For my groups main sequence I want to try and keep some of the original background sound to give the audience the feel that they are in the heart of a busy community and that it is bustling with life, however this may backfire if the sound isnt of the right quality or someone talks over it.
Showing posts with label sound. Show all posts
Showing posts with label sound. Show all posts
Friday, 1 March 2013
opening sequence
For my groups main sequence I want to try and keep some of the original background sound to give the audience the feel that they are in the heart of a busy community and that it is bustling with life, however this may backfire if the sound isnt of the right quality or someone talks over it.
Thursday, 20 December 2012
Sound
Diegetic sound - The source of the sound is in the film world e.g. a character drops a glass. This creates the effect of a 3D world.
Non-diegetic sound - The source of sound is not in the film world e.g. music for effect. This can manipulate an audiences response emotionally and show something that is not visible. It can also create an atmosphere.
Sound bridge - When a sound moves from one shot to another. This can help with flow and cohesion.
Parallel sound (synchronous) - Goes together with the scene e.g. happy music with a happy scene. This can add to the atmosphere of the scene and create the right mood.
Contrapuntal sound (asynchronous) - The music doesnt go together with the scene e.g sad music with a happy scene. This either makes a specific point or can be used for comedic effect. this can be seen in Trainspotting when Carmen by Bizet is being played at the beginning as it does not fit in with the scene but just adds effect to it.
sound-motif - A specific piece of music repeated in films that everyone knows e.g. Jaws, James Bond, Indiana Jones.
Synaesthesia - This is what you see matches the shaoe if the action.
The reasons for using sound can be to manipulate audiences responses to certain things, for visceral pleasure (a physical response) or show things that cant be shown on screen in a kids film and leave the audience to come up with their own interpretation of the sound.
Non-diegetic sound - The source of sound is not in the film world e.g. music for effect. This can manipulate an audiences response emotionally and show something that is not visible. It can also create an atmosphere.
Sound bridge - When a sound moves from one shot to another. This can help with flow and cohesion.
Parallel sound (synchronous) - Goes together with the scene e.g. happy music with a happy scene. This can add to the atmosphere of the scene and create the right mood.
Contrapuntal sound (asynchronous) - The music doesnt go together with the scene e.g sad music with a happy scene. This either makes a specific point or can be used for comedic effect. this can be seen in Trainspotting when Carmen by Bizet is being played at the beginning as it does not fit in with the scene but just adds effect to it.
sound-motif - A specific piece of music repeated in films that everyone knows e.g. Jaws, James Bond, Indiana Jones.
Synaesthesia - This is what you see matches the shaoe if the action.
The reasons for using sound can be to manipulate audiences responses to certain things, for visceral pleasure (a physical response) or show things that cant be shown on screen in a kids film and leave the audience to come up with their own interpretation of the sound.
Wednesday, 12 December 2012
Max Payne opening analysis
The beginning to Max Payne
starts off with the very familiar 20th Century Fox motif, which is
instantly recognisable, and after its big trumpet ending cuts to a black
screen. Whilst this black screen is in view you can hear some non-diegetic wind
and then max Payne (Mark Wahlberg)’s off-screen diegetic monologue. At the end
of this monologue Max Payne bursts onto the screen drowning in cold, partly
frozen water. With this scene you can hear Payne’s frantic on screen diegetic
breathing and splashing which is in stark contrast to the previous scenes cool
and calm monologue. The next scene shows Payne sinking and is again in contrast
with its sound as all you can hear is silence and quiet diegetic bubbles. There
is another monologue as the scene shifts to the picture of a door with an
ominous golden light behind it. You can still hear the bubbles that tell the
audience that this is a flashback and that Payne is still underwater; this is
accompanied by off screen diegetic sound of a baby crying. You can also hear
the sound of wind chimes in the background, which add to the mystery of the
scene and build tension to what is behind the door. The scene once again cuts
back to Payne who is now close to drowning as the last few bubbles of air leave
his body and there is another monologue. The scene then shifts to Payne
entering the golden door and the light enveloping him to a ‘phased’ soundbridge
to reveal the dead body of a woman on a bed. There is also the sound of a clock
ticking which grows increasingly louder throughout the last few scenes, this
adds atmosphere to the scenes as it gives the sense of something getting
closer. There is then a shot of the source of the wind chimes which is a baby’s
mobile which then stop and make you ask, what happened to the sound of the
baby’s crying?
