SOUND PERSPECTIVE
The
term sound perspective can be used to transform sound into either distant or
close. Distant sound will perceive to the viewer as sound coming from a
distance with the technique of reverberation. An example of this may be a tap
dripping from a distance, which will have an echo effect, the microphone will
be placed at a distance to record the sound at the viewer’s perspective.
Sound perspective can also transform sound to make it sound very close
to the reader; this would mean that the microphone would have to be placed
quite close to the object or person making the sound.
Sound perspective creates realism for the viewers from the effects,
which makes them feel like they are actually there.
Sound Motif- Sound
motif is the term used for the viewer to associate a piece of music or specific
sound to a person, place or object. An example of this is the association of
the Jaws theme with a big dangerous shark.
Digetic Sound- Digetic
sound is the term used to describe sound emitted from a scene in which all the
characters can hear such as dialogue or knocking on a door. The example of the
EastEnders scene showing Max scuffing his shoes on the floor is Digetic sound
as all the characters can hear it and there is no need for editing.
Non-Digetic Sound-
Non-digetic sound is sound or music that has been edited in scenes in which the
characters cannot hear such as music soundtracks. The example of the Doctor Who
scene uses non-digetic sound such as the music being played or the explosive
effects as they have been edited.
Synchronised Sound-
Synchronised sound is the term to describe sound or a piece of music matching a
characters or objects movements or gestures such as music videos as artists
normally dance or move in sync with the music.
The
example of ‘500 days of summer’ uses synchronised sound as the when the brass
instruments are introduced into the piece of music in sync with orchestral
musicians enter the scene
Contrapuntal Sound- Contrapuntal sound is the term used to
describe sounds or music that is inappropriate and odd to the actual scene it
is edited with. This confuses the viewer and changes their mood, an example of
this is ‘Dr Strangelove’s final scene in which multiple shots of explosions and
mushroom clouds are being shown which represents sorrow and mass
destruction.
However, the music that is being played is retro, cheerful and can be
perceived as victorious. This does not match the visual scenes and makes the
viewer feel that the explosions are somewhat of a celebration or victory just
because of the contrapuntal music.
Voice-Over- Voice-Over
is the term used to describe narration that is heard over a scene that is being
played. This can be the character’s thoughts or just a narrator explaining a
situation or story to the viewer. Either way, it can be emotional or
understanding to the viewers. An example of this is JD’s narration from Scrubs
in which the viewer seems to be hearing his thoughts and to bring out this
effect more prominent, reverberation is used.
An example of this is Chuck’s narration in Supernatural; he is speaking
emotionally of the main characters to the viewers by typing his narration onto
a computer even though he is not talking. It is perceived to be his thoughts.
Dialogue- Dialogue is
the term used to simply describe conversation between two or more characters.
Soundtrack- Soundtracks
are music that is being played over a scene such as a commercial song or even a
theme. The main objective of a theme is to associate it with the film, which is
known as sound motif.
Ambient Sound- Ambient
sounds are sounds that are perceived in the background such as a dripping tap.
This creates realism for the viewer and the effect of reverberation increases
this. An example of this is background noise such as a ticking clock or
drumming fingers on a table.
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