P2 - DESCRIBE HOW THE SOUND ELEMENTS ARE PRODUCED
Foley Sound Effects
Foley, is the method of recording sound effects after the original film/sequence has been shot. Foley is names so after the sound effects artist Jack Foley, as he pioneered this method of recording sound effects for visual content. Foley is the creation of everyday sounds to create an atmosphere and to create realism in the scenes of a film or visual recorded content. This is done by providing sound effects which are replicating the ones you would expect to hear while watching a specific scene, here is some more information explaining the process of foley and how it is recorded.
Foley, is the method of recording sound effects after the original film/sequence has been shot. Foley is names so after the sound effects artist Jack Foley, as he pioneered this method of recording sound effects for visual content. Foley is the creation of everyday sounds to create an atmosphere and to create realism in the scenes of a film or visual recorded content. This is done by providing sound effects which are replicating the ones you would expect to hear while watching a specific scene, here is some more information explaining the process of foley and how it is recorded.
Examples of Foley:
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The method of using Foley needs to be very specific, you need to have great detail in your recordings to ensure that the sound created sounds authentic and as if it was recorded straight from the scene. The Foley needs to perfectly match what is being show on the screen, this way nothing is out of sync and everything looks as realistic as possible.
The Process of Foley:
First off, the Foley artists have to see what they are going to create, so they will be briefed on the scene and what happens, from there, they can collect all of the props which they will need to create the sound elements for that scene. This also helps them to know in which order they need to create the sound effects. They also have a screen in the foley room so they are able to see what they are creating and are able to ensure that what they create is in time with the visuals. To record the audio, they use high quality directional microphones, these are extremely sensitive which means that they are able to pic up all of the sound in extreme detail. Usually, the Foley artists have their props laid out in order so they can quickly go from one prop to the next, (one by one). The recorded for the sounds is usually in another room, this is to they don't see the artist and they can focus on the sounds they are creating and ensuring that they match the visuals. They have a recorder on their computer where the sound goes directly into, then the recorder gets the computer to do a visual countdown for the artists so they can get a precise idea of when they need to create the sounds, then the recording artists monitors this sounds with the visuals and ensures that everything is perfect. This can take a few attempts to create, as getting a perfect sound which syncs with the visuals can be a very difficult task.
The Process of Foley:
First off, the Foley artists have to see what they are going to create, so they will be briefed on the scene and what happens, from there, they can collect all of the props which they will need to create the sound elements for that scene. This also helps them to know in which order they need to create the sound effects. They also have a screen in the foley room so they are able to see what they are creating and are able to ensure that what they create is in time with the visuals. To record the audio, they use high quality directional microphones, these are extremely sensitive which means that they are able to pic up all of the sound in extreme detail. Usually, the Foley artists have their props laid out in order so they can quickly go from one prop to the next, (one by one). The recorded for the sounds is usually in another room, this is to they don't see the artist and they can focus on the sounds they are creating and ensuring that they match the visuals. They have a recorder on their computer where the sound goes directly into, then the recorder gets the computer to do a visual countdown for the artists so they can get a precise idea of when they need to create the sounds, then the recording artists monitors this sounds with the visuals and ensures that everything is perfect. This can take a few attempts to create, as getting a perfect sound which syncs with the visuals can be a very difficult task.
Wild Tracks:
A wild track is atmospherical recording which are actually recorded after a scene is shot/produced. They are added to the final sequence after, this is done to make the scenes have more life and appear more realistic. They are recorded with less detailed microphones ( in comparison to Foley), and they are also non-directional, which means that they are able to pic up a wide range of sounds from a scene (they pick up lots of audio). Wild tracks are used in most visual content as they are easy and quick ways of recording atmospheric audio which enhances a product and makes it seem more realistic. Example wild tracks would be park scenes (birds, people, wind, trees, dogs and general noise recorded in the park). This is usually one recording which means the post-production audio doesn't have to layer tracks to create the atmosphere. You can record wild tracks in most places which has some form of audio, like cities, restaurants, markets, forests, oceans, etc. This is done as a quick and simple way to add more sound which is able to make a scene feel more convincing and realistic.
Recording Music for Film and TV Scores and Soundtracks
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For researching musical elements, I looked into how the music for Blue Planet was recorded: The People Needed To Record:
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Equipment need to record:
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Why each bit of EQUIPMENT is needed:
Headphones - These are needed so the musicians can monitor the audio being created. Also, the musicians can use them to have a metronome (a beeping noise which helps them keep in time to the music). They are also used as protection from other instruments behind them.
Microphones - These are very important in the recording process of music, this is because they are what is used to actually record the audio track and then convert it into sound waves which is readable by computers and digital software.