The scene then shows Payne,
by way of another non-diegetic ‘phased’ soundbridge, still sinking and almost
at the bottom of the river; you can then hear another monologue as the screen
cuts to black. The screen then fades out of the black to show a skyscraper with
the words ‘one week earlier’ on it and the off-screen diegetic sound of a
police siren in the background and the sound of a bustling high street giving
you the idea that this is a big busy city and in stark contrast to the scenes
depicted before.
The whole opening scene is
more than enough to have the audience on the edge of their seat on sound alone
with the rollercoaster of clever silent monologues and puzzling, disorientating
flashbacks with baby’s crying, a clock ticking, frantic splashing, quiet
bubbles and eerie wind chimes all the accumulation of one week in the life of
Max Payne.
Thursday, 11 October 2012
Harry Potter - Evaluation
The style of music I used for my Harry Potter opening sequence was mainly parallel. The style of music I used for the credit sequence was very dark at the beginning for the Warner Brothers logo with a sharp and loud thunder clap to start the sequence off. In my opinion the thunder clap would definitely get the attention of the audience at the beginning and really match the mood with the cloudy, dark background to the titles. On effectiveness I would give my title sequence an 7/10 as it was parallel to the mood of the credits. However some loops of sound were disjointed and very noticeable.
For the playground sequence we used a combination of birdsong and a guitar loop to reflect the tranquility of the mid-summer surroundings. we faded the music out as Dudley appeared and added in the hip-hop loop to show how the mood had changed upon Dudley's arrival. The music then changed again to a more serious orchestral tone to reflect how the mood had changed. As soon as the sky darkened I added some storm sounds such as more thunderclaps to signify the darkness and whats to come. For the running sequence I used a fast paced guitar and drums loop to signify the fast pace and hastiness of the scene. For this sequence I would give it 8/10 for effect as it was parallel to what was happening within the scenes.
For the sequence when the Dementors appear I used another guitar and drums loop that built up and set the atmosphere for the fight, I was particularly pleased with how the loop ended with Dudley slipping and sliding on the ice, and this was reflected in the loop with a long sustained note which really did fit in really well in my opinion. For the rest of the scene I used a lot of wind loops to give the Dementors a sort of voice and add to the dark atmosphere that they created. At the very end of the sequence I added another thunderclap so that it looked like it made Mrs. Figg flinch, I think this was a really good way to end the sequence as it was just how I had started it in the first place. For this sequence I would give it 8/10.
I am very pleased with the final sequence overall and I would give it 8/10 for the whole sequence as there were a few noticeable problems but overall it was very good.
For the playground sequence we used a combination of birdsong and a guitar loop to reflect the tranquility of the mid-summer surroundings. we faded the music out as Dudley appeared and added in the hip-hop loop to show how the mood had changed upon Dudley's arrival. The music then changed again to a more serious orchestral tone to reflect how the mood had changed. As soon as the sky darkened I added some storm sounds such as more thunderclaps to signify the darkness and whats to come. For the running sequence I used a fast paced guitar and drums loop to signify the fast pace and hastiness of the scene. For this sequence I would give it 8/10 for effect as it was parallel to what was happening within the scenes.
For the sequence when the Dementors appear I used another guitar and drums loop that built up and set the atmosphere for the fight, I was particularly pleased with how the loop ended with Dudley slipping and sliding on the ice, and this was reflected in the loop with a long sustained note which really did fit in really well in my opinion. For the rest of the scene I used a lot of wind loops to give the Dementors a sort of voice and add to the dark atmosphere that they created. At the very end of the sequence I added another thunderclap so that it looked like it made Mrs. Figg flinch, I think this was a really good way to end the sequence as it was just how I had started it in the first place. For this sequence I would give it 8/10.
I am very pleased with the final sequence overall and I would give it 8/10 for the whole sequence as there were a few noticeable problems but overall it was very good.
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