INTRODUCTION:
Workshop 5 had us adding sound effects to scenes, without any music or dialogue whatsoever. We were also required to include our own foley sound being our own noise that we personally recorded ourselves included in our own time. This workshop had helped in giving me a better understanding of how sound effects play a more than crucial role in any form of media. With the way they work, the way they emphasise atmospheres and help with creating more and more meaning to the story. As opposed to other group pieces of work, this time I mainly worked on my own being able to create a score for the scene that primarily focuses around utilising only sound effects. The overall goal of this was to use sound effects either pre made by other creators or even making our own sounds (Foley sounds) in order to make our final product similar to the original product with no music nor dialogue but just sound effects to help understand how they enforce the general atmosphere and overall mood of the scene in general.
BASE SOUNDS WHERE THEY CAME FROM AND WHAT MOVIE SCENE
The movie scene I had chosen for this particular task was one that had minimal sound and no dialogue in the scene itself. I used the previously used Mission Impossible scene "Close call" (See workshop 3). With this scene I had the music muted. The scene had no dialogue either. In order to edit this I used GarageBand as I have previously with other tasks. Instead of using anything from the Sound pool that GarageBand had to offer, I instead used sound effects (made by other creators) that I found using a website that provided me sound effects that I was able to implement into this scene the website was known as "Free Sounds" A place where creators make their own foley sounds all for free use. All these sounds would help play parts in bringing the atmosphere and surroundings as well as even recreating any potential sound effects implemented before hand as well as, any interactions that characters had with objects for instance, the use of the futuristic computer sounds to simulate any forms of beeping to show that scans were complete. In other instances using small steps sound effects to help follow the footsteps of the Rat in the vent to help with emphasising its prominence and that it's there in the vent, showing its importance in this scene bringing it to life. For atmospheric sounds, I used a fan to help simulate the noises vents would be making to make it seem more realistic and help bring out more realism to the scene overall essentially creating a score using sound effects that would make the scene seem more believable.
One of the most challenging sounds that I had to find or even recreate was the rope sound effect and when the rope holds Ethan up ensuring he doesn't fall. These sounds were hard to essentially find as well as even being able to recreate myself therefore, I had to resort to using Free sounds. Furthermore, being able to even recreate the deep breathing scenes were hard to also recreate as they needed to be done in a particular fashion that would make the sound effect fit in with the scene. Making it flow as well being more realistic.
FOLEY SOUNDS AND THE EDITING PROCESS
The term "Foley sounds" are mainly sounds that have been recorded by yourself typically any sounds that can be recorded and refer to mainly sound effects. An example of a foley sound that I recorded was, a keyboard noise (can be heard when Luther is typing). In order to record this sound I had a microphone and recorded the sound in a smaller room, this allows for less ricochet effects or any sounds to cause an echo or even any other sounds to interrupt the recording. This allows for a clear and precise recording that's more definitive and much more prominent to the listener. I used a standard microphone, and nothing else but simple keyboard strokes to help with recording roughly around 5-10 seconds to work with. When it came to the actual editing in itself, as aforementioned I used GarageBand to edit the score. For the deep breathing noises again I was able to achieve this by simply breathing heavily into the microphone that I used. The peripheral I used was an external microphone with pop filter attached that allowed for less disruption in the recording and more clarity in my voice as it carries over to my final piece. In terms of other techniques that I used in order to enhance the way my track was done was mainly through
TECHNICAL SUCCESS
Overall the technical, success of the track was clear and quite successful overall. With the technical aspects when achieving the making of foley noises, as well as finding instances of sounds that are very similar of that used in the original mission impossible scene. Allowing for the scene I made to sound genuine and closer to the original. Whilst using the following sound effects,
Wednesday, January 15, 2020
Friday, January 10, 2020
Workshop 4 evaluation
TECHNICAL QUALITY AND MEANING
Overall, the technical quality of each interview had come out very clear with little to no disturbance whatsoever, making each interview easier to understand. In terms of the meaning that it has on the overall recording it was to help get people's opinions across about music. The tone of voice helped to project the thoughts that the interviewees have. Because of this we were able to get a real sense of feeling as well as realism in our recordings, from each interviewee. The technical quality was really important to listeners mainly because, it helps with making sure that our messages are going across to our listeners.
MICROPHONES USED AND TECHNICAL ELEMENTS AS INFLUENCE.
The microphones that were used were from mobile devices, realistically in terms of equipment this would be a drawback, as it's obvious that some mobile microphones aren't as good as the official peripherals seeing as their not fully designed with quality in mind. However, due to our choice of location, being a small quiet room, there was a case of there being little to no noise whatsoever. The positive from this would be that as aforementioned there's less chance of there being too much disturbances or any ambiances that may have disrupted our recordings, luckily the room didn't have an echo either which helped with dialogue getting across in the interview. Making the technical quality balanced.
WHAT WE USED TO EDIT THE INTERVIEWS
As done previously we used GarageBand to edit our interviews, at first we split them up into three and put them all into a certain order with a soundscape to help start, the interview kick off, giving a nice effect that helps reel in our listeners. The editing process was mainly about making sure that each interview sounded clear, if not we'd have to record it again, as well as sounding more organised as well as consistent.
Our work:
You can find an edited version of the interview here:
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