Video and Sound Production / Project 1

11/04/2022 - dd/mm/2022 (Week 3 - Week x)
Reagan Val Adelbert Mahadi / 0349177
Video and Sound Production  / Bachelor of Design in Creative Media
Project 1


LECTURES

Week 3

To start off our first exercise on project 1, Mr. Martin gave us a presentation about "Film Sound".

The Art of Sound Design


Fig. 1.1 See With Your Ears: Spielberg And Sound Design
(https://youtu.be/kavxsXhzD48)

Sound Elements

The mixing of sound elements below creates an audio setting that supports the action and engages the spectators.
  1. Speech
  2. Sound effect
  3. Music
Speech

Speech is one of the most important tools for understanding the story of the film.

Dialogue is the conversation between characters in a movie.

Voice over is the voice of an unseen narrator speaking.


Fig. 1.2 Show & Tell: The Movie Voiceover Part 1
(https://youtu.be/3_qW-xPanqU)

Sound Effects

The ambiance is the audio that refers to the background noise present at a given scene or a location.


Fig. 1.3 How Dragon Sound Effects Are Made | Movies Insider
(https://youtu.be/fdpYYg3mNjA)

Music

Music in movies is to enhance the dramatic narrative and emotional impact.


Fig. 1.4 THE POWER OF MUSIC IN FILM - How music affects film
(https://youtu.be/iSkJFs7myn0)

Dubbing

Dubbing or automated dialog replacement (ADR), is the process of re-recording dialogue after the filming process to improve audio quality or reflect dialogue changes.


Fig. 1.5 Hotel Transylvania 2: Behind The Scenes of Voice Acting Matched with Movie | ScreenSlam
(https://youtu.be/gNRSrM4En6A)


Fig. 1.6 Tips & Tricks - Audio Dubbing
(https://youtu.be/EG1CdzZJwnQ)

Foley

Foley is a sound effects technique for synchronous effects or live effects. The foley technique are named for Jack Foley, a sound editor at Universal Studios.


Fig. 1.7 The Magic of Making Sound
(https://youtu.be/UO3N_PRIgX0)

Week 4

In week 4, Mr. Martin gave us a lecture about storyboarding.

Storyboarding

When the scene has a complicated action involved or few perspective point of view, storyboard is the most effective way to map out the scene. 

Purpose of storyboard:
  • Show important action
  • Continuity/editing point
  • Shot composition
  • Indicate camera angle/movement
  • Map out the scene
Storyboarding process:
  • Do story breakdown
  • Get the shot list ready for storyboarding
  • Use the floor plan to mark out the camera position
  • Camera angles for each sequence can be indicated in the floor plan
  • Start from EWS/WS, then cut into characters/objects
  • Cut between action and reaction
  • Cut to different framing and different angle shot
  • Use cut away to enhance storytelling and create a mood
  • Insert cut away or C.U shot as a transition for a new scene
  • Cut to different framing and different angle shot
  • Staging subject among foreground, midground, and background to create contrast in size and distant, focus, brightness, and color
  • Separate the space by using planes as foreground, midground, and background which contain many depth cues including size change, textural diffusion, tonal and color separation, up/down position, and overlap
Animatic

Animatic is defined as a series of images played in sequence, often with a soundtrack. In essence, it's an animated storyboard.

Advantages of animatic:
  • Timing of every shot
  • The rhythm of the scene
  • Audio and music added
Upon finishing the lecture, we had a briefing for our week 5 shooting.

Week 5

During week 5, we had our shooting exercise in D'Latour.

Week 6

Week 6 is a holiday but Mr. Martin provides us with lectures about audio editing.

Frequency Range

Human hears frequency ranging from 20 Hz to 20000 Hz. There are 7 subsets of frequencies to help define the ranges.


Fig. 2.1 Frequency Subsets

Dynamic Range

Decibels (dB) is the threshold of human hearing measured as 0dB SPL (sound pressure level) and the threshold of pain 130dB SPL.


