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Sound Design for Film
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Ambiance
The background sounds which are present in a scene or location. Example: Birdsong and wind in a forest scene.
Modulation
The process of varying a sound signal to produce a new sound with different characteristics. Example: Applying a vibrato effect to a voice to indicate tension.
Pitch Shift
The process of changing the original pitch of an audio signal without affecting its tempo. Example: Transposing a scream to a lower pitch to make it sound more menacing.
Sound effects (SFX)
Audio elements used to create or enhance a particular auditory impression. Example: Explosion sounds in an action scene.
Panning
The distribution of a sound signal into a new stereo or multi-channel sound field. Example: A vehicle moving from left to right across the screen having its sound move from left speaker to right.
Tempo Sync
Aligning the rhythm of sound effects or music to the tempo of a scene. Example: Synchronizing footsteps or heartbeat to the pace of a suspenseful moment.
Reverb (Reverberation)
The persistence of sound after the sound is produced as it bounces off the walls and objects. Example: The echoey quality of a voice in a cathedral.
Foley
Creation of everyday sound effects that are added to films in post-production to enhance audio quality. Example: Footsteps, clothes rustling, and door creaks.
Dynamic Range Compression
The process of reducing the volume difference between the loudest and quietest parts of an audio signal. Example: Making whispers and screams more uniformly audible.
Synthesis
The process of generating sound using electronic hardware or software instruments. Example: Creating a monster's roar by blending and manipulating various synthesized sounds.
Layering
Technique of stacking multiple sounds to create a more complex and rich audio. Example: Combining different animal sounds to craft a unique creature's vocalization.
LFE (Low-Frequency Effects) Channel
A channel in a multi-channel audio system dedicated to the reproduction of low-pitched audio frequencies. Example: The rumble of an earthquake in a disaster movie.
Non-Diegetic Sound
Sound that is not a part of the story world and is intended only for the audience's hearing. Example: A film's score or soundtrack.
Diegetic Sound
Sound that is a part of the story world and can logically be heard by the characters in the film. Example: Radio music that the characters are listening to.
Ambisonics
A full-sphere surround sound technique that includes sounds from above and below the listener. Example: Used to create a 360-degree audio environment in VR applications.
Impulse Response (IR)
A detailed digital representation of the acoustics of a space captured via the sound that results from an ideal impulse. Example: Using the IR of a cathedral to recreate the reverb for studio-recorded choir music.
Room Tone
The sound present in a room, or a location when no dialogue and no overt actions are occurring. Example: The hum of a refrigerator or air conditioning in a house scene.
ADR (Automated Dialogue Replacement)
Process of re-recording actors' dialogue in a studio to improve audio quality or reflect changes. Example: Correcting mispronounced words or changing a line in post-production.
EQ (Equalization)
The process of adjusting the balance of frequency components in an audio signal. Example: Boosting the high frequencies to enhance the clarity of dialogue.
Sampling
The technique of digitally encoding music or sound and reusing it as part of a composition or recording. Example: Using recorded rain sounds as part of an environmental soundscape.
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