Objective Sound and Psychoacoustics
Viers on Location Sound Gathering production sound Nat, b-roll, interview, dialog “Technique will trump technology” (pg. 2) Audience shouldn't notice sound; should be immersive Sound mixer (recordist): gathers sound on set “If it sounds bad on set, it will sound bad in post” (p.2) ENG, EFP, and feature The goal: “capture clean, consistent, intelligible audio” (p.4)
Viers on SFX “Know the tools, so you can break the rules” Dialogue, music, SFX (simulation of “event”) 5 Types of effects Hard effects: sound/picture association (punch) Foley: perform sounds with picture (footsteps) Background/BG: ambience/atmos (room tone, city) Electronic SFX/Production Elements Sound design effects: unnaturally recorded sound
Sound Propagation / Psychoacoutics 1) Sound is generated and “objective” world acts on it 2) That world is then represented in our “subjective” mind (pyschoacoustics...study of sound perception) Remember...we are both scientists and artists!!! Practice hearing...practice listening!!! Learn to hear visually (image, and what sound) To to visualize sonically (sound, and what image)
Sound is... Changes in atmospheric pressure Vibrations Acoustic energy Produces a moving sound wave (propagation)
Sound Waves Sound decreases over distance; loss of energy Sound waves travel to our ears; our ears are an instrument!!! Can travel through matter: air, water, solid Slowest through the air! Sound is absorbed (weakened) through matter Sound travels slower than light Reality is out of sync
Compression/Rarefaction Compression: upward movement, tight air molecules Rarefaction: downward movement, loose molecules Wave cycle: full comp/rarefaction
Measuring Sound:Frequency Number of complete wave cycles in one second – Think of as vibrations per second Measured in hertz (Hz) A sound with 100 cycles per second=100Hz; 1000 per second 1KHz We hear/feel frequency as low (bass), mids, and highs (treble) Associate frequency (objective) with pitch (sub)
Frequency Cont'd Highs (5KHz-20KHz): perceived as louder, weaker, thinner, seems to travel faster; close distance to source of sound Lows (20Hz-200Hz): felt before heard, hear through solids (walls), greater distance from source we hear bass Human hearing range= 20Hz to 20KHz But, response is 40Hz-18KHz Women can hear better than men!!!
Measuring Sound: Amplitude Amplitude aka LEVEL (sound energy) is interpreted by our ears as volume SPL= loudness of sound compared to silence (0dB) Ear has 140dB of dynamic range; 85dB SPL for monitors Amplitude is measured in decibels (dB)
Signal Measurement How sound is measure on analog/digital devices (recorders, software, mixers, etc). Difference between measuring SPL of sound in dB and signal dB 0db on most digital meters is the ceiling=clipping +3dB=double power; +6dB= double volume; -6dB=half the volume Line/mic level
Sound v. Audio Sound is ACOUSTIC energy Audio is acoustic energy that is TRANSDUCED into ELECTRICAL energy through??? Audio is the analog/digital representation of sound
Acoustics Sonic characteristics of space and the study thereof...clap in a room! Acoustic guitars, theaters, etc. work as “amplifiers” Recording and Foley studios seek to be acoustically “dead” to not alter sound Acoustics affect how we hear Acoustics affect how we record and what is recorded
Reverberation Sound is movement through matter When sound hits surfaces it is reflected (reverberated) and will continue to reflect until it loses all energy Reverb creates an “echo” Sound reverberates off of opposite surface Concrete creates tons of reverb; wood absorbs it well; foam/cork/fabric absorbs it better; blankies Avoid reverb in recording; ADD in post
Noise Airborne noise Structure-borne
Phase Cancellation Record a sound event w/ 2 mics or mix two sounds (usually only one track) – Creates slight delay that puts them out of phase Same amplitude and same frequency between to signals will fully or partially cancel each other out If record both mics signals onto two tracks you can fix in If in phase, the two signals will increase the amplitude