In animation films and productions of games and live action films there is one thing that must be included and that element is sound and music, which describes the feeling and setting of the film in itself be it emotional, heartbreaking, tense, or even the sound of objects. This tutorial would give us an inside look as to how the sound is created within a scene of a television show or movie. We were shown this tutorial by a tutor who specialised in this particular area and the software that would be used which is pro tools a software used to create sound. In our own films we wouldn't be starting with a sound we'd be starting from scratch creating our own sounds this would be a lot of work in terms of audio and we were shown an animation that took an entire semester for students to complete.
It was a nature based animation which was using silhouettes and very good sounds and music to accompany the different scenes we were told that before we added sounds it was a good idea to break down a scene before doing sound elements and this was considered to be very helpful. In this sound work we were shown the different types of sounds within a shot of film such as Atmos and foley tracks each have different purposes. Atmos tracks were exactly as it stated as it was short for atmosphere which was what helped set the tone of the scene, since as we were told sounds could tell the audience a lot about a scene such as if the music was playing in romantic harmony it would tell the audience that this was a romantic scene such as the dancing scene from Disney's Beauty and the Beast (animated and live action) the music being played this was a romantic setting between the two characters building up the romance. Or if it was a dramatic or action scene the music would be deep and loud showing it was an intense scene in a film this was something that I could understand from watching films for so many years.
Foley sounds were what seemed to get me interested as these types of sound are elements controlled by the artists recreating sounds from footsteps to crunching food or bones, and these were recorded in what was called a foley studio. I remembered something like this, from behind the scenes footage of films like Prehistoric Park or the Incredibles which was where the sound crew would use everyday objects to create sounds to replicate elements in the films. Objects such as blocks of wood, food, or everyday objects could be used to make the sounds and footsteps could be done physically by the foley sound designers themselves, which are then placed in the In terms of films we were shown a clip from Disney's the Incredibles which was the scene were Elastagirl infiltrates Syndromes base to find Mr.Incredible, I noticed that as the clip progressed the music didn't seem to match the scene and I know because I've seen this film so many times in the past but I believe that it was possibly students work and they've used the soundtrack from the film which did seem to help match the scene too, and the voice seemed to be another's voice as this didn't sound like the actor who played this character in the film.
We were soon shown the matter of sound design and introduced to an element known as the Doppler effect which was a sound that could be heard like a race car speeding by on the track I'd heard this doppler effect mentioned on the television series the Big Bang Theory and did wonder what it meant and it seemed that I got my answer. This could be accomplished using a synthesiser in protools which was used to create sounds such as a car engine sound or possibly the sound of an alien spaceship much like the animation we were shown earlier. We were then told about when doing dialogue recordings there were different ways of doing so and one of them was to film the dialogue session to capture the feelings of the scene which sounded familiar as members of the crew behind the incredibles filmed themselves doing scenes from the film which I assumed was for a reason and it seemed I had found out why. Looking back at the scene from The Incredibles that we were shown earlier it was focused around layering the elements together and the sounds mimic elements that happen in real life and the volume of the sound can go up in certain elements such as approaching vehicles or even the swinging from one point to another.
Sound effect library's were also considered an element to look into when doing sound effects within a project seeing which elements work or don't work .So far on this course we've been shown how to use maya and After Effects and hadn't covered anything in sound yet but the tutor said it was okay that we didn't need to know anything straight away as we were new to this but there was the option of a workshop next Tuesday at 12:00pm to get us more acquainted with the tools on Pro Tools. We were then shown a maya project that was unfinished but from what I could tell it was a good use of 3D animation and the music seemed to fit the sounds and theme of being out in space and I thought the student was inspired by Disney's Wall.E in terms of the character design element of being alone in space and looking at small things like rocks. The sounds in this film I felt sounded very space like despite it was an unfinished project, and it seemed in the end the student gave up on the animation and focused on the sound but was good never the less.
The sound of an animation we were told makes an important part in this as without it there was no emotion or feeling to the scene. This software that we'd be using was good to use in terms of multitrack in sounds, but given the lack of time with our animation schedules we need to delegate our priorities. We were then shown the sound and clips from one of BBC's drama series Happy Valley and this scene was focused mainly on the murder of a police officer which whilst traumatising in my opinion it was focused more on the sounds used within the scene itself and how they used engineered foley sounds to create the crunch sound of being run over by a car repeatedly.
