P2: Describe how sound elements are produced
Foley sound effects:
Foley is the method of recording the sound / dialogue after the film or sequence has been shot. Foley was named after the sound effect artist Jack Foley, as he was the first sound effects artist who recorded sound after the film / sequence was shot. Foley is the creation of everyday sound effects to add realism and atmosphere to the piece of visual / film. This is done by replicating the sound you would see on screen in a studio with different materials / instruments / objects.
Foley is the method of recording the sound / dialogue after the film or sequence has been shot. Foley was named after the sound effect artist Jack Foley, as he was the first sound effects artist who recorded sound after the film / sequence was shot. Foley is the creation of everyday sound effects to add realism and atmosphere to the piece of visual / film. This is done by replicating the sound you would see on screen in a studio with different materials / instruments / objects.
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Example of how foley is created:
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When creating Foley it has to be very exact and detailed, as the foley artist needs to hit every bit of detail such as the sound of a rock dropping on the floor, so it matches with the film. As well as it being as authentic as possible so the extract sounds like it was recorded there on set. As I mention before all the sounds need to match what is seen on screen so the foley artist must be very exact when creating the sounds and when the perform them.
The process of foley:
The process of foley can be extremely time consuming as well as making you have exact detail to the sound and movements you create, so it matches what is shown on the screen. When creating foley the artist must watch the extract/piece that they have to create the foley for, and gain an idea when watching it what sounds need to be made and especially how they will be made. Once the foley artist has an idea of what sounds they need to replicate, the source all the props they need to create the sound for, and once the foley artist are in the studio they normally have screen in front of them when actually making the sounds so they can do it at the exact same time so it makes it more realistic. They also have a timecode on the screen and the foley artist will be given the specific time they need to emit this sound effect, sometimes there will be a line coming across the screen and when it hits a certain point the foley artist will make the sound effect when it hits the certain point on screen. In the studio there will be several high quality microphones surrounding the foley artist so they can catch all sound that is emitted and get the best quality they can. When the foley artist is creating the sounds they will have their props laid out in front of him so when they want to make other sounds they have their props in front of them. Next door to the studio there will be a room where the recorder sits there, monitoring and recording sound making sure it matches/syncs up to the extract.
The process of foley can be extremely time consuming as well as making you have exact detail to the sound and movements you create, so it matches what is shown on the screen. When creating foley the artist must watch the extract/piece that they have to create the foley for, and gain an idea when watching it what sounds need to be made and especially how they will be made. Once the foley artist has an idea of what sounds they need to replicate, the source all the props they need to create the sound for, and once the foley artist are in the studio they normally have screen in front of them when actually making the sounds so they can do it at the exact same time so it makes it more realistic. They also have a timecode on the screen and the foley artist will be given the specific time they need to emit this sound effect, sometimes there will be a line coming across the screen and when it hits a certain point the foley artist will make the sound effect when it hits the certain point on screen. In the studio there will be several high quality microphones surrounding the foley artist so they can catch all sound that is emitted and get the best quality they can. When the foley artist is creating the sounds they will have their props laid out in front of him so when they want to make other sounds they have their props in front of them. Next door to the studio there will be a room where the recorder sits there, monitoring and recording sound making sure it matches/syncs up to the extract.
Wild tracks:
A editor would use wild tracks within a sequence to give it more of a realistic and convincing feel. A wild track is put into a extract or scene to make it more atmospheric, the wild track will mainly be recorded after a sequence is complete, then add it to the final edit to give is a sense of realism and make the scene come to life more. When product record wild tracks they are normally recorded on non-directional microphones meaning they aren't as sensitive to sound (As the wild track tend just to be background noise) compared to foley microphones which pick up the tiniest details of sound. Wild tracks are used in much more visual scenes so it enhances much more and becomes more realistic. An example of what wild tracks would be recorded would be sounds like, birds, busy roads, people chatting in the background, cities, etc. They add wild tracks on top as they are quick and easy to produce and make the scene more realistic and create more of an atmosphere going the scene depth.
A editor would use wild tracks within a sequence to give it more of a realistic and convincing feel. A wild track is put into a extract or scene to make it more atmospheric, the wild track will mainly be recorded after a sequence is complete, then add it to the final edit to give is a sense of realism and make the scene come to life more. When product record wild tracks they are normally recorded on non-directional microphones meaning they aren't as sensitive to sound (As the wild track tend just to be background noise) compared to foley microphones which pick up the tiniest details of sound. Wild tracks are used in much more visual scenes so it enhances much more and becomes more realistic. An example of what wild tracks would be recorded would be sounds like, birds, busy roads, people chatting in the background, cities, etc. They add wild tracks on top as they are quick and easy to produce and make the scene more realistic and create more of an atmosphere going the scene depth.
