Showing posts with label sound design. Show all posts
Showing posts with label sound design. Show all posts

Monday, October 19, 2015

One Does Not Simply Record Nat Sound

Sound is important. Like really important. I think it is one of the most underrated fields in contemporary cinema, simply because if it is done well you shouldn't even notice it. That's sort of the point; no average viewer walks out of the theater complimenting the foley artist, they are the unsung heroes of a great film. If the sound design is believable and helps immerse the audience in the story world, then it has done its job. Sound design and foley has always really interested me, and after talking about it in class today it made me really excited to have some kick-ass sound in our horror short Dollhouse. But more on that later.

I wanted to focus more on some awesome sound design goodness. The Lord of the Rings trilogy has a really intense and creative sound design Led by David Farmer. The sound design has a lot of one-of-a-kind "original" sounds you would expect from a fantasy epic. Movies like LOTR pose a particular challenge because of the fantasy element in the story; it's hard to foley sounds for fictionalized,mythical creatures. It take a lot of creativity to be able to make these crazy, fantastical sounds from everyday objects and even human voices. Unfortunately, I was unable to find the video that I wanted to share that goes in depth about the sound design of LOTR (damn copyright laws), but here is the next best thing that still gives you an in depth look at the creativity behind the sound design. It also goes into a little bit about ADR and the challenges they faced with changing frame rates throughout the film, but that's all just bonus. It says that about 98% of LOTR Fellowship used ADR. Ouch. 

Here's the video:



 The creativity and skill that goes into the sound design of a film really blows my mind, especially on such an ambitious project like LOTR.  Not only are you responsible for every sound on screen (thats every footstep, every arrow shot, every armor clink), but to also be able to use everyday objects to produce fantasy sounds with limited digital manipulation is no easy task; it requires an in depth understand of the physics of sound as well as the overall "vision" of the sound in the film. For example, the voice for the tree character (specifically an "Ent"-thanks wikipedia) was created by building a resonant chamber with specifically calculated bends and turns to produce a very hollow, echoed sound when spoken into. With relatively little digital manipulation, the sound team was able to create a really cool, unique sound. 

As far as our sound design for Doll House, I see the potential for a lot of cool opportunities. I think when used effectively sound can be one of the scariest elements in a film because it forces the viewer to imagine what is/could be making that sound, resulting in a personalized mental image that hopefully scares the shit out of you. Unlike a visual image, it lets your sub-conscious make decisions, bringing out what each individual finds terrifying and bringing it to life. For most of our "spooky scenes" I think creaks and moans from the hardwood floor will really play well with our location, paired with an intense score to really bring out the tension and helplessness in the scene that will (hopefully) makes the audience squirm in their seats. That being said, I think silence also plays an important role in a horror film, helping to highlight the visual element and making your imagination run wild within the frame. I delicate balance is needed, and I am excited to help Sam with the sound design after we wrap production and my duties as AD are essentially over. 

Its going to be a challenge, but in the end I think sound design will really help set Doll House over the edge.


Wednesday, September 30, 2015

Prepping to Make a Horror Film: Insidious 2

Over the weekend, I mustered up the courage to watch Insidious: Chapter 2. I am not an avid horror fan. I'm not a fan of horror at all, actually. Usually I see a trailer and then make a snap decision which is, "Ha! I'm never watching that!"


I have not seen the first of the Insidious movies, but my roommate told me that I didn't have to. Insidious: Chapter 2 is very similar to the first movie and picks up right where the first one leaves off, so she gave me a brief summary.  The first two Insidious films are about the Lambert family, who are connected to the spirit world through one of the sons, Dalton, and his father, Josh. In the first film, Dalton  falls into a coma and is tormented by evil spirits in another realm called The Further. The family seeks the help of Elise Rainier to bring Dalton back to reality. At some point in the movie, Josh goes into The Further to bring Dalton back, but an evil spirit follows him out and continues to haunt the family throughout the second film.

There was a lot that was visually scary, but if I had watched the movie on mute, I'm sure I wouldn't have been as scared. The sound was so powerful. The score sounded like it had a lot of strings; I expected that. But I think what was most scary was the pairing of a quick, jarring sound with a striking or strange image.

This short scene is great for sound design analysis. Specs and Tucker, two ghost hunters, are in the house of Parker Crane, a man who died many years before that is connected to the Lambert family.


This scene is very short, but it's clear the sound sets up the audience to be spooked. The first line of dialogue, "Let's get out of here," is accompanied by silence. Then you hear the floor squeak for a second, until the sound grows and you realize it's coming from the rocking horses behind the guys. The rocking horses rock faster and faster until a little boy runs across the frame yelling "This is my room!" This is paired with a jarring, non-diegetic sound. These non-diegetic sounds inserted at key moments let the audience know what they should be scared of.


Another example of this is when Dalton recalls a dream he had the previous night. At 0:42, a strategic jump cut to a wider angle, coupled with the jarring sound and scary image of the woman in the white gown makes the audience jump. I hope to implement this strategic and classic horror ingredient in our film, Dollhouse.

Thursday, September 17, 2015

New Dog, Old Tricks.

      Continuing on the thread that I can't seem to clip and bring to a stop, the best time of my college life is usually spent on the vastly infinite expanse of Netflix. I was recently given the Australian adventure-comedy show Danger 5 to binge after I finished a few select others over the summer. Well, let me rephrase that. I lost a bet and had to watch the pilot with my boyfriend and, let me tell you, I still have no clue what the hell is going on. I've seen about 5 episodes and the only thing that I can actually tell you is that it was filmed rather recently but looks like it was made in the 70s, both visually and audibly (which btw, is so goddamn cool). I've also learned that every episode they are given a new mission and, of course, they must try and kill Hitler. I think Hitler is trying to steal famous monuments from around the world like the Eiffel Tower and the like. I honestly have zero idea what is going on but it's constructed in such a way that it's coherent enough to look like none of it is nonsense when, in fact, it's literally nothing but pure nonsense.
      While the show is made so it looks like it's straight out of a time that is not this current one, it's clearly got technology on its side. Reconstructing the sets, lights, and the rest of the jazz to look 1000 years old, Danger 5 tends to showcase the type of humour that could easily be from today or the past, which I adore. It's funny with its running gimmicks and jokes but also has gags that poke fun at the era that it's desperately trying to recreate. Spoiler, they are actually doing it better than the poor folks who made the inspirational material in the first place. The show incredibly has enough plot for those who actually want a show to watch with a little bit of weight to it instead of the class 'binge because it's got nothing going on'. Danger 5 does have a running storyline, it's just the fluff around it that's a little crazy. Ok, a lot of crazy. There's a lot of weird puppets and giant animal-headed people but honestly, that sounds like a normal Tuesday night for me. I totally recommend at least watching the pilot and appreciating the hard work that all of the hardworking people at D5 did in order for this show to become a reality.