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Published byGiles Burke Modified over 6 years ago
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for Melksham & District Group of Advanced Motorists
About Sound Design ~ What’s involved / some examples ~ By Archer Endrich for Melksham & District Group of Advanced Motorists Thursday 20 January 2011
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Foley A whole branch of sound design
Recreates real-life sounds in studio conditions To get a clean recording able to be placed on the soundtrack independently Highly skilled and demanding great ingenuity
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Foley-illusion Enhancing existing Foley – e.g., a fateful walk on different surfaces and in different ambiences Made by something else that is ‘more real than real’ – e.g., footsteps in Arctic snow Sounds for something that isn’t real (but is meant to appear so)
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Composite Sounds Mixing together more than one sound source
To get the right dramatic feel to a scene (e.g., water doors closing on the Titanic) Other tricks involving special combinations of more than one sound, such as cross-synthesis Cat purr tractor engine purring engine
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Playing with the voice Here is a vocal sound:
Here are a bunch of subtle transformations of that voice, played one after another – what emotional feel does each one have? This gives some idea of how many ways there are to transform sounds to get it ‘just right’ for context
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Imaginary Landscapes Tremendous stylistic innovation in the 20th century in all spheres of music Working directly with sound is one of the main new areas: electronic music, musique concrète, electroacoustic music, acousmatic music – largely depending on the source Thousands of new compositions that create imaginary landscapes out of sound
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Building a Sound The starting point is ‘Pluck’ algorithm to add fuzz
Chord from layered source + gliss High Pass Filter to lighten source Texture cluster of these Make the texture gliss downwards Final mix of all components
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Some strange sounds This is like the sound we recorded earlier:
Let’s lower it down 3 octaves We tighten gaps duplicate ‘grains’ x5 harmonise it (rising chords) and stretch that 4 times The sound-maker ponders to what environment, to what context such a sound might belong … Sound-making interacts with our (real) world and our (real) lives …
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Hands-on Select a sound, such as the voice, or our button-cap recording, or a donkey or a tractor Select a transformation from the list provided Make the change Describe the result More complex results require multiple steps Sound design: films, animations, ads, sound-bytes in songs, music of imaginary landscapes
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