Recording Software - This is needed to take the electric sound waves produced by the microphones and put them into a computer readable file type. The recording software is also able to alter sound elements to completely change them to the directors liking, they can change things such as pitch, tone, volume, and compress the sounds so they are exported into smaller file sizes. There are many different recordings softwares, the most used ones are; Logic Pro X, Adobe Audition and Audacity.
Mixing Desk - A mixing desk is what is required to take the audio from the microphones and adjust the audio on the fly. This is so the recording is of the best quality possible.
Computers - These are needed as they will be what the recording software is running on, they are the interface for the music mixer.
Recording Studio - This is the area needed to place all of the elements for recording. This place needs to be able to fit an entire orchestra and then the mixing room as well.
Seats/Microphone stand/Music Stand/Conductor podium/Instruments - These are the basic needs for the orchestra to be able to create their music, this means that they are able to see what they are doing and be comfortable enough to perform their music.
Headphones - These are needed so the musicians can monitor the audio being created. Also, the musicians can use them to have a metronome (a beeping noise which helps them keep in time to the music). They are also used as protection from other instruments behind them.
Microphones - These are very important in the recording process of music, this is because they are what is used to actually record the audio track and then convert it into sound waves which is readable by computers and digital software.
Recording Software - This is needed to take the electric sound waves produced by the microphones and put them into a computer readable file type. The recording software is also able to alter sound elements to completely change them to the directors liking, they can change things such as pitch, tone, volume, and compress the sounds so they are exported into smaller file sizes. There are many different recordings softwares, the most used ones are; Logic Pro X, Adobe Audition and Audacity.
Mixing Desk - A mixing desk is what is required to take the audio from the microphones and adjust the audio on the fly. This is so the recording is of the best quality possible.
Computers - These are needed as they will be what the recording software is running on, they are the interface for the music mixer.
Recording Studio - This is the area needed to place all of the elements for recording. This place needs to be able to fit an entire orchestra and then the mixing room as well.
Seats/Microphone stand/Music Stand/Conductor podium/Instruments - These are the basic needs for the orchestra to be able to create their music, this means that they are able to see what they are doing and be comfortable enough to perform their music.
Why each PERSON is needed:
Composer - The composer is needed as they are the person who creates and writes the music for the show. They control how the music is meant to sound, and are briefed by the director on what story they want the music to tell, and then the composer creates it. They need to be able to convey meaning or emotion in their music, this is to compliment what is being seen on the screen by the audience.
Conductor - The conductor is the person who leads the orchestra through the recording process. They help the orchestra stay in time and preform as best as they can. On occasion, the conductor is also the composer for the original song, which means that they are able to perfectly create the composers idea.
Musicians - These are the people who actually play the instruments, they goal is to play the song perfectly and stay in time to the beat. They need to create the composers vision. Many musicians have played their instruments for a very long time as they play at such a professional level.
Sound Mixers - These are the people who change the audio levels during the recording process. They make sure that the mics are recording as best as possible, and ensure that the audio sounds as best as it can.
Composer - The composer is needed as they are the person who creates and writes the music for the show. They control how the music is meant to sound, and are briefed by the director on what story they want the music to tell, and then the composer creates it. They need to be able to convey meaning or emotion in their music, this is to compliment what is being seen on the screen by the audience.
Conductor - The conductor is the person who leads the orchestra through the recording process. They help the orchestra stay in time and preform as best as they can. On occasion, the conductor is also the composer for the original song, which means that they are able to perfectly create the composers idea.
Musicians - These are the people who actually play the instruments, they goal is to play the song perfectly and stay in time to the beat. They need to create the composers vision. Many musicians have played their instruments for a very long time as they play at such a professional level.
Sound Mixers - These are the people who change the audio levels during the recording process. They make sure that the mics are recording as best as possible, and ensure that the audio sounds as best as it can.
Compression
Compression is a key process in recording audio, as it helps to create a professional sounding sequence. Compression is required to make the loud noises quieter whilst keeping the lower level sounds at the same level. This process is very important when recording orchestras as there is such a wide variation of instruments and sound levels. It needs to be done to ensure the final recording is as the composer and director planned it to be. The process of compression also is an important role in recording dialogue, this is because different voices are at different audio levels compared to others. If there wasn't compression, some people would sound louder than others which isn't desired. Compression also ensures that the sound is clear and doesn't have any distortion. If any of the sound it too loud (Peaking), then it will have to be dampened. If part of the sound is too quiet, then it must be enhanced/increased depending on the dynamic range. The Dynamic range is the average signal level between the quietest sound and the loudest sound. The most common from of compression is DRC (Dynamic Range Compression), which means the compression is automatically done by the device and make the sound.
Key Terms in Compression:
Downward Compression - This is when the louder sounds are made quieter, whilst the already quiet sounds stay at the same level. Most of the time there is a specific decibel level where the sounds are all set too.
Upward Compression - This compression method is when the quiet levels are increased to make them sound louder.