This then lead to the introduction of ADR tracks which was an acronym for Automatic Dialogue Replacement tracks since the dialogue was recorded in a studio after filming the scene as the cameras apparently couldn't be heard on filming sets and this did answer a question about what I saw in last weeks intro to the making of when the actor was saying the lines in the studio but it was because the dialogue needed to be heard in the scene so its clearly recorded. We were then introduced to a soundtrack that fits the feeling of the actor which were called panic tracks which was specific for scenes when the character is panicking that someone is going to find out their dark secret or even when having a panic attack in a clip we were shown.
In terms of Foley sounds we were told that we would be doing this at a possible later date and that a studio for creating Foley sounds was currently under construction and that we would be able to explore this for our own work in animation. The bottom line of the sound element in animations was that we needed to do as much as we could in a single pass of time and setting and in this course we needed to start learning how to use Protools for the future elements of our course. Reflecting back on this tutorial I would think that it seemed to be very insightful and gave me some more information of how film makers created the sound within the films and even helping me remember elements that I've seen in behind the scenes footage from films that I've seen in the past and realised it was good that I remembered these things and could be good to share for the course and perhaps within our city projects for our group animations.
In conclusion this session was very helpful in terms of the topic of sound and even showing us the equipment that we would be working with at a later date or within the skills workshops within the course. I shall try to attend the workshop but I could make no guarantees with updating my uni blog and doing animations in Maya and possibly whatever assignments we have to do for the animation project in the separate modules.
In films there is one element that needs to be added to the film in order to be heard and that is the sound design of the film itself and it is given to us by the films sound designers themselves. The job of a sound designer is to provide the sound needed for a particular scene in the film, and start work on the sounds at the exact same time as the sound editors would pending on the films budget. The key to their work is first identifying what sound is needed for a scene like gunshots or even car engine noises for films such as Disney's Cars 3 where they used car sounds and engine roars in their characters and environments.
They would spend time working to manipulate the sounds original recordings to create the desired sound effects such as a slowed down voice, a dark demons voice or adding elements like a reverb to create a dinosaur roar. Such element is seen in the sound design of Disneys Herbie Fully loaded when they were working with tools and objects to create certain sounds. Once the designers have the desired effects and sounds these are then placed on a computer to rescore and smooth out the sounds and effects before being complied together into the shot they are meant for in the final mix.
Greg P. Russell sound designer: Transformers, Transformers Revenge of the Fallen, Transformers Dark of the Moon.
Greg P. Russel is a sound designer who has worked on the first three transformers films, and began his career at T.T.G. recording studios in the year 1977 and worked on the sound design of television shows such as the well know crime drama Charlies Angels. In the year 1981 he later moved to Evergreen studios where he collaborated with many sound designers. In the year 1995 he was soon moved to Sony studios where he worked on the sound editing for Michal Bay's first three Transformers films which earned him an Oscar nomination for his sound work on the film and bringing the characters to life through sound. Over the past 32 years of his work and life he has worked and collaborated with some of the most talented movie directors such as Tim Burton and James. L. Brooks.
Creative Skillset (undated)Sound Designer. Available from http://creativeskillset.org/job_roles/3079_sound_designer
Accessed 9 January 2018
IMDB (undated) Greg P. Russel-Biography. Available from http://www.imdb.com/name/nm0751169/bio?ref_=nm_ov_bio_sm
[Accessed 9 January 2018]
Foley sounds are sounds that are created by the artist themselves to create a particular noise or sound for a certain scene in the film, which are added in the post production phase of a film and do their best work to avoid recording during the shooting process. The word Foley was named after Universal studios sound designer Jack Foley who created the very foundation of the foley techniques we use today in many a film and documentary. The foley artist themselves stand on a foley stage which was a quiet room in a sound studio. The component of a foley sound is important to a film since without it the film wouldn't work in terms of sounds and impact on the audience.
An example of foley sounds can be seen in films and documentaries such as Disney's Herbie Fully Loaded for the car and sounds of the main character which consisted of several different sounds from tools and tubes done by Foley Mixer James Ashwill whose worked on such films as Iron Man 3 and Skyfall and has worked in the film industry for 39 years and started recording music in the year 1976 then moved onto the work of foley sound mixing in 1983 working on a grand total of 376 films in the past few years. He is now currently retired.
Foley sound effects are also used in many dinosaur documentaries such as Walking With Dinosaurs or Prehistoric Park to replicate the sounds of roaring dinosaurs or even the sounds of their footsteps or crushing bones.
