Tuesday, 11 February 2014

Recording Plan

Foley Recording Plan
1.)  Whilst making your recordings, please take some photographs to show how you set up your Foley floor.




2) Thinking back to what we covered in lesson (and looking back at the PowerPoint my Blog)  when recording your sound effects how will you ensure that you get a good, clear recording? (positioning microphones / recording location / monitoring and controlling of recording levels via UV meters) fundamentals of decibels (dBs) / background noise
To ensure you get a clean and clear recording, it is important to have no background noise what so ever. The microphones being used are powerful and will pick up any noise being made in the room. Therefore, you should record your Foley in a quiet room with no surrounding noises e.g. machines. It is also key to not have the mic to close to your items as the mic is sensitive and the resulting sound will be too loud.
3)What type of microphone will you use and why is this an appropriate microphone to use / how will it help you to get the best recording?
 I used a shotgun mic for my Foley recordings as they have a long range and can pick up sounds directly in front of them extremely clearly. Not having to have the mic too close to the items is good as it reduces the chance of us being too close.
4) When recording what issues do you need to be aware of and how you will safeguard against these (i.e. background noise, acoustics).
 One of the biggest issues you face when recording Foley is background noise. Some mics will pick up any noise in the room, this is why a shotgun mic is good as it will only pick up noises in front of it, reducing the chance of background noise significantly. There are many things you can do to reduce it, including shutting windows and doors. Another issue is being able to hear what your recording properly. A solution to this is wearing headphones whilst recording so that you can hear it clearly and crisply.

Tuesday, 4 February 2014

Soundtrack Treatment

What feel or mood are you hoping to achieve with the sound for this clip (i.e. how do you want the audience to feel and at which points in the scene? Does the sound have a narrative role?)

I'd like to give all the sounds, and the scene overall, a comedy feel. I tried to create it so that the scene didn't have any seriousness in it, sticking to the mick-take theme.

Describe the music you are going to add to the clip (pace, tone, style, pitch) and what response you hope to illicit in a listener. Where will you get your music from? (pre-recorded music; public domain, licensed, own).

The music I have chosen is very methodical and is also quite comical when put together with the scene. I took the music from Soundtrack Pro, the software being used for my soundtrack.

What foley sounds are you going to record in the studio and add to this clip and what they will add to scene:

I recorded the whipping of a coat hanger to create sounds for throwing items, such as the LP's and the kitchen items. A box of plates was dropped on the floor to create the sound for when they drop the box of kitchen items. And for the rustling of cutlery, we rustled some cutlery.

Do you need to record any sounds out on location, if so which?

No.

Who will be in your recording crew to help you get your sounds and what are their individual roles and responsibilities? 

Sam Ford - Recorder and Foley Artist
Me - Foley Artist and ADR
Liam Brown - Recorder
Noah Alliston - Recorder and ADR.

Tuesday, 15 October 2013

LODR Soundtrack

The Score

Classical music was played for a majority of the scene. The music was played to give a dramatic effect and to build up tensions. The music would become more fast-paced and intense in the lead up to a big moment.

Dialogue or ADR

A majority of the dialogue in the scene is ADR , that means it is synced in afterwards  to ensure it is crisp and clear. For instance, when one of the main characters is galloping along on a horse it would be hard for him to talk without sounding out of breath, therefore ADR is used.

Sound Design

Sound Design is sounds that are added after filming. They are unnatural noises, such as the noise of the dragon in this scene.

Foley

Many sounds throughout the scene are created using Foley. For instance, the sound of the galloping horses. The sound could be created by tapping coconuts on the floor on a grass/mud surface . Another example is the sound of the bow and arrows when they're fired, this sound could be created by violently swinging a coat hanger for instance.

Ambiance/Atmosphere 

There is a atmosphere at the beginning of the scene, you can hear wind in the background along with people grunting. As the scene progresses, the atmosphere becomes rather intense due to the music increasing and the quietness disappearing.


Task 2 - Purpose of a soundtrack.


  • The sound of the swords slashing, the horses galloping and the fighters grunting signals where the scene is taking place - a battlefield.
     
  • Before the charge commences there is a quiet atmosphere, almost subdued. This suggest something big is about to happen, the silence actually causes tension.
  • The soundtrack also entices the imagination, during the build up to the charge, the silence gives a mysterious feeling, the viewer is unsure of what to expect and will begin to imagine what it will be.