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My research into the sound for Blue planet II
For the music to be created these where all the equipment and people they needed to make it happen:
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Why each piece of equipment is needed to record:
Headphones: The headphones are used by the musicians this is because they can help monitor there own music and help block out other instruments. The headphones will also haver a metronome being played, this is a beeping sound so the musician can keep in beat at all times.
Microphones: The microphone is one of the most important parts of the equipment. The microphones record the sound being played and then convert them into waves which then can be read on a computer on digital format.
Recording software (Audition/Logic Pro/Audacity): These recording software take the electric sound waves and store them on a digital format which can be then played again. Having recoding software such as logic can also mean you can change the dynamic range, pitch, volume, tone. Having software like this also means you can compress the file type to a smaller size which makes it easier for your client, as well as making less of a large file.
Sound desk: The sound desk or mixer is needed to take the sound elements and adjust the volume of the sound so when it is recorded it is at the highest quality.
Computers: The computers are used to run the software on.
Recording studio: The recording studio is the area in which all the sound elements are recorded. The recording studio needs to be big enough to fit the orchestra, microphones, instruments etc.
Seats/Microphone stand/Music Stand/Conductor podium/Instruments: All of these pieces of equipment are the basic needs for the orchestra so they can then go on to produce the sound that is needed. It also allows the orchestra to period comfortably and professionally.
Microphones: The microphone is one of the most important parts of the equipment. The microphones record the sound being played and then convert them into waves which then can be read on a computer on digital format.
Recording software (Audition/Logic Pro/Audacity): These recording software take the electric sound waves and store them on a digital format which can be then played again. Having recoding software such as logic can also mean you can change the dynamic range, pitch, volume, tone. Having software like this also means you can compress the file type to a smaller size which makes it easier for your client, as well as making less of a large file.
Sound desk: The sound desk or mixer is needed to take the sound elements and adjust the volume of the sound so when it is recorded it is at the highest quality.
Computers: The computers are used to run the software on.
Recording studio: The recording studio is the area in which all the sound elements are recorded. The recording studio needs to be big enough to fit the orchestra, microphones, instruments etc.
Seats/Microphone stand/Music Stand/Conductor podium/Instruments: All of these pieces of equipment are the basic needs for the orchestra so they can then go on to produce the sound that is needed. It also allows the orchestra to period comfortably and professionally.
Why each person is needed:
Conductor: The conductor is the main person who leads the orchestra through the recording. The conductor helps the orchestra stay in time and perform to the highest quality. The conductor sometimes tend to be the composer as well so when it comes to performing the can make sure they musicians are playing to how the composer wanted it.
Composer: The composer is who writes / creates the music for the show. The compose controls the mood that is supposed to be inflicted to the audiences, they are directed but the director on what feeling they want to evoke and the composer then takes away these ideas and writes the piece. The music created must convey a message / feeling / emotion in the music, this is so what ever is shown on the screen can match what is being composed.
Musicians: The musicians are the key part of the orchestra as they can really bring to life what the composer imagined, their goal is to stay in time with the piece and make it sound as professional as possible.
Sound mixers: The sound mixers are the people who make sure all the audio levels are all correct during recording process. They also need to be able to read music as then they can understand which part the composer wants louder or quieter, so when they are mixing it they can do it right.
Conductor: The conductor is the main person who leads the orchestra through the recording. The conductor helps the orchestra stay in time and perform to the highest quality. The conductor sometimes tend to be the composer as well so when it comes to performing the can make sure they musicians are playing to how the composer wanted it.
Composer: The composer is who writes / creates the music for the show. The compose controls the mood that is supposed to be inflicted to the audiences, they are directed but the director on what feeling they want to evoke and the composer then takes away these ideas and writes the piece. The music created must convey a message / feeling / emotion in the music, this is so what ever is shown on the screen can match what is being composed.
Musicians: The musicians are the key part of the orchestra as they can really bring to life what the composer imagined, their goal is to stay in time with the piece and make it sound as professional as possible.
Sound mixers: The sound mixers are the people who make sure all the audio levels are all correct during recording process. They also need to be able to read music as then they can understand which part the composer wants louder or quieter, so when they are mixing it they can do it right.
Compression:
Compression is one of the main process in recording any sound elements or just audio, it is needed to reduce any loud sounds whilst keeping the quieter sounds the same. This is very important for when it comes to recording an orchestra as all the different instruments play at different levels, so compression allows the music how the composer envisioned it to be like. Compressions is also very important when it comes to recording dialogue as some actors can talk louder or quiet than others, compression allows it to make both voices sound equal without having any distortion or noise. If part of the sound is too sharp like a loud sound then it has to be dampened. If part of the sound it too quiet to hear then it must be made louder depending on the dynamic range of the piece of audio. The dynamic range is the average signal levels between the quietest sound lemons to the loudest ones. When people are editing together a piece of Audio they will often use 'Dynamic Range Compression' (DRC) which automatically does the compression and the sounds and volumes, however is a piece of audio or sound is to complex it wont be able to do the job.
