Tuesday, 22 January 2019

Unit 24 (Sound Editing)

Mood And Atmosphere - Sound can easily create a desired mood and atmosphere, this works because we can connect certain music with genres of film due to, for example slow, creepy music can tell us instantly this is a horror genre and that danger is close. Another example is in action films, fast paced, fairly loud music can help increase engrossment and can imitate the fast action on screen, a good example is the music used in superhero films.
Audio Fade - Audio fade is when a sound either gradually builds up in volume or down in volume, this can help to separate two scenes, because unlike a sound bridge which connects the scenes by having the same sound in both shots, an audio fade disconnects two scenes as the sound quietens down then stops as the scene swaps and the music in the new scene fades up/in, so in short the purpose of an audio fade is to separate scenes.
Dialogue - Dialogue is all possible sounds from a character's mouth, these are usually recorded on set and not separately like Foley and musical sounds. However they can be recorded separately if necessary, for instance if a scene has loud music they may record the scene with the music played live, then separately record the dialogue and layer over the top to fit the lip movement.
Dialogue can help us to understand a character, voices can usually trigger our stereotypical thoughts so we get an instant expectation of a character. Dialogue (Whether it be what's said or the sound of the voice) can help define a different mood (for instance the whispering in 'A quiet place' can make a creepy, quiet mood/atmosphere and also define the genre quite easily, that being horror.), and the accents can help define a setting, for instance Italian accents mean the setting is likely Italy
Example (This video shows a wide variety of different lines in films that are well-known and liked, this shows how important dialogue is, so much so that the exact words can be remembered).
Voice Over - Voice Over is usually non-diegetic narration, spoken by a character in the film/show, it can help to explain a character, narrative or other details. This way instead of watching certain things, we can have it quickly and easily explained to us by a voice over. This is also used a lot in non-fiction productions, mostly documentaries, for instance Blue Planet, David Attenborough narrates pretty much the whole time over clips of animals and wildlife.
Ambient Sound - Ambient Sound is the background sounds (For example: 1, 2, 3) which are present in scenes, they are usually birds, wind, possible vehicles depending on location, etc. These sounds are usually edited out in post-production, but can be kept in to keep realism, although in non-fiction they're usually kept in, especially for documentaries, so that the viewers can get a sense of the surroundings and environment, whether it be an animal documentary like Blue Planet or a historical documentary.
Synchronous/Asynchronous - Synchronous sound is when the sound matches what is on screen perfectly, for example footsteps correspond to feet walking, this is usually most common in non-fiction unless music/narration is playing to a degree where the footsteps would be understandably unheard, it's the same with fiction productions, however these are more likely, compared to non-fiction, to have music playing over the sound so its unheard. As for Asynchronous this is when the sounds match the action being performed but aren't precisely synchronised with the action, This is more common in fiction productions, but can be used in non-fiction as well, this is effective as it can potentially link 2 scenes as seen in the fiction example.
Soundbridge - A soundbridge is an editing technique that carries a visual transition, this can help with continuity and can connect two scenes which may have otherwise seemed unconnected.
Example (The alarm clock is the sound bridge, this enables us to realise that these 2 scenes are related and so we can assume that he was just dreaming, if there was no soundbridge we may assume these events both happened and that the first scene happened the day before.
Foley Sounds -Foley Sounds are all the sounds except music, and dialogue, recorded separately in a facility, these sound effects are layered in each scene so that every possible source of sounds has a sound, whether it's footsteps, grass brushing, wind, clothes rubbing, etc. These can be used for both fiction and non-fiction for similar reasons
Example (This man uses everyday objects, and even obscure objects to create sounds that you wouldn't expect, for example tapping a wet flannel to be used for blood dripping)
Sound Motif - Sound Motif is when the sound ideologically matches the onscreen action, so, for example, when an evil character appears on screen, music deemed evil plays so that us viewers can begin to understand that the character is evil.
ADR - ADR is when the other noises except dialogue are recorded on set and the dialogue is recorded afterwards and overlayed over the footage in post-production.

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