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Sound Design for Film

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Non-Diegetic Sound

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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.

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Pitch Shift

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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.

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Sampling

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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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Impulse Response (IR)

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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.

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Foley

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Creation of everyday sound effects that are added to films in post-production to enhance audio quality. Example: Footsteps, clothes rustling, and door creaks.

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Synthesis

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The process of generating sound using electronic hardware or software instruments. Example: Creating a monster's roar by blending and manipulating various synthesized sounds.

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Layering

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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.

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Dynamic Range Compression

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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.

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Ambisonics

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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.

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ADR (Automated Dialogue Replacement)

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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.

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Diegetic Sound

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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.

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Tempo Sync

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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.

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Room Tone

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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.

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EQ (Equalization)

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The process of adjusting the balance of frequency components in an audio signal. Example: Boosting the high frequencies to enhance the clarity of dialogue.

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LFE (Low-Frequency Effects) Channel

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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.

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Reverb (Reverberation)

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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.

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Panning

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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.

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Modulation

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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.

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Ambiance

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The background sounds which are present in a scene or location. Example: Birdsong and wind in a forest scene.

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Sound effects (SFX)

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Audio elements used to create or enhance a particular auditory impression. Example: Explosion sounds in an action scene.

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