CS 426 : Multimedia Audio & Sound Design © Steve Jones Communication & Electronic Visualization Lab, University of Illinois at Chicago.

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Presentation transcript:

CS 426 : Multimedia Audio & Sound Design © Steve Jones Communication & Electronic Visualization Lab, University of Illinois at Chicago

What Good is Sound? It enhances the visual (and vice versa) It is all around us (surround) It is a rich source of information (and timing) It can have psychological effects (psychoacoustics) Examples of appropriate/inappropriate sound design

The Physics of Sound Sound is a wave that interacts with the environment Sound has some basic components: –Frequency (the number of cycles that a vibration completes in one second, cps or Hertz/Hz) –Pitch (the psychological perception of frequency) Pitch carries with it psychological and emotional effects –Amplitude (the pressure of sound waves in the atmosphere) –Loudness (perceived from both amplitude and pitch) –Timbre (the tone quality or “color” of a sound) –Envelope (attack, initial decay, sustain, release - ADSR)

The Psychology of Sound (Psychoacoustics) Psychoacoustics deals with perceptions of sound and our subjective responses to sound. –It is entirely connected to the environment and to our experiences. Sound in the environment –Direct sound (reaches the listener first) –Early sound (early reflections) –Reverberant sound (or “reverb” is the decay of early sounds) Reverb and Echo –Reverb gives “space” to our perception of sound –Echo is the repeating of a sound Noise is unwanted sound of any type Now that you know these things, what can you do with sound?

Sound Design Three areas in which you must make decisions about sound –Speech Verbal and nonverbal Narration Dialogue

Sound Design –Sound Effects Contextual sound/Narrative sound Focusing attention Defining space Establishing place Creating environment Emphasizing/Intensifying action Setting pace Symbolizing meaning Unifying transitions

Sound Design –Music Establishing place (musical style) Creating environment/atmosphere Emphasizing action (tempii, dynamics) Intensifying action (rhythm, dynamics) Depicting identity (musical theme) Setting pace (tempii, rhythm) Setting time (musical style/period) Unifying transitions (lead-ins, segues and overlaps) Silence

Sound Design Sound & Picture –Sound parallels picture (knock on door) –Sound defines picture (sound gives meaning) –Picture defines sound (close-ups) –Sound and picture define effect (breaking waves) –Sound counterpoints picture

Production Sound Sources –Production libraries –Internet –Recording (Foley/collecting) –Sampling (copyright) Hardware/software –Software (from freeware to very costly) –Hardware

Production Mixing –Never forget the goal format! –Localize/spatialize –Layer –Levels –Audition –Audition with game

Thank you Questions?