to the scene:

https://www.youtube.com/watch?v=ggFKLxAQBbc

Introduction

This is a classic scene from the entire series, where Neo the protagonist was dodging all the bullets from Agent Smith. It is said that the scene was captured by hundreds of cameras to generate the 360 angle in slow motion. I will analyse the scene in chronological order.

Analysis

0000 – 0002 Close-up shot on shoulder level. A pilot says “I repeat, we are under attack.”

0002 – 0003 Medium wide shot on eye level. Neo is fighting with 2 soldiers.

0003 – 0005 Medium close-up tilt shot. Neo grabs the gun from the soldier, hit him with it and turns around.

0005 – 0006 Hip level shot with a slightly low angle. Trinity knifehand-strikes the soldier’s face and then pushes his hand up to expose him and make him vulnerable.

0006 – 0007 Close-up shot on shoulder level. Trinity performs a neck chop on him with her left hand. Her voice here is very soft. I assume this is because the music has just kicked in, and it will disrupt the atmosphere if a powerful “huh” comes out suddenly. Also, this shot only lasts for a second, so the audience would not pay much attention to the sound, but more on the flow and the entire action scene.

0007 – 0011 Close-up shot on shoulder level. The pilot is controlled by the Matrix and he is transformed into Agent Smith as he struggles in pain. Interestingly, this shot seems to synchronise the previous shot, where Trinity knocks down the soldier, and at the same time the pilot turns himself. This looks like the pilot is also being knocked down by Trinity, and it adds the impact of her hand chop.

0011 – 0012 Medium shot and zooming in. Neo is shooting a gun towards the soldier.

0012 – 0013 Medium shot and zooming in. The soldier is shot by multiple bullets

0013 – 0014 Close-up shot and zooming in. Neo continues to shoot the gun while the soldier behind him is getting up and about to take him down from his back.

0014 – 0017 Trinity notices the soldier and immediately throws a knife towards him. I’m not sure where this knife is from, as all of the characters have guns and pistols only. I found this shot awesome when the soldier’s body covers Neo and reveals him when he falls. This creates suspense of Neo’s safety and a relief when he is shown on the screen. Maybe I can add some features here with sound.

0017 – 0020 Wide shot on leg level. The shot captures Agent Smith’s leg as he gets down from the helicopter while Neo and Trinity have just taken down all the soldiers.

0020 – 0023 Close-up shot on eye level. Trinity spots Agent Smith as she looks right. The camera zooms in to extreme close-up shot.

0023 – 0025 Close-up shot on low angle. Neo seems to notice the signal from Trinity and calm down. Then he gets ready and quickly turns back.

0026- 0027 Medium shot on eye level. Neo pulls out the pistols and shoots right after. The pistols Neo are shooting are 2 Beretta 92FS handguns.

0026 – 0027 Full shot on eye level. Agent Smith dodges the bullets smoothly. I am not sure why no bullet can be seen that is going through Agent Smith while he is dodging, is this because of the Matrix?

0027 – 0029 Extreme close-up close on eye level. Neo is frustrated to take down Agent Smith.

0029 – 0033 Full shot on eye level. Agent Smith continues to dodge the bullets smoothly.

0033 – 0034 Extreme close-up close on eye level. Neo runs out of bullets and panics. He yells, “Trinity,” while looking at the left. At this moment, Trinity should be on his right side so I am not sure if this is a tiny logical mistake or done with intention where Trinity has already gone someone else (potentially behind Agent Smith for the stealth assault in later shots)

0034 – 0035 Close-up shot on shoulder level. Agent Smith raises his pistol and points towards Neo.

0035 – 0037 Medium shot on eye level. Neo drops his pistol and gets ready to receive the bullets. He yells, “Help!”.

0037 – 0038 Extreme close-up shot on eye level. This shot focuses on the front of the pistol.

0038 – 0048 Arc shot. Neo dodges the bullets shot from Agent Smith’s pistol in slow motion. Compared to how Agent Smith dodges bullets, it is completely different from Neo. He seems to dodge the bullets easily, while Neo struggles and dodges them in a spin. I will see if I can create sounds to make the contrast of their performances.

0048 – 0049 Extreme close-up shot on high angle. A bullet rubs over Neo’s left torso.

0049 – 0050 Extreme close-up shot on high angle. Another bullet rubs over Neo’s right leg.

0050 – 0052 Medium shot on overhead angle. Neo falls down and panting.

0052 – 0057 Close-up shot on high angle. Neo keeps panting and looks up while Agent Smith walks towards and his shadows cover him. The shot appears to be much brighter compared to the previous shot.

0057 – 0058 Medium shot from the POV of Neo. Agent Smith raises his pistol and is about to execute him. The pistol just covers the sun and shows the whole image of him. In my opinion, this pulls the audience to the reality that Neo is defeated and adds tension from Agent Smith.

0058 – 0100 Close-up shot on low angle. Agent Smith says, “Only human.” in a pale tone.

0100 – 0101 Close-up shot on eye level. A pistol points towards Agent Smith’s back of his head, and he looks back.

0101 – 0102 Medium-shot from the POV of Agent Smith. Trinity says, “Dodge this.” with a bit of anger.

0102 – 0105 Full-shot on eye level. Agent Smith was shot in slow motion.

0106 – 0107 Close-up on low angle. Trinity looks backward to avoid looking at the strong light from Agent Smith.

0107 – 0108 Agent Smith turns back to the pilot from the beginning of the scene with electricity around.

Categories
Sound for Screen Specialising and Exhibiting

Week 5 in Sound for Screen

Following week 4, I was asked to choose a movie scene for assignment 1. It was challenging for me to choose as there are many great scenes that I like. After struggling a bit, I have chosen the bullet dodge scene from The Matrix (1999). You can find the scene here.

This scene is shorter than other movie scenes, which are usually 3 to 4 minutes. In the context of the marking, this is definitely not enough. (As an art student, I should not care about it though). Therefore, my approach towards the assignment would be to repeat the scene for 3 to 4 times. And each time, all the sounds will be replaced and create a different atmosphere and feeling. I have thought of different themes for the scene and here are some examples

Comedy

Creating a cartoon-like, joyful atmosphere. My approach to this would be adding some cartoon sound effects to the movements of the character, for instance, adding the squishy toy sound effect to the walking steps.

Music Heavy/Epic

Write a brand new song that syncs the screen. I am not sure if this approach is a good direction as it focuses more on music then the sound/foley.

Scifi/Cyberpunk

Adding artificial sounds adds to the impact of the movements of the character. I find it hard to explain this, but I would like to share a video that tells the things I want to achieve. The sound effects in this video are mainly a combination of artificial noises and sounds. However, they sound very good when combined together.

(46) TOP 10 JoJo Stand Sound Effects (Stone Ocean Update)┃JoJo’s Bizarre Adventure – YouTube

Realistic

Trying to make it sound as realistic as the audience is in the movie. This means that there will be more environmental ambience and less dramatic sounds.

I am waiting for Jessica’s response for this and if the idea sounds good to her. I will start doing the analysis on the scene next week on the blog.