Research and Production Post 11

LO3: Panning My Mixes

While mixing, I’ve had to consider a few different ways in which to pan sound effects. I’ve found that sound effects are usually panned in one of two ways:

1) From the camera’s perspective

2) From a character’s perspective.

Most of the time, I try to pan from the camera’s perspective to keep the audio simple and consistent. However, I’ve found a few ways in which a character’s perspective might be more suitable and entertaining. For example, in my Heavy Metal project, there’s a scene in which a giant bat flies past the main character while staying in the center of the shot. Visually, we can see that the bat is moving left to right but the audio would contrast with this if it was to be panned from the camera’s perspective. From the character’s perspective, however, we could get panning audio that nicely fits with the visual.

However, when it comes to background/atmosphere tracks, I wasn’t sure whether to pan them from the camera’s perspective or the character’s perspective. I couldn’t find much information on the subject but I did find a forum with a similar question (StackExchange, 2011). In it, a person said that automated panning could distract a viewer entirely and that, unless it’s meant to help give listeners clues on a change in location, it’s best to just pan it center with an equal stereo spread.

 

References

https://sound.stackexchange.com/questions/3392/best-approaches-to-panning-backgrounds-when-camera-angles-change?utm_medium=organic&utm_source=google_rich_qa&utm_campaign=google_rich_qa

Research and Production Post 10

Finishing Touches

During the last two weeks, I have been busy mixing and putting together all of the sounds I’ve recorded and all the music I have written over the months. I’ve recorded a variety of weird sounds over time including the sounds of various fruits being crushed (for guts and bodily damage), an empty beer keg being struck (for swords and other various metals), shoes and sugar peas rubbing together (for squeaky clothing), a few different atmosphere tracks and even some voice acting by yours truly.

While mixing, I quickly realized that a few more recordings could really better some of my sound effects. Like my gun sounds, a few other effects required a similar treatment in which I layer multiple recordings on top of each other to create a single sound. I booked out a studio and recorded more metallic sounds to help construct better sword strikes for Heavy Metal. I also recorded some velcro and tearing orange peels to add some breaking bones to the guts and gore.

Also, I’ve found my laptop can sometimes struggle to process so many sounds and tracks within a single session file. To lower the CPU usage, I began rendering a lot of the processed sound effects individually. This helped reduce the number of tracks and plugins within each session file.

 

Research and Production Post 9

LO1: Writing Music for Heavy Metal

I’ve been writing two pieces of music for the Heavy Metal film. One piece is for a brief aerial chase scene and the other piece is for a fight scene. The first piece is being written like a standard 80s synthpop song as it has a unchanging tempo, beat and time signature throughout (It’s easy to clap along to). This style of soundtrack wasn’t unheard of in 80s movies – take The Neverending Story and Labyrinth for example. Although this piece will not strictly sync to every action in the visuals, it will loosely reflect each scene in each changing bar through changes in chords, dynamics and instrumentation.

The second piece is being written in a more classical manner. The tempo changes throughout and the music syncs to the visuals a lot more accurately (almost like foley). I’m writing it similarly to the example shown below (ThinkSpace Education, 2013). In the video, the composer is often playing music along to the visuals of the animation rather than a beat.

 

Although I’m writing these two pieces using different methods of composition, I’m aiming to make sure they share a lot of the same instruments in order to keep listeners from noticing. I’m writing in two different ways as a means of testing my writing abilities. However, I am confident that this won’t negatively impact my work as I have watched and enjoyed animations with various types of music used before. Take Thunderbirds, for example. It features a variety of easy-listening songs, which you can enjoy and clap along to with or without the visuals, as well as many strictly visual-orientated songs, which can be difficult to enjoy/understand without some form of visual context to accompany it (try listening to the song below for example).

 

References

ThinkSpace Education (2013) https://www.youtube.com/watch?v=5AyswacaFd0

Research and Production Post 8

Project 2: Heavy Metal

Just before the Easter Holidays, I found myself a second animation project to work it. It is a short scene from the animated movie Heavy Metal. Shortly after, my clients for the Ragtime Gals animation informed me that they will no longer be wanting music for their chase scene. As a result, I decided I would thereon experiment with the Heavy Metal project and see if I could focus the audio as much on original music as I possibly could – similar to that of an old Tom and Jerry cartoon.

I looked back at my Research and Production Post 2 and refreshed myself on the ways in which music can be used in film and animation. One idea I thought I could utilize was to use music to represent characters. Within the video that I’m working on, there is a main villain whose presence I plan to represent through a synthesized brass section a I thought this specific synth preset sounded very dark and menacing. As well as characters, I also plan to create music that represents actions and emotions similarly like music of a Tom and Jerry cartoon.

Music can also be used to reflect certain time-periods. This is something that I will definitely take into account as I don’t have many VST orchestral instruments at my disposal. Fortunately, I do have a lot of VST synthesizers to choose from. Heavy Metal is a product of the 80s and so I plan to make a soundtrack that reflects on that decade by taking references on instrumentation from synth pop music.

 

 

 

Research and Production Post 7

LO2: Constructing Gunshot Layers

So far, I’ve learned that the audio provided for guns in movies and video games is often exaggerated, or just completely made-up, as they tend to sonically display a variety of loose moving pieces even though guns don’t usually make much noise the real world.

My next step was to find out how to construct some effective gunshot sounds. I looked online for videos and found one that really helped break down what makes a good gunshot sound (Marshall McGee, 2017). The narrator broke gunshot sounds into four layers:

Weight – The low frequency sounds that make it seem as though the gun is hitting your shoulder upon recoil.

Thwack – The mid-range frequencies/the main body of the sound. This is the “attention grabber”/most noticeable layer.

Rattling – The mechanisms within the gun.

Tail – The sound that takes place after the gun is fired (e.g. the reverb and the sound of the bullet cutting through the air).

I decide to use these layers as references for creating my own sounds. To create the ‘thwack’ layer, I combined recordings of party poppers and CO2 weapons. The party poppers provided some higher-range frequencies and were distorted using VST effects to make them sound more like explosions than pops. The CO2 gunshots were pitched down to provide some lower/mid-range frequencies. Next, I created mechanical sounds by recording myself tearing apart thick pieces of cardboard.

Since the video demonstration mainly applies to first-person gunshots, I decided that the weight of the gun wouldn’t be too important of a feature within my sounds and therefore decided to use EQ effects to boost the lower frequencies of the CO2 gunshots as a substitute for an individual weight layer.

The final layer was the tail layer. I created the tail from two reverb effects. The first was a very short but also very wet reverb that very briefly extended the sounds of the party poppers and CO2 shots. The second was a longer but quieter reverb to help create a general echo as, within the narrative of the animation, the guns are to be fired outside within a big city.

 

References

Marshall McGee (2017) https://www.youtube.com/watch?v=6dqU6JbubJQ