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.