Thursday, 10 October 2024

Sound Project

We had learned different sound techniques to make sound effects, foley sounds, sound motifs, and voiceovers before starting the Sound Project. These techniques are useful for setting up the mood and guide the listener where there are no visuals. We also learned how to depict emotions or certain actions by using sound and how layering up different sounds together creates a complete experience. These lessons have focused on how sound can tell a story, which was what we were aiming to do in our project.

The project required us to create a 1-2 minute sound story, using only seven words, with various mixes of different sounds. We were supposed to make at least four sound effects using any random objects for the foley sounds. Also, submission of the final sound file, video on how to create foley sounds, and screenshots of our editing timeline to show how we organized our sound layers were needed. My partner and I chose the casino scene because it involved so many distinct and original sounds that might be fun and interesting to recreate.

An especially creative scene, with a lot of variations, made us brainstorm; hence, we came up with the concept of a casino with a bar. This would let us work with different sounds: ringing slot machines, pouring drinks, and background noise of people talking and moving around. We started gathering sound effects and using objects found around the school to create the foley sounds. For example, some of the slot machine noises were done with coins; a glass was used to make the 'glug' of beverages being dispensed.


The outline we did helped us plan the order of the sounds so that everything flowed well and was as logical as a tale. Using Audacity to layer the sounds, adjust volumes, and ensure everything fits well. The project went well overall, but most definitely had things that we should improve on. Some of the sounds were exaggerated and way too loud, an example would be the swallowing sound, much louder than it actually would have been in real life. This sounded even less real since we used pre-recorded voices instead of recording our own. We really should have done the latter to make this a bit more realistic. Irrespective of these problems, though, we were proud of how it all went and did a good job capturing the sounds of the casino scene.

The outline helped us plan out an outline and place the order of the sounds so everything would run smoothly and make sense as a story. We then used Audacity to layer the sounds, adjust volumes for each one, and make sure everything fits together well. Overall, the project went pretty smoothly, but there were things we could have improved. Some of the sound effects were tremendously exaggerated and a lot louder than they needed to be. For instance, that swallowing sound was way louder than it would have been in real life. The talking sounded phony because we used pre-recorded voices instead of doing them ourselves, which would have made it more realistic. First off, we had a few problems with recording, but in the end, we felt good about the way our project turned out and captured the sounds of a casino scene.

https://youtu.be/8z63HPGSKm4 

 

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