Sound Design for the Theatre

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    Sound Design for the Theatre - Presentation Transcript

    1. Sound
Design
 for
the
Theatre
 The
basics
that
every
 theatre
ar6st
needs
 to
know

    2. The
Audio
Engineer
.
.
.

    3. The
Audio
Engineer
.
.
.

    4. The
Audio
Engineer
.
.
.
 .
.
.
creates
an
overall
soundscape
 that
suits
the
performance
space
 and
contributes
to
the
unified
 ar6s6c
vision
of
the
produc6on.


    5. The
Audio
Engineer
.
.
.
 .
.
.
understands
and
 works
with
the
 acous6cs
of
the
 performance
space.

    6. The
Audio
Engineer
.
.
.
 .
.
.
selects
and
facilitates
the
 use
of
microphones.

    7. The
Audio
Engineer
.
.
.
 .
.
.
creates,
 acquires,
edits,
and
 facilitates
the
 appropriate
use
of
 sound
effects
(SFX)
 and
music.

    8. What
is
sound?

    9. Sound
is
created
with
the
emission
 of
vibra6ons
or
sound
waves.

The
 ear
senses
and
interprets
these
 sound
waves;
thus,
we
hear
sound.

    10. Frequency
refers
to
the
 length
of
a
sound
wave,
 which
our
ears
interpret
 as
pitch.

    11. Timbre
refers
to
the
specific
quality
 of
a
sound
from
a
given
source.
 This
is
how
we
can
dis6nguish
 between
speakers
without
looking
 at
them.

    12. Theatre
Acous6cs

    13. The
acous6cs
of
a
 theatre
refer
to
how
a
 specific
performance
 space
responds
to
 sound.

    14. Reverbera6on
 is
 the
 prolonging
 of
 sound
 by
 the
 reflec6on
 of
 sound
waves.

    15. A
space
that
creates
too
li.le
 reverbera1on
makes
a
room
 sound
“dead”—lacking
in
 richness
and
fullness.

    16. A
space
with
too
much
 reverbera1on
causes
 unintelligibility.

    17. The
reverbera6on
of
a
 space
depends
on
its
 shape,
its
contents,
and
 the
existence
of
sound
 reflec6ve
surfaces.

    18. Unfortunately,
 the
ideal
reverb
 for
the
human
 voice
is
different
 from
that
of
 musical
 instruments.

    19. The
Basic
 Theatre
 Sound
 System

    20. Sound Sources equipment
that
generates

 








or
picks
up
sound

    21. Microphones

    22. Microphones
convert
 sound
waves
into
electrical
 energy
for
transmission
.
.
.

    23. .
.
.
to
another
loca6on.

    24. Various
 microphones
 convert
sound
 waves
in
a
 variety
of
ways.

    25. Microphones
 also
have
a
 variety
of
 pickup
 pa4erns.

    26. Such
as
.
.
.

    27. OMNIDIRECTIONAL

    28. Speak
in
the
 general
 vicinity
of
the
 mic,
and
you
 will
be
 generally
 picked
up.

    29. UNIDIRECTIONAL

    30. Speak
or
sing
into
 the
top
of
the
 microphone
with
 your
mouth
a
few
 inches
away.

    31. Types
of
Microphones

    32. Hand‐held

    33. Boom

    34. Floor
Mic
 Body
Mic
 (Lavalier)

    35. Microphone
Care

    36. Never
blow
into
a
 microphone
to
test
it.

    37. Never
tap
on
a
mic
with
your
finger.

    38. Don’t
thump
or
bang
 microphones
on
a
 hard
surface.

    39. Be
careful
 not
to
step
 or
fall
on
a
 floor
mic.

    40. Feedback
is
 caused
by
a
 microphone
 moving
too
 close
to
a
 speaker.

    41. Be
careful
not
to
 touch
body
mics
 as
part
of
your
 character
ac6on —adjus6ng
hair
 or
clothes.

    42. Don’t
speak
 backstage
while
 wearing
a
body
 mic
in
the
event
 that
it
is
s6ll
live!

    43. Store
 microphones
 in
a
cool,
dry
 cabinet
on
a
 padded
shelf
 or
in
their
 cases.

    44. 
The
Actor’s
 Instrument
 Vs.
 The
Mic

    45. “Straight”
theatre
does
 
not
use
body
mics.

    46. Even
musicals
will
o]en
refrain
from
 using
body
mics
to
pick
up
dialogue— unless
it
is
underscored.

    47. When
body
mics
are
used
for
dialogue,
 they
tend
to
modify
the
voice,
making
 it
sound
“6nny.”

    48. There
is
just
no
 way
around
it.

    49. Despite
the
inven6on
of
the
 microphone,
it
is
absolutely
 necessary
for
an
actor
to
train
 rigorously
and
master
vocal
 produc6on
techniques.

    50. The Mixer
    51. The
Mixer
.
.
.

    52. The
Mixer
.
.
.
 .
.
.
combines
 several
input
 signals
into
 one
output
 channel.

    53. The
Mixer
.
.
.
 .
.
.
combines
 several
input
 signals
into
 one
output
 channel.
 .
.
.
sends
signals
to
 and
from
processors.

