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Film Sound Design Components
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Diegetic Sound
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'.
Non-Diegetic Sound
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'.
Reverberation
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'.
Direct Sound
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'.
Wildcard Sound
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'.
ADR (Automated Dialogue Replacement)
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.
Sound Perspective
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'.
Pitch Shift
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'.
Location Sound
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'.
Sound Editing
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'.
Sound Bridge
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'.
Ambient Sound
Background sounds which are present in a scene or location. Example: The bustling city sounds in 'Blade Runner'.
Voice-over Narration
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'.
Background Music
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'.
Room Tone
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'.
Sound Mixing
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'.
LFE (Low-Frequency Effects) Channel
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'.
Echo
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'.
Foley Sound
Custom-made sound effects recorded in post-production to enhance or replace sounds captured on set. Example: Footsteps in 'The Lord of the Rings'.
Soundtrack
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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