Compression is one of the main process in recording any sound elements or just audio, it is needed to reduce any loud sounds whilst keeping the quieter sounds the same. This is very important for when it comes to recording an orchestra as all the different instruments play at different levels, so compression allows the music how the composer envisioned it to be like. Compressions is also very important when it comes to recording dialogue as some actors can talk louder or quiet than others, compression allows it to make both voices sound equal without having any distortion or noise. If part of the sound is too sharp like a loud sound then it has to be dampened. If part of the sound it too quiet to hear then it must be made louder depending on the dynamic range of the piece of audio. The dynamic range is the average signal levels between the quietest sound lemons to the loudest ones. When people are editing together a piece of Audio they will often use 'Dynamic Range Compression' (DRC) which automatically does the compression and the sounds and volumes, however is a piece of audio or sound is to complex it wont be able to do the job.
Key terms in compression:
Downward compression: This is when the louder sounds are made quieter, whilst the already quiet sounds stay at the same level. Most of the time there is a specific decibel level where the sounds are all set too.
Upward compression: This compression method is for when quiet levels are increased to make them sound louder than they actually are.
Lossless: This is compression type is when the recording data stays the same and isn't altered, this then means the audio files is extremely high quality such as a .WAV file (.WAV files are lossless files). This is also know as uncompressed audio.
Lossy: This type of file compression is when the quality of the piece goes down however the size of the file format is much smaller, therefor making it easier for the client as it is a small file size and wont take up too much storage. Because the quality is lower in the audio they will often be exported to a MP3 file, which is just a lower quality sound.
Upward compression: This compression method is for when quiet levels are increased to make them sound louder than they actually are.
Lossless: This is compression type is when the recording data stays the same and isn't altered, this then means the audio files is extremely high quality such as a .WAV file (.WAV files are lossless files). This is also know as uncompressed audio.
Lossy: This type of file compression is when the quality of the piece goes down however the size of the file format is much smaller, therefor making it easier for the client as it is a small file size and wont take up too much storage. Because the quality is lower in the audio they will often be exported to a MP3 file, which is just a lower quality sound.
What equipment I will be using to record my sound elements:
To create my piece I have envisioned I will need a voiceover and SFX sound effects. For creating this I will need a group of people and a bunch of objects to create the sound element I need. To record the foley, I will be using directional studio microphones which I will be using to record my dialogue and SFX>. When it comes to recording I will be using the software Logic Pro X whilst using the sound desk to make sure all audio sounds are at the right levels and aren't peaking at any point. I will be using this software as it also lets me monitor my audio levels and ensures the audio recordings are perfect, as wells using the software and mixing desk to motor my recordings I will also be using the headphones to ensure it sounds perfect.
Sound formats and file types:
mp3: MP3 is the most common audio file and is worldwide known to be used. This is because the file size of MP3 is very small meaning it doesn't take up a lot of storage, however, the sound quality isn't as good as it is compressed to make it a smaller file size.
FLAC: This file type is compressed, but it is lossless too. This means it is good quality but it doesn't take up too much storage space which means its ideal for a client. This is also a widely used format quite like .WAV and mp3 files.
AIFF: Is high-quality audio format, this is because it is a lossless format, meaning its the exact copy of audio (big file size). However, AIFF is an apple created format menage it will optimise better for their products and platforms.
WAV: The .WAV file is an uncompressed audio as well as being a lossless format which therefore means it's of a higher quality. .WAV is usually used for audio and visual products as it is such high-quality sounding. However, as it is an uncompressed and lossless file type it means it is a much larger file size which therefore means it will take up more storage when it comes to sharing the product.
FLAC: This file type is compressed, but it is lossless too. This means it is good quality but it doesn't take up too much storage space which means its ideal for a client. This is also a widely used format quite like .WAV and mp3 files.
AIFF: Is high-quality audio format, this is because it is a lossless format, meaning its the exact copy of audio (big file size). However, AIFF is an apple created format menage it will optimise better for their products and platforms.
WAV: The .WAV file is an uncompressed audio as well as being a lossless format which therefore means it's of a higher quality. .WAV is usually used for audio and visual products as it is such high-quality sounding. However, as it is an uncompressed and lossless file type it means it is a much larger file size which therefore means it will take up more storage when it comes to sharing the product.