Fig. 2.2 Average Sound Pressure Level of Typical Sounds

Space

Mono sounds are recorded using the single audio channel, while stereo sounds are recorded using two audio channels.

-
Fig. 2.3 Stereo and Mono Audio

Reverb Sound Effects

Decay time: Specifies how many milliseconds the reverb takes to decay 60 dB. Longer values give longer reverb tails.
Pre-delay time: Specifies how many milliseconds the reverb takes to build to its maximum amplitude.
Perception: Simulates irregularities in the environment.
Dry: To add subtle spaciousness, set the dry percentage higher; to achieve a special effect, set the dry percentage lower.
Wet: To add subtle spaciousness to a track, keep the wet percentage lower than the dry percentage.

Week 7

On week 7, Mr. Martin shared to us a presentation on introduction to Premiere Pro.

Fig. 3.1 Intro to Premiere Pro

Week 8

For week 8, we are told to do our final project proposal and do week 5 editing and do audio exercise 2.

Week 9

During our ninth week, we are given a slide about color correction.

Fig. 4.1 Color Correction

Week 10

In week 11, Mr. Martin reviewed our final project storyboard.

Week 11

Week 11 was a shooting class for the final project. Mr. Martin provided a lecture about sound design for our third task on project 1.

4 Important Sound Design Techniques
  • Time stretching/compression
  • Pitch shifting
  • Reversing
  • Layering
Time Stretching

Time stretching/compression changes the length of audio without altering its pitch.

Pitch Shifting

Process of adjusting the pitch of an audio signal upwards or downwards, for both corrective (getting a vocal perfectly in tune, for example) and purely creative (changing the character of a drum loop, say) purposes.


Fig. 5.1 Sound Design Process #7: Pitch Shifting and Editing
(https://youtu.be/pQTr8wD8M0A)

Reversing

The end of the audio will be heard first and the beginning last. Reverse audio changes the whole feeling and rhythm of the sound.

Fig. 5.2 REVERSE REVERB Awesome Sound Design Trick!

Layering

Arranging several separate sounds together, in such a way the overall effect is of a single complete song.

Fig. 5.3 Layering - the most important tool for a sound designer 

Week 12

On week 12, we are told to do our sound design exercise.


INSTRUCTIONS



Project 1: Sound Dubbing

For our first task on project 1, we are required to sync the required audios in Premiere Pro (speech and sound effects only, no music). We are going to record speech on our own and use sound effects that can be found online. 

So I started recording my voice and searched for sound effects. 


Fig. 6.1 Working in PremierePro


Fig. 6.2 Project 1 Exercise 1: Audio Dubbing
(https://youtu.be/Wi8sIc6bkhw)

Project 1: Sound Shaping

For our second exercise on project 1, we are required to make:
  1. Voice of a phonecall
  2. Voice of coming from inside of closet
  3. Voice of big stadium
  4. Voice of toilet/bathroom
  5. Underground cave
The audio was provided and I proceed to edit the sound in Adobe Audition. I followed through the slide and experimented on the reverb sound effects to get number 3-5.


Fig. 7.1 Voice of a phonecall


Fig. 7.2 Voice of coming from inside of closet


Fig. 7.3 Voice of big stadium


Fig. 7.4 Voice of toilet/bathroom


Fig. 7.5 Voice of underground cave

Project 1: Sound Design

For this task, we are required to create 3 sounds which are:
  • Magnification explosion sound 
  • Variation of punch sounds (triple punches)
  • Monster of alien voice
I followed through the video and and the slides to do create the 3 sounds.


Fig. 8.1 Explosion Sound


Fig. 8.2 Triple Punch Sound


Fig. 8.3 Monster Alien Voice


FEEDBACK

No feedback


REFLECTIONS

Doing these project is really fun and I enjoy it a lot. Its wasn't that hard for me because the instructions are all already stated in the slides and the video given. Mr. Martin also provided tutorial to us on how to use these software so there wasn't any problem for me.

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