    54. The
Mixer
.
.
.
 .
.
.
combines
 several
input
 signals
into
 one
output
 channel.
 .
.
.
balances
levels
for
 .
.
.
sends
signals
to
 each
input
source.
 and
from
processors.

    55. Processors alter
the
sound
quality
with
 various
effects
(echo,
reverb,
etc.)

    56. DOUBLE
 ECHO
 FLANGE
 PAN‐POT
 REVERB
 WAH‐WAH

    57. Amplifiers augment
the
 sound
signals
to
 a
level
for
 transmission
by
 loudspeakers

    58. Loudspeakers convert
the
sound
signals
 into
soundwaves

    59. The
Sound
 Designer’s
 Process

    60. Read
and
analyze
 the
text.
Iden6fy
 all
of
its
sound
 needs.

    61. Research
the
 world
of
the
play —the
6me
 period,
the
 loca6on,
etc.

    62. Communicate
 with
the
 director
and
the
 rest
of
the
 design
team
to
 insure
that
your
 ideas
and
design
 are
in
synch.

    63. Abend
some
 rehearsals
to
get
 a
sense
of
the
 direc6on
and
 blocking

    64. Plan
your
 preliminary
design

    65. PRE‐SHOW 
MUSIC
 music
that
is
played
 before
the
show
begins

    66. TRANSITION 
MUSIC
 music
that
is
played
between
scenes
 or
acts
a.k.a.
entr’acte
music

    67. AMBIENT 
MUSIC
 music
that
 underscores
a
scene

    68. CUE
MUSIC
 pre‐recorded
music
that
is
 required
by
the
text
of
the
play

    69. POST‐SHOW 
MUSIC
 music
that
is
played
during
the
 curtain
call
and
aPer
the
show

    70. INFORMATION
 SFX
that
give
 the
audience
 informa4on
 •  time period •  location •  time of day •  time of year •  weather
    71. CUES
 SFX
iden4fied
 in
script
that
 • telephones reinforce
stage
 • doorbells • chimes ac4on


    72. SFX
referred
to
or
 TEXTUAL reacted
to
by
the
 
REFERENCE
 characters
that
are
 not
stated
in
stage
 direc4ons

    73. MOOD 
CREATION
 SFX
that
create
 atmosphere;
not
 stated
in
stage
 direc4ons

    74. EMOTIONAL 
STIMULUS
 SFX
not
stated
in
 the
stage
direc4ons
 that
evoke
an
 emo4onal
response

    75. So
where
do
 you
get
these
 sound
effects
 (SFX)?

    76. SFX
CD
Collec6ons

    77. soundsnap.com
 DOG
BARKING
 CITYSCAPE
 BEACH

 CRASHING
GLASS
 FLOOR
CREAK
 PLAYGROUND

    78. or

    79. .
.
.
record
them
yourself

    80. Use
so]ware
to
edit
your
music
 and
sound
effects,
if
necessary.

    81. Clipping
 By increasing the amplitude of the sound waves beyond the range of the equipment, you will cause clipping—which distorts the sound.
    82. Set
up
the
space
 as
needed.
 Par6cipate
in
 paper
tech,
cue‐ to‐cue,
and
tech
 rehearsals— tweaking
your
 design
and
its
 facilita6on.

    83. Life
Under
Water
 Gold
Masque
Produc6on
 Season
‘07
–
‘08
 Sound
Cue
Sheet
 Cue
# Pg. Descrip6on Cue Source Note SFX‐A 3 SFX:
Waves AMY:
Guess
 CD
 Fade
in what? Track
01 SFX‐B 9 Song:
“Every
Breath
 Lights
out. CD
 Fade
out
with
 You
Take” start
of
next
 Track
02 scene. SFX‐C 17 SFX:
Telephone
rings JINX:
Where’s
 CD
 Hank? Track
03 SFX‐Z 22 SFX:
Wind KIP:
It’s
a
big
 CD
 house. Track
04 SFX‐AA 23 Song:
“99
Red
 Lights
out. CD
 Fade
in;
let
song
 Balloons” run
6ll
end. Track
05
    84. Burn
a
Show
CD

    85. “Mic”‐ing
Musicals

    86. The
audio
engineer
determines
 how
to
balance
the
sound
of
the
 the
orchestra
and
singers
.

    87. O]en
body
mics
 will
need
to
be
 shared
among
 the
performers
 with
solos
in
the
 show.


    88. The
audio
 engineer
will
 need
to
create
a
 Body
Mic
Plot—a
 lis6ng
of
which
 performer
uses
 which
body
mic
 for
which
song.


    89. The
stage
manager
 will
assist
the
 audio
engineer
to
 orchestrate
how
 this
transfer
of
 body
mics
will
 occur
backstage.

    90. With
regards
to
 the
booth,
the
 sound
equipment
 and
the
cabling,
 restore
the
 theatre
space
to
 its
original
 condi6on.

    91. FIN


    + Samarro Mr.Samarro Mr., 2 years ago

    custom

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