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Film Sound Design Components

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Diegetic Sound

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Sound that originates from within the film's world including actions, music, or voices that characters can hear. Example: A character playing guitar in 'A Star is Born'.

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Non-Diegetic Sound

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Sound that cannot be heard by the characters but is designed for audience reaction such as a film's score. Example: Dramatic music in 'Jaws'.

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Reverberation

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The persistence of sound after it is produced, used to give a sense of space and depth, and to enrich audio textures. Example: The lingering choral music in the cathedral scenes of 'The Hunchback of Notre Dame'.

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Direct Sound

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Sound captured directly from the source, generally used to ensure clarity and presence of primary sounds such as dialogue. Example: The clear conversation in a quiet room in 'Before Sunrise'.

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Wildcard Sound

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A unique or unexpected sound that does not necessarily have a realistic source, often used to enhance the narrative or emotional impact. Example: The dreamy chimes in 'Eternal Sunshine of the Spotless Mind'.

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ADR (Automated Dialogue Replacement)

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Process of re-recording dialogue by the original actor after the filming process to improve audio quality. Example: Rerecorded lines in 'Gladiator' due to noisy set conditions.

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Sound Perspective

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The technique of adjusting the volume and quality of a sound to match the visual perspective and distance from the sound source. Example: Muffled voices as the camera moves away from a conversation in 'Lost in Translation'.

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Pitch Shift

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The process of changing the pitch of a sound without altering its tempo, used for creative effects or character voices. Example: The modulated voice of Darth Vader in 'Star Wars'.

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Location Sound

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Audio recorded at the same time and place as the film footage, providing authenticity and realism to the environment. Example: The natural forest sounds in 'The Revenant'.

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Sound Editing

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The art of creating the overall soundscape by choosing, manipulating, and creating audio elements. Example: The design of the unique lightsaber sounds in 'Star Wars'.

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Sound Bridge

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A technique where sound from the following scene starts before the image transition, or sound from the current scene continues into the next. Example: The transition of the whirling bone to a spaceship in '2001: A Space Odyssey'.

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Ambient Sound

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Background sounds which are present in a scene or location. Example: The bustling city sounds in 'Blade Runner'.

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Voice-over Narration

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A production technique where a voice that is not part of the narrative is used for storytelling. Example: Morgan Freeman's narration in 'The Shawshank Redemption'.

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Background Music

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Music that is played in the background of a scene to add emotional tone without being the main focus. Example: The haunting melody accompanying the opening credits of 'The Shining'.

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Room Tone

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The sound of an empty room or space recorded on set, used to maintain sound consistency in post-production. Example: The quiet ambiance between dialogues in 'The Social Network'.

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Sound Mixing

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The process of combining different sound tracks into one cohesive soundtrack. Example: The mix of dialogue, sound effects, and music in 'Mad Max: Fury Road'.

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LFE (Low-Frequency Effects) Channel

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Dedicated channel for the lowest range of sounds in a multi-channel audio setup, enhancing the impact of sound effects. Example: Thundering explosions in 'Inception'.

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Echo

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A reflected sound that arrives at the listener with a delay, used to convey space and distance. Example: The echoing calls in the canyon scenes in '127 Hours'.

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Foley Sound

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Custom-made sound effects recorded in post-production to enhance or replace sounds captured on set. Example: Footsteps in 'The Lord of the Rings'.

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Soundtrack

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Collection of all the music, dialogue, and sounds used in a film. Example: The iconic collection of songs and scores in 'Pulp Fiction'.

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