Research Bibliography:
Sound Ideas(2000) What is Foley?. Available from https://www.sound-ideas.com/Page/what-is-foley.aspx [Accessed 9 January 2018]
IMDB(2005) Herbie Fully Loaded full cast and crew Disney. Available from http://www.imdb.com/title/tt0400497/fullcredits [Accessed 9 January 2018
Linkedin(2017) James Ashwill.Available from https://www.linkedin.com/in/james-ashwill-04070615
[Accessed 9 January 2018]
It was a nature based animation which was using silhouettes and very good sounds and music to accompany the different scenes we were told that before we added sounds it was a good idea to break down a scene before doing sound elements and this was considered to be very helpful. In this sound work we were shown the different types of sounds within a shot of film such as Atmos and foley tracks each have different purposes. Atmos tracks were exactly as it stated as it was short for atmosphere which was what helped set the tone of the scene, since as we were told sounds could tell the audience a lot about a scene such as if the music was playing in romantic harmony it would tell the audience that this was a romantic scene such as the dancing scene from Disney's Beauty and the Beast (animated and live action) the music being played this was a romantic setting between the two characters building up the romance. Or if it was a dramatic or action scene the music would be deep and loud showing it was an intense scene in a film this was something that I could understand from watching films for so many years.
Foley sounds were what seemed to get me interested as these types of sound are elements controlled by the artists recreating sounds from footsteps to crunching food or bones, and these were recorded in what was called a foley studio. I remembered something like this, from behind the scenes footage of films like Prehistoric Park or the Incredibles which was where the sound crew would use everyday objects to create sounds to replicate elements in the films. Objects such as blocks of wood, food, or everyday objects could be used to make the sounds and footsteps could be done physically by the foley sound designers themselves, which are then placed in the In terms of films we were shown a clip from Disney's the Incredibles which was the scene were Elastagirl infiltrates Syndromes base to find Mr.Incredible, I noticed that as the clip progressed the music didn't seem to match the scene and I know because I've seen this film so many times in the past but I believe that it was possibly students work and they've used the soundtrack from the film which did seem to help match the scene too, and the voice seemed to be another's voice as this didn't sound like the actor who played this character in the film.
We were soon shown the matter of sound design and introduced to an element known as the Doppler effect which was a sound that could be heard like a race car speeding by on the track I'd heard this doppler effect mentioned on the television series the Big Bang Theory and did wonder what it meant and it seemed that I got my answer. This could be accomplished using a synthesiser in protools which was used to create sounds such as a car engine sound or possibly the sound of an alien spaceship much like the animation we were shown earlier. We were then told about when doing dialogue recordings there were different ways of doing so and one of them was to film the dialogue session to capture the feelings of the scene which sounded familiar as members of the crew behind the incredibles filmed themselves doing scenes from the film which I assumed was for a reason and it seemed I had found out why. Looking back at the scene from The Incredibles that we were shown earlier it was focused around layering the elements together and the sounds mimic elements that happen in real life and the volume of the sound can go up in certain elements such as approaching vehicles or even the swinging from one point to another.
Sound effect library's were also considered an element to look into when doing sound effects within a project seeing which elements work or don't work .So far on this course we've been shown how to use maya and After Effects and hadn't covered anything in sound yet but the tutor said it was okay that we didn't need to know anything straight away as we were new to this but there was the option of a workshop next Tuesday at 12:00pm to get us more acquainted with the tools on Pro Tools. We were then shown a maya project that was unfinished but from what I could tell it was a good use of 3D animation and the music seemed to fit the sounds and theme of being out in space and I thought the student was inspired by Disney's Wall.E in terms of the character design element of being alone in space and looking at small things like rocks. The sounds in this film I felt sounded very space like despite it was an unfinished project, and it seemed in the end the student gave up on the animation and focused on the sound but was good never the less.
The sound of an animation we were told makes an important part in this as without it there was no emotion or feeling to the scene. This software that we'd be using was good to use in terms of multitrack in sounds, but given the lack of time with our animation schedules we need to delegate our priorities. We were then shown the sound and clips from one of BBC's drama series Happy Valley and this scene was focused mainly on the murder of a police officer which whilst traumatising in my opinion it was focused more on the sounds used within the scene itself and how they used engineered foley sounds to create the crunch sound of being run over by a car repeatedly.
This then lead to the introduction of ADR tracks which was an acronym for Automatic Dialogue Replacement tracks since the dialogue was recorded in a studio after filming the scene as the cameras apparently couldn't be heard on filming sets and this did answer a question about what I saw in last weeks intro to the making of when the actor was saying the lines in the studio but it was because the dialogue needed to be heard in the scene so its clearly recorded. We were then introduced to a soundtrack that fits the feeling of the actor which were called panic tracks which was specific for scenes when the character is panicking that someone is going to find out their dark secret or even when having a panic attack in a clip we were shown.
