Reflective Summary

Producing the audio for two projects has been a fun but challenging experience. My first project was a collaborative effort with an animation team called the ‘Ragtime Gals’. The second project was a self-set learning experience in which I attempted to redesign the audio for a short clip taken from the animated film ‘Heavy Metal’. Before working on these projects, I set myself some learning objectives to research upon during the process. These learning objectives had strong impacts on the development of my work.

LO1: “Learn ways in which music is used in film and animation”

I’ve found that music can be used for a lot more than just background noise – It can convey a lot of information. In the Rag Time Gals project, I used piano music as a diegetic sound effect. As a sound effect, it had to react to it’s source and surroundings. And so, the piano music can be heard changing in tempo and even stopping depending on how the character playing it is feeling.

In the Heavy Metal project, I tried to give my music multiple purposes. At some parts, I used strings and drum rolls, combined with rising dynamics, to create feelings of tense build-up. Other times, I used it as a substitute/addition to sound effects, reflecting directly what is happening on screen. For examples, crashing cymbals can be heard at various points when characters get hit by objects. I also gave one character a theme song/instrument. Whenever the main bad-guy is present, a synthesized brass instrument is almost always playing along side him. I even wrote him a motif that plays when he is first seen in the animation and then later repeats when he gets the upper-hand in a battle.

I chose to use synthesizers and digital instruments as I had easy access to them. I think they worked great because they reflected the 80s period really well. However, if I had access to other instruments then I certainly would experiment with them. Some acoustic strings could offer a lot more emotional control through playing techniques such as note-bending and tremolos.

LO2: “Learn methods of producing gun sound effects”

I’ve always wondered what makes guns sound so impactive, hence why I set myself this learning objective. This basic objective surprisingly turned out to be one of my most useful ones. I first found that sound effects can be theoretically deconstructed into a variety of layers. Once you have an idea on what layers are needed, you can then construct the sound as you see fit. After using this process to make some satisfactory gun sounds, I soon found that I could use the same process for many of my other so far lackluster sound effects. As a result, I managed to better some of my other sound effects including swords and body hits.

LO3: “Using references from other films, learn when it is appropriate to pan sound and music and utilize the stereo field”

Unfortunately, I couldn’t find much research material for this learning objective other than films and forums. I set it as I know that in music production, panning is used to create space and balance mixes. I wanted to know this would be similar when mixing sound for visuals. I’ve found that panning can still be used to create space but it can offer a lot more information as well including locations of objects (for example, wide panning, combined with changes in EQ, could suggest that an object is far away), what direction objects are moving in and what perspective the audience is listening from. Deciding on which perspective the audience is listening from seems to mainly come down to creativity. However, I have at least learned that too many extreme changes can become quite distracting to an audience and so it’s sometimes best to leave sounds equally panned left and right rather than have them change in a number of scenes. For this reason, I decided to keep the piano panned equally left and right throughout the entire Ragtime Gals animation – sometimes simple is better.

LO4: “Learn ways of effectively communicating with clients”

I’ve had good and bad experiences while communicating with my clients, the Rag Time Gals. At first, we had a number of miscommunications. With them not having much knowledge on audio-related lexicon, they found it difficult to tell me what expectations they had of their animation’s audio. The best they could ask for was “realistic” audio (but realistic audio is a complicated term. What most people think is realistic usually isn’t realistic at all). To get around this, I sent them renders of my work-in-progress frequently so that they could hear for themselves how the audio was coming along. Feedback was usually vaguely approving of my work. They knew what sounds they wanted in certain areas but overall most of the creative control was left to me. This could mean I’m either meeting their requirements or they’re just not too interested in having much control over the creative decisions behind the audio. The image below is a screenshot of our latest exchange of works in which they tried to send me a scene from their animation (but the link didn’t work) and I sent them my latest audio render (which was at the same level of progress as my submitted artefact).email

Although social media is a popular option for most people, myself and my clients ended up communicating via email most often as it allowed us to send files over to each other. In hindsight, I would have pushed to use Facebook more as there were many times in which the animators were quite slow to respond to emails. This often slowed down my production. I also should have pushed for more regular meetings as some studies of netnography show that social interactions over the internet can sometimes be different, and sometimes even untruthful, compared to those expressed in person.

Conclusion

Overall, I’m happy with what I’ve produced. The Rag Time Gals project is still ongoing as I am waiting for some more recent renders to sync my sound effects too. Some sound effects in my submission, such as the footsteps, will have to be completely re-synced in the near future. The Heavy Metal project was fun to produce as it offered me a lot more creativity than the other project. Creating sounds for fictional cartoon weapons and creatures offered me a chance to imagine what things could sound like rather than just give them literal interpretations.

Syncing and mixing sound effects was the most tedious aspect of the work but putting more effort into it (like using multiple layers for each sound) can be very rewarding. I’ve found that writing music for visual is a lot different to that of regular standalone music. You have to take a lot of things into consideration including what information you wish to convey, what sound effects is the music going to mix with and when the music is even necessary as sometimes, silence can be an effective feature. I’ve also found that music is difficult to sync to already-existing visuals unless you’re willing to create something with a flexible BPM and tempo.

Research and Production Post 4

LO4: Improving Communication Techniques

Whilst working with the animation team, I’d often get very short and vague answers when asking for their preferences on how I should record and mix certain sounds. They found it difficult to explain what they wanted because they weren’t entirely sure on what they wanted and how to achieve such results. I think this is the reason why I was given a lot of creative control over the audio production process.