Lossless - This compression type is when the original recording data stays the exact same (not altered), this means that the audio file is in extreme high quality (file types such as .WAV are lossless). This is also known as uncompressed audio.
Lossy - This type of compression is when the quality of the audio recording is significantly reduced because some of the sound elements of the recording have been removed. This means that the quality of the exported audio is quite low, similar to .MP3.
Compression is a key process in recording audio, as it helps to create a professional sounding sequence. Compression is required to make the loud noises quieter whilst keeping the lower level sounds at the same level. This process is very important when recording orchestras as there is such a wide variation of instruments and sound levels. It needs to be done to ensure the final recording is as the composer and director planned it to be. The process of compression also is an important role in recording dialogue, this is because different voices are at different audio levels compared to others. If there wasn't compression, some people would sound louder than others which isn't desired. Compression also ensures that the sound is clear and doesn't have any distortion. If any of the sound it too loud (Peaking), then it will have to be dampened. If part of the sound is too quiet, then it must be enhanced/increased depending on the dynamic range. The Dynamic range is the average signal level between the quietest sound and the loudest sound. The most common from of compression is DRC (Dynamic Range Compression), which means the compression is automatically done by the device and make the sound.
Key Terms in Compression:
Downward Compression - This is when the louder sounds are made quieter, whilst the already quiet sounds stay at the same level. Most of the time there is a specific decibel level where the sounds are all set too.
Upward Compression - This compression method is when the quiet levels are increased to make them sound louder.
Lossless - This compression type is when the original recording data stays the exact same (not altered), this means that the audio file is in extreme high quality (file types such as .WAV are lossless). This is also known as uncompressed audio.
Lossy - This type of compression is when the quality of the audio recording is significantly reduced because some of the sound elements of the recording have been removed. This means that the quality of the exported audio is quite low, similar to .MP3.
What equipment I will be using to record my sound elements
To record my desired sound segments (voiceover and SFX), I will need a few people and different equipment to help with the recording process. To record my Foley SFX, I will be using the directional studio microphones which will also be used to record my dialogue for the sequence. As I need to record onto something, I will be using Logic Pro X, which I will also use for Post-Production. I will be using this softwares as it enables me to monitor my audio levels and ensure that the audio recordings are perfect. I will also have to use headphones to monitor the audio levels as I record.
To record my desired sound segments (voiceover and SFX), I will need a few people and different equipment to help with the recording process. To record my Foley SFX, I will be using the directional studio microphones which will also be used to record my dialogue for the sequence. As I need to record onto something, I will be using Logic Pro X, which I will also use for Post-Production. I will be using this softwares as it enables me to monitor my audio levels and ensure that the audio recordings are perfect. I will also have to use headphones to monitor the audio levels as I record.
ADR - Automated Dialogue Replacement
Automated dialogue replacement (ADR) is the process of re-recording dialogue by the original actor after the filming process to improve audio quality or reflect dialogue changes (also known as "looping" or a "looping session”).
Sync - Synchronisation
FLAC - FREE LOSELESS AUDIO CORD
Automated dialogue replacement (ADR) is the process of re-recording dialogue by the original actor after the filming process to improve audio quality or reflect dialogue changes (also known as "looping" or a "looping session”).
Sync - Synchronisation
FLAC - FREE LOSELESS AUDIO CORD
Sound Formats and File Types
.WAV - A .WAV file type is uncompressed audio, a lossless format which means the audio is of a very high quality. it is usually used for visual and audio production as it is such a high quality sounding file type. However, as it is uncompressed and lossless, it will be a rather large file and take up a lot of storage.
AIFF - This again is another high quality audio format, this is again because it is a lossless format, so it is an exact copy of the original recording. But, .AIFF is an Apple created format, so it will be optimised for their products/platforms.
FLAC - This file type is compressed, but its lossless too. This means it is good quality but it doesn't take up as much file space as a .WAV / .AIFF file format. This means it's a widely used format.
mp3 - .MP3 is the most common and used audio file format. This is used the most as is uses very little space as it isn't very good quality, this is because its a very compressed audio type.
.WAV - A .WAV file type is uncompressed audio, a lossless format which means the audio is of a very high quality. it is usually used for visual and audio production as it is such a high quality sounding file type. However, as it is uncompressed and lossless, it will be a rather large file and take up a lot of storage.
AIFF - This again is another high quality audio format, this is again because it is a lossless format, so it is an exact copy of the original recording. But, .AIFF is an Apple created format, so it will be optimised for their products/platforms.
FLAC - This file type is compressed, but its lossless too. This means it is good quality but it doesn't take up as much file space as a .WAV / .AIFF file format. This means it's a widely used format.
mp3 - .MP3 is the most common and used audio file format. This is used the most as is uses very little space as it isn't very good quality, this is because its a very compressed audio type.