Wednesday, 25 April 2018

LO2: Experimenting with sound (P2)






Having written a piece of script for the scripted voice over, I sourced a voice actor to be recorded to layer over the footage of the squirrels in the forest of Abernethy. I uploaded all of my assets into the editing panel in Adobe premiere and began to organise them onto the timeline. All the sounds I gathered were rights free and stored in a large internet database for the purpose of being downloaded to supplement video therefore were all of high quality. 

Looking at the audio tracks I began to sync the audio to the video by using the razor tool and cutting the video into segments. The biggest section of this was matching up the rustling of leaves to when the squirrel was making its way about the forest floor. I magnified the audio and video tracks to make this as accurate as possible using the slider at the bottom of the application.


Having then matched up the audio of the squirrel moving around and the voice over to the video, I decided to layer up some atmospheric sounds - doing this I found a pre made , rights free track which had been recorded in a similar location , this helped set the scene for the video right the way through and helps create an association with the viewer. 

After piecing all these components together it was made apparent that the audio of the narrator and the audio from the squirrels footsteps were incompatible and the atmospheric sound didn't quite correlate with that of the narration - to remedy this I opened up the editing instrument panel and chose audio . I then adjusted the sliders so that Audio 1 (the narrator) was the loudest sound to be heard, then Audio 2 ( the atmospheric sound) then Audio 3, the squirrels footsteps and finally audio 4 the non diegetic sound which covered any dead sound which was present throughout.

LO2: Understanding How Sound Is Created

FOLEY SOUND:



OFFICIAL DEFINITION - 
  • Foley (named after sound-effects artist Jack Foley) is the reproduction of everyday sound effects that are added to film, video, and other media in post-production to enhance audio quality. These reproduced sounds can be anything from the swishing of clothing and footsteps to squeaky doors and breaking glass.



Foley is a way of inputting sound which wasn't captured in he filming of a scene within a production - the example given here is from an episode of the night manager where a series of sounds have been made using a variety of objects and materials. The foley artists collects objects which resemble a similar sound to what is being portrayed on screen and then acts along to the progression of the film.


LOCATION SOUND:

Location sound is where you go directly to a location to record sounds which are needed for a scene, for example should you want to be setting the scene for a sea shot- the sound producer would go down the the shore line and record the sounds which can be heard rather than creating them in a studio using foley artists. This gives the most realistic approach to the soundscape within the film.



ATMOSPHERIC SOUND:

Atmospheric sounds are sounds that would be heard in a specific location which can be layered together to create a soundscape. An example of this would be when shooting a scene which shows a park, you would have the sound of birds, wind , children playing and perhaps other animals making noise. The most common atmospheric sounds are things such as wind, rain , birds, traffic and sirens.