Posts Tagged ‘soundtrack’

Final Mix & Submission

Posted: May 1, 2012 by Alan Hardcastle in CMP 10_12
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Outcomes for Week 14

5. Be able to review own creative development

5.1 Evaluate their success in applying sound design skills to the chosen discipline 

14: W/C 30/4/12

Final Submission

  • Video File with Mix
  • Blog
  • Evaluation

Blog Tasks

o   Evaluate the final mix

o   Evaluate skills you have developed

o   Evaluate the strengths of the final piece

o   Evaluate the weakness of the final piece

o   How effective is the final version?

o   How effective have you been at applying skills?

o   How can the work be improved?

All work to be submitted by 4.30 on 1st May 2012

 

Workshop 8 – Recording

Posted: April 24, 2012 by Alan Hardcastle in CMP 10_12
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13: W/C 23/4/12

Workshop – Final Mixing

  • Balancing the sounds
  • Creating the Stereo Image
  • Finalising the effects
  • Exporting

Blog Tasks

o   Describe how you have placed sounds in the 3d image

o   Describe how you have directed the audience to certain events or images using sound

o   Describe how the effects are being used within the whole mix

o   Describe how you have exported the mix


 

Workshop 7 – Recording

Posted: April 17, 2012 by Alan Hardcastle in CMP 10_12
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12: W/C 16/4/12

Workshop – Recording

Blog Tasks

o   What tasks did you set for the session?

o   What skills did you use?

o   What skills have you developed?

o   What are the strengths of the sound design so far?

o   What are the weaknesses?

o   How has your design changed?

o   What tasks do you need to do in the next session?

 

Workshop 6 – recording

Posted: March 27, 2012 by Alan Hardcastle in CMP 10_12
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Outcomes for Week 11 – 13

4. Be able present a completed original sound design

4.1 Prepare and present original sound design in an appropriate format that demonstrates

· relevance

· aural awareness

· control of media and materials

· appropriate relationship between sound and chosen discipline

· audience awareness

· organisation and management of documentation and media filing

11: W/C 26/3/12

Workshop – Recording

Blog Tasks

o   What tasks did you set for the session?

o   What skills did you use?

o   What skills have you developed?

o   What are the strengths of the sound design so far?

o   What are the weaknesses?

o   How has your design changed?

o   What tasks do you need to do in the next session?

 

Workshop 5 – SFX

Posted: March 20, 2012 by Alan Hardcastle in CMP 10_12
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10: W/C 19/3/12

SFX

Purpose of SFX

What you see – what you get?

Blog Tasks

o   What are SFX? 

o   When are they used?

o   Why are they used?

o   How are they done?

o   What skills are needed?

o   What equipment is needed?

o   What are the strengths?

o   What are the weaknesses?

o   How can you use these in your design?

o   How successful was your practical task?

o   How has your design changed?

 

Workshop 4 – Effects

Posted: March 13, 2012 by Alan Hardcastle in CMP 10_12
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9: W/C 12/3/12

Effects are a means of altering the quality of the sound we have recorded. In soundtrack design, we tend to be aiming to replicate an environment.  We have recorded a pure, direct sound, and need to make it sound as ‘real’ as possible.

Any sound can be described in terms of Frequency and amplitude. Frequency can be used to talk about how much bass or treble is in the sound. We can also talk about frequency spread; ie the width of the sound between the lowest and highest frequencies heard. Amplitude refers to the height of the sound wave, and can be seen as an indicator of volume.

Effects

There are 4 basic types of effect:-

  • Equalization
  • Time Based (Phase, Flange, Chorus, Echo, Delay)
  • Distortion
  • Dynamics (Compression / Limiter)

Equalization refers to those effects that alter the frequencies of the sound. In general terms, it is better to record a wide frequency spread, and cut the sounds that you don’t want – it is easier to remove what is there than to add what isn’t. This includes Graphic and Parametric EQ, and High and low pass filters.

Time based effects are those that add a delay to the signal and mix it back in with the original. Phaser and Flanger modulate the second signal to put it out of phase – this gives a kind of wobble to the sound. Lengthen that delay, and it becomes Chorus and begins to sound like there is now more than 1 sound source. Reverb consists of lots of very close delays which decay (how long the echoes last for) over time. Echo and delay kind of do what they say on the tin  – the delay time is long enough that it is heard as a separate sound.

Distortion is when the recording of the sound has clipped. This distorts the sound from the original. In general terms, you tend to want to avoid this is sound design, but can be useful to warm sounds up.

Dynamic range is the difference between to quietest and loudest parts of the sound. Compression will reduce this overall, while a limiter will effect it over a certain volume. Expanders will increase the dynamic range. A noise gate will only open when the volume is above a certain threshold. This can be useful for hiding background noise – you could set the threshold to the volume of the speech in a recording, and it will remain closed when there is only background noise, and open for the speech. The speech, as it is closer to the mic, will mask the background noise.

You should now have added Foley and Dialogue to your video file. Play with these effects, getting used to how they work. Everything you do in Soundtrack is non destructive (you can undo it), so you can pretty much do what you like. The aim is to add effects that make it sound real, and quite often less is more!

    Blog Tasks

    o   What are the different effects? 

    o   When are they used? 

    o   Why are they used? 

    o   How are they done?

    o   What skills are needed?

    o   What equipment is needed?

    o   What are the strengths?

    o   What are the weaknesses?

    o   How can you use these in your design?

    o   How successful was your practical task?

    o   How has your design changed?