When explaining the work that I do, I need to try and avoid using audio-related jargon if I want them to understand how and why I choose to produce audio in certain ways. In addition to this, I could also send my clients drafts of my work from time-to-time to avoid me having to explain my work through audio jargon.

I looked online for other various tips for improving my communication skills and found some promising ideas (Designm, 2009; 99designs, 2015). One tip was to use examples of other works when proposing ideas to my clients. And so, when proposing some musical ideas for the chase scene, I also gave examples to the animation team of music styles that I could take references from when composing. I used Amedeo Tommasi’s ‘Sunflower’ (available in the references section below) as my main example as I thought an organ could really suite the scene. I also suggested how the music could compliment the actions on scene similar to how the music of Tom and Jerry does. The animation team were still undecided with the idea but stated that I should come up with ideas for them to listen to.

Another communication tip was to ask as many questions as possible. This is very important as I need as much information on the animation scenes as possible in order to create suitable sounds. For example, I need to ask about the floor materials in certain scenes before I start recording footstep sounds.

Finally, time keeping is another important tip that I found. I need to know that the animators are making good progress. They should also be aware of the progress I make. Knowledge of their progress is important to me as I require some early animation renders in order to start syncing sound effects. During our first attempt at recording piano, I asked Healey when I could expect to see the first renders and they told me I should see some in 2-4 weeks.

 

References

99designs (2015) https://99designs.co.uk/blog/tips-en-gb/ways-to-improve-client-communication/

Designm (2009) https://designm.ag/freelance/communication-with-clients/

Research and Production Post 3

LO1: Piano Recording – Attempt 1

On the 16th of March, I met up with one of the animators, William Healy, to attempt some piano recording. Healy wanted to perform the piano pieces himself but unfortunately hadn’t written any songs for the animation. He had an idea of performing an existing piece of music but that could infringe on some copyright laws unless we had some form of permission to use said piece. On top of that, the performance would also require some sort of acting as the in-film character gets interrupted a couple of times throughout his performances.

We needed to improvise a song but we also needed it to sync with certain actions within the visuals. And so, within my DAW, I placed markers on the timeline to show when key events would happen. I pulled the video window below the timeline and informed Healy of what action/event each marker represented. I then asked him if he could try playing the piano while watching the markers on the timeline. As a result, he played the piano and took each event into consideration in his performance. For example, there’s one scene in the animation in which the performer gets abruptly interrupted by a man pointing a gun at him. When the marker representing that scene passed, Healy was able to abruptly stop playing the piano in sync with the animatic.

Some of the markers used to inform the performer of in-scene events.

Some of the markers used to inform the performer of in-scene events.

Our method seemed to work smoothly. However, when we later reviewed the recordings we noticed a few issues:

  • Healy wasn’t impressed by his performance.
  • The microphones picked up some unwanted noises (such as a squeaky pedal).
  • I had recorded the piano in mono.

We’re going to try getting some more recordings soon. This time, we might apply some oil to the piano pedals and/or change the mic placement to avoid picking-up the unwanted sounds. Healy also said he would practice a bit more beforehand. If all fails, we might have to resort to using either an electric piano/keyboard or some form of MIDI software.

While explaining a few alternative ways of producing some piano parts, I noticed that Healy had a difficult time understanding some of the terms I was using. He asked me what I meant when using terms like ‘EQ’ and ‘MIDI’. This leads me to my next post… (See Research and Production Post 4).

 

Research and Production Post 1

LO4: Communication with my Clients So Far

For this project, I’m working with a four-man animation team who call themselves the Ragtime Gals. I first met with them in December to find out what would be required of me. They informed me that they’d like for me to record, sync and mix all the audio for their animation including music and foley. I’ve been given a lot of creative control over the audio just as long as I meet a few specific outcomes: I must record some piano parts to be used at the beginning and end of the animation, and some old car sound effects to be used in a chase scene. I suggested that some music could go well with the chase scene, however opinions were mixed on that idea.

Meeting with the animation team regularly was difficult as they were rarely free at the same time and, since animation was a slow progress, they would rarely have any updates for me. I’ve still been creating sound to the original animatic until now in March. Because of this, I have been mainly communicating with the lead animator via email. I tell him of my progress regularly and he informs the rest of the team of my work when required.

Over the past few months, I’ve noticed a few problems with email communication with my client. My main issue is that replies can be quite slow – I guess he doesn’t check his emails as regularly as I do. This can be quite an issue when I’m needing a fast response. For example, I’ve recently been needing his input on when to book a piano recording session. I’ve got couple opportunities to book a session in the next few days but if he doesn’t respond to me soon then we might miss these chances.

To solve this, I’ve been debating on the idea of using social media, such as Facebook Messenger, to communicate with my clients. Although formality is important for businesses, email communication might be seen by some as overly-formal and obsolete medium of communication (Customer Service, 2016). With a large number of people now actively using social media (64% of the UK population since January 2017 according to Statista.com), it only makes sense for businesses to communicate with clients in places where they are more active

Using social media can offer a lot of advantages over email (Maximize Social Business, 2018). The biggest advantage of using Messenger is that business can have “real-time conversations with clients” – Faster responses are exactly what I’m looking for. In addition, Messenger also allows me to embed all sorts of media including images, videos and audio (for those long-winded messages or even possible sound effect examples that I want to share). Messenger also has a group-chat feature which could allow me to communicate with the entire animation team.

 

References

Customer Service (2016) http://www.customerservice.ae/customer-service-through-instant-messaging

Maximize Social Business (2018) https://maximizesocialbusiness.com/facebook-messenger-vs-email-26025/

Statista (2017) https://www.statista.com/statistics/507405/uk-active-social-media-and-mobile-social-media-users/