In terms of Foley sounds we were told that we would be doing this at a possible later date and that a studio for creating Foley sounds was currently under construction and that we would be able to explore this for our own work in animation. The bottom line of the sound element in animations was that we needed to do as much as we could in a single pass of time and setting and in this course we needed to start learning how to use Protools for the future elements of our course. Reflecting back on this tutorial I would think that it seemed to be very insightful and gave me some more information of how film makers created the sound within the films and even helping me remember elements that I've seen in behind the scenes footage from films that I've seen in the past and realised it was good that I remembered these things and could be good to share for the course and perhaps within our city projects for our group animations.
In conclusion this session was very helpful in terms of the topic of sound and even showing us the equipment that we would be working with at a later date or within the skills workshops within the course. I shall try to attend the workshop but I could make no guarantees with updating my uni blog and doing animations in Maya and possibly whatever assignments we have to do for the animation project in the separate modules.
Sound designers research:
In films there is one element that needs to be added to the film in order to be heard and that is the sound design of the film itself and it is given to us by the films sound designers themselves. The job of a sound designer is to provide the sound needed for a particular scene in the film, and start work on the sounds at the exact same time as the sound editors would pending on the films budget. The key to their work is first identifying what sound is needed for a scene like gunshots or even car engine noises for films such as Disney's Cars 3 where they used car sounds and engine roars in their characters and environments.
They would spend time working to manipulate the sounds original recordings to create the desired sound effects such as a slowed down voice, a dark demons voice or adding elements like a reverb to create a dinosaur roar. Such element is seen in the sound design of Disneys Herbie Fully loaded when they were working with tools and objects to create certain sounds. Once the designers have the desired effects and sounds these are then placed on a computer to rescore and smooth out the sounds and effects before being complied together into the shot they are meant for in the final mix.
Sound designer example:
Greg P. Russell sound designer: Transformers, Transformers Revenge of the Fallen, Transformers Dark of the Moon.
Greg P. Russel is a sound designer who has worked on the first three transformers films, and began his career at T.T.G. recording studios in the year 1977 and worked on the sound design of television shows such as the well know crime drama Charlies Angels. In the year 1981 he later moved to Evergreen studios where he collaborated with many sound designers. In the year 1995 he was soon moved to Sony studios where he worked on the sound editing for Michal Bay's first three Transformers films which earned him an Oscar nomination for his sound work on the film and bringing the characters to life through sound. Over the past 32 years of his work and life he has worked and collaborated with some of the most talented movie directors such as Tim Burton and James. L. Brooks.
Research bibliography:
Creative Skillset (undated)Sound Designer. Available from http://creativeskillset.org/job_roles/3079_sound_designer
Accessed 9 January 2018
IMDB (undated) Greg P. Russel-Biography. Available from http://www.imdb.com/name/nm0751169/bio?ref_=nm_ov_bio_sm
[Accessed 9 January 2018]
Foley:
Foley sounds are sounds that are created by the artist themselves to create a particular noise or sound for a certain scene in the film, which are added in the post production phase of a film and do their best work to avoid recording during the shooting process. The word Foley was named after Universal studios sound designer Jack Foley who created the very foundation of the foley techniques we use today in many a film and documentary. The foley artist themselves stand on a foley stage which was a quiet room in a sound studio. The component of a foley sound is important to a film since without it the film wouldn't work in terms of sounds and impact on the audience.
An example of foley sounds can be seen in films and documentaries such as Disney's Herbie Fully Loaded for the car and sounds of the main character which consisted of several different sounds from tools and tubes done by Foley Mixer James Ashwill whose worked on such films as Iron Man 3 and Skyfall and has worked in the film industry for 39 years and started recording music in the year 1976 then moved onto the work of foley sound mixing in 1983 working on a grand total of 376 films in the past few years. He is now currently retired.
Foley sound effects are also used in many dinosaur documentaries such as Walking With Dinosaurs or Prehistoric Park to replicate the sounds of roaring dinosaurs or even the sounds of their footsteps or crushing bones.
Research Bibliography:
Sound Ideas(2000) What is Foley?. Available from https://www.sound-ideas.com/Page/what-is-foley.aspx [Accessed 9 January 2018]
IMDB(2005) Herbie Fully Loaded full cast and crew Disney. Available from http://www.imdb.com/title/tt0400497/fullcredits [Accessed 9 January 2018
Linkedin(2017) James Ashwill.Available from https://www.linkedin.com/in/james-ashwill-04070615
[Accessed 9 January 2018]
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