     

    Workshop 3 – Foley

    Posted: March 6, 2012 by Alan Hardcastle in CMP 10_12
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    Foley is the act of replacing sounds generated by human movement in a moving image production.

    Here are a few videos to explore the art of foley –

    The Foley Artist: LA Times

    Bear Left TV Foley examples

    LOTR TT Sound Design

    As you can see, it is about listeiening to sounds and matching them up to movements on the screen. The listening is essential, as what creates the sound in the studio is not the same as what we see on the screen.

    In class we will work with footsteps and clothing sounds – this is the mainstay of the foley artist. However, I excpect you to explore sounds for your own sound designs – and rememebr to make notes of what you find!

    8: W/C 5/3/12

     Foley Session –

    • Purpose of Foley
    • Clothing movement
    • Footsteps
    • Weapon actions

    Blog Tasks

    After today’s sesison, please update your blog based on the following themes:

    o   What is Foley 

    o   When is it used? 

    o   Why is it used? 

    o   How is it done? 

    o   What skills are needed?

    o   What equipment is needed?

    o   What are the strengths?

    o   What are the weaknesses?

    o   How can you use this in your design?

    o   How successful was your practical task?

    o   How has your design changed?

     

    Workshop – Music and Copyright

    Posted: February 28, 2012 by Alan Hardcastle in CMP 10_12
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    7: W/C 27/2/12

    Copyright Music

    Music will be an important part of your sound design, but it is vital that you don’t just put anything on. If the music you have selected is copyright material, the author may not appreciate you using his work without permisison. We will look at avoiding this, by using Creative Commons, musicians and asking permisson form the copyright holders directly.

    This will take place in the LRC.

    • What breaks Copyright?
    • Why is it important?
    • Alternatives to copyright music?
    • Sources of copyright cleared music.

    You will need to refelct on the information in the presentation and the results of the activity, as well as find some suitable music for your video.

    And for more information on Copyright, read my other blog!

      Blog Tasks

      o   What is copyright?

      o   What is covered by copyright?

      o   What should you be aware of?

      o   Where can you get copyright cleared music?

       

      Workshop 1 – ADR

      Posted: February 21, 2012 by Alan Hardcastle in CMP 10_12
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      By this point you shoudl have completed your sound design, and have it up on your Blog. It is now time to start putting it into action.

      ADR or Additional Dialogue Replacement is the act of replace the sound recoded on set with clean sound in the studio. It is used in the majority of feature films (as you will have heard in the Two Towers sound example) and TV shows. Predominantly it is use to clean up the sound and enable it to be controlled more effectively in the mix.

      We will use soundtrack and explore a few of the tools built into it to make ADR easier – you will also have a go at the performance element of ADR and then apply these skills to your own sound design.

      Outcomes for week 6 – 10

      3. Be able to respond to the requirements of a discipline

      3.1 Assess, the potential and limitations of their proposed approach to sound design for their chosen discipline

      3.2 Review and make amendments to approach as required 

      6: W/C 20/2/12

      ADR

      • Purpose of ADR
      • Exercise in ADR
      • Multiple takes
      • Editing on the breath
      • Lip sync

      Blog Tasks

      o   What is ADR? 

      o   When is it used? 

      o   Why is it used? 

      o   How is it done? 

      o   What skills are needed?

      o   What equipment is needed?

      o   What are the strengths?

      o   What are the weaknesses?

      o   How can you use this in your design?

      o   How successful was your practical task?

      o   How has your design changed?

       

      Plan your Sound Design

      Posted: January 17, 2012 by Alan Hardcastle in CMP 10_12
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      OK – this will be quite dry on purpose, because I just need you to start considering what you are going to do. Failure to plan is planning to fail.

      So, you areb telling me waht you intend to do – this is important. In the same way you present ideas to a client, you will present your intention to me. What sounds do you need where? Don’t worry about generating them – ignore any of those constraints, just go wild and describe what your imagination hears.

      Outcomes for week 2 – 5

      2. Be able to create an original sound design

      2.1 Select and use appropriate techniques and processes to create an original sound design, which may include

      · sound to image

      · location recording

      · sampling

      · mixing

      · synthesis

      · live processing

      · spatialisation (e.g. 5.1 surround, stereo, binaural)

      · music composition

      2.2 Work within legislative and health and safety guidelines for sound design

      2.3 Use specialist equipment competently to achieve intended outcome

       

      2: W/C 16/1/12

      Making Track sheets

      You will create track sheets to show what you inted to do in your sound design.

      • Analyse the chosen video
      • Prepare track sheets
      • Identify sounds

      Tasks:

      You will make blog entries showing your planning for the sound design you are making.

      • o   Put Screen Shots on Blog
      • o   List & describe sounds needed for that section of the video
      • o   Classify them (music, foley, dialogue, sfx & ambient)
      • o   List possible sources of each sound
      • o   Identify Equipment needed to generate / record the sound.

      You will complete the sound design stage by week 5.

      The following weeks will be focussing on the scriptwriting project due to timetable constraints. You are expected to complete the design in your own time.

       

      3

       

      23/1/12

      Script Filming

      4

       

      30/1/12

      Script Filming

      5

       

      6/2/12

      Rome – Numbers of Students Away