1. Sound For image Week 1
Presentation
Group Presentation on City of Memories clip,
starting 01:02:40 - 01:04:00
2. Sound Designer role
Building Crumble beginning @ 01:02:43
Low end rumble: recorded brick impacts, pitch shifts, filtering, slowing down, reverb, delay. Mid and high - organic sounds - stones,
sand, maybe use of water.
Sand Approach beginning @ 01:03:04,
Low end rumbling, potentially action hits, high shaker-y sound
Ambience beginning @ 01:03:16
Wind Sound FX, synth or composite, maybe singing bowls. Faint whispers along with shimmering ethereal score starts as character
walks out
Sweeps @ 01:03:33
Mixture of grainy/chimey rustling sound panned left to right and sound blends with score.
3. Foley
01:02:41 - 01:02:58
Just before the big sound of the building falling there is a sound of lots of small rock hitting the ground to warn the listener/viewer of the
incoming threat
The pot full of water, I imagine a real pot was recorded for the clangs and whenever the pot hits something or is touched.
The water sounds were likely recorded in the same pot
They are rather loud in the mix to display how scary the sand storm from the falling debris is
The girl’s steps are soft and sound small, because she looks young and soft even though she seems to have been through a lot in her
short life
Also lots of creaking during the fall of the building which shows how unstable the city’s buildings are
The chicken sounds could either be recorded or a library of chicken sounds might have been used.
01:02:59
The door sounded like it’s made from 2 sounds, the opening sound was probably wood rubbing on sand and then possibly an actual
door closing with also some sand on it and creaking.
4. Re-Recording Mixer
Building Crumble Beginning @01:02:43
Crashes heard before shown on screen, mid-range and high end brought up, character reactions
foregrounded.
Levels lower at 01:02:51 as shot changes to girl, her breathing is foregrounded as is the sound of the
chicken, pan and water sounds - hyper-realistic sound, character perspective. When shot changes to girl
running away the levels of the building collapsing are brought up again to show the impending danger.
Sand Approach beginning @ 01:03:04
Once again, low end rumbling, potential use of action hits at about 01:03:05. Chicken is brought up in the
mix to bring the audience’s attention to it.
5. Music Editor
The music that starts around 01:03:15 is very serene and dreamy to show that
what’s happening on the screen is likely not real, and calm, yet rather sad, and a
bit tribal, to display the nostalgia about the better days of the past.
The drums are also used to enhance the feeling of nostalgia, as they are often
used in different works for this purpose. It could be theorised that it’s because
some of the earliest instruments humans used were most likely percussive so we
are tuned to be reminded of things by rhythms.
As the girl walks out and looks around her the music becomes more intense and
the voices become more powerful to signify the change on the screen
6. ADR Dialogue Editor
Overlap with Foley
Used as an expressive tool - acting as dialogue in its own write
Gasps convey different emotions
01:02:45 - SHOCK, CONFUSION
01:02:58 - Panic, stressed
01:03:00 - relief
01:03:12 - shock, fear
01:03:26 - excitement
01:03:55 - sadness
7. What were the challenges for each area of the sound team?
The sound team on the credits is fairly small, comprised of 3 people - Composer,
Sound Designer and Sound Supervisor, which means the roles given to us likely
overlap.
There are lots of composite sounds, so one of the challenges was likely linking all
the sounds together and staying in the same sound world, replicating the visible
space and fitting in with the etherealness of the musical composition.
8. How do you think these challenges were met?
Since the team is small, it had to communicate and discuss things very effectively to maximise the quality
of the end result.
There are many natural elements which sound quite organic so there was likely loads of location
recordings, unified with effects and synthesized/composite sounds which help convey the space in which
the character is in.
As for the music, the score is very well made although it probably wasn’t the most challenging part of the
soundtrack, even though looking at the credits it seems to have been a live recording which is impressive.
9. What is innovative about this work?
Expressiveness of non-verbal actions/sounds.
Use of chimes as a motive for etherealness.
The project is not particularly innovative, however it is still quite good and also a
work by students which is impressive.