Tuesday, 1 October 2013

Sound Techniques


Dialogue – This is a conversation that tends to take place between 2 or more characters. If one was to shoot a scene where conversation is involved between multiple people then the correct media terminology would be Dialogue. 

Diegetic Sound – This would be a noise that is created within a scene that what the character hears. The sound does not have to be directly recorded with a microphone but if it is a sound effect (such as a book dropping) that it an be added in editing which the character would of reacted to. This would then be called diegetic sound, because it is a sound that was fixed within the moment of the scene.

Non-Diegetic Sound – With non-diegetic sound this is a sound that a character would not be able to hear. This type of sound is later added in editing and the character tends to not react to it but is rather then in the background to add emphasis for the audience. A good example would be a background song on going in a trailer. It is considered non-diegetic sound as the character does not react to it as it is not apart of the scene.


Sound Motif – This is a sound that becomes associated with an object or programme. When you hear the sound you would most likely be able to associate it with something. Such as a very common theme tune of a programme, when you hear it then you know what it is associated with.

Synchronous Sound - The simplest way to describe this would be a visual and audio are in sync with each other. Such as if you were watching a video clip and a man was dancing in-sync with a background song then it would be considered to be a synchronous sound.



Contrapuntal Sound – These would be sounds that do not match with what you are be able to see.  Meaning if there is an on going scene where the sound does not suite the given visual then this would be called a contrapuntal sound. Such as if there was a dinosaur roaring but you heard a mouse squeaking instead then this would be a contrapuntal sound. 



Voice Over – Narrator or character talks over the scene, you tend not to see them, but are able to hear them talking.



Soundtrack – Background music that is played over the scene and the character would not be able to hear it. This technique could be used where there is a sudden death and a chracter is upset so a background song that represent how they are feeling is going on, but it is not apart of the scene, meaning it is not in the characters world.

Ambient Sound – Ambient sounds tend to be the normal everyday noises you hear within a basic scene. Many of these sounds are natural and are recored with a microphone and later added when editing. The reason these are used is too make scenes more realistic and give it meaning.

Sound Perspective – This refers to the apparent distance of the sound. Meaning it would be whatever sound the character would hear. This type of sound technique would be used with a POV camera shot. It puts the audience in the character's shoes as well as seeing what they are able to see, the audience will also be able to hear what the character hears.



Mode Of Address / Direct Address – This occurs when the person who is narrating the scene would directly address the audience. With this they confine the audience with information that the characters would not know or be able to hear.  



Sound Bridge – This lets audio lead in from the beginning (or end) of a scene and later go over to the next scene then begin to lead out when expected. This helps different scenes blend in together, with a simple link of an audio.


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