Ive got an independent short film project where I'm the only sound person involved. I've had to do everything from pre-production to post. What would be appropriate for credit(s)? Is there a blanket term for someone who performs multiple roles?
You are firmly entrenched in a gray area. The terms that come to my mind regarding film credit are Supervising Sound Editor (traditional) or Supervising Sound Designer (more contemporary), although I really like the simplicity of Sound or Sound Design.
I'd have thought that simply putting 'Sound' would cover all bases? I still think of 'sound designer' as a post term for a sound fx designer rather than the way many people see it which is as some sort of sound director or supervisor.
Its not unheard of to have 2 credits, maybe check on IMDb to see what other people have done... if other film film makers see the credits and are looking for someone for either role then it would work better for you than one term to cover both, which doesn't exist afaik
Maybe I'm the only one, but when I see multiple credits for one person, it gives me a negative feeling towards the project. Perhaps it's all the terrible movies I watch on "watch it now" that have one person as the writer, director, editor, and star! I don't think it's fair to categorize sound like this, because on a low budget project it makes sense to have someone who knows sound to do all of it. On short films, I prefer to be the production recordist or boom op when I'm going to do the post production. But I digress....
To echo Tim, I would probably do multiple titles - "Production Sound" and then "Supervising Sound Editor/Re-recording Mixer" - might be worth checking out what other "multiple hat wearers" are doing as well... was the director also the DP, for instance, and how is he/she wanting to be credited?
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I've started a collection of my own sound effects too... You could set off a fire cracker but if you didn't have a laptop it would be hard... you could hit something and mess with the pitch and speed. Idk I haven't made a gun sound effect yet either.
I record a loud Nerf gun firing, slow it down, then add two brick roll sound effects (made by rolling some random bricks) Make sure you have loads of different gun recordings and brick rolls it you do this. Makes the gun shots sound slightly different each time.
We looked at the ten coolest sound effects from movies over the past 50 years, and researched how those sounds were made. Some of the sounds we have are ones that you may not even known were created for the scene. Others, are iconic and will forever be memorialized in film making history.
Steven Spielberg's hit from 1981 introduced us to Indiana Jones. We joined him in his adventures as he outran giant boulders, dug up ancient relics, and battled Nazi's for the Ark of the Covenant. Raiders of the Lost Ark won four Academy Awards including Best Sound. This is the sort of film that we would love to break down every sound effect used. It's that good. Along with it's sequels, these films are iconic for their sound effects and score.
Martin Scorcese's Raging Bull has been showed in every film class for its masterful use of music and imagery. It shows the range of the director's talent and solidified Robert De Niro as one of the greatest actors of our time. Like Raiders of the Last Ark, we could write an entire essay on it's use of sound in storytelling. Instead we chose the sound effect that didn't necessarily need to be manufactured, but it was, and the result added a new layer of beauty to the fight scenes with Sugar Ray Robinson.
Terminator 2: Judgement Day was a follow up to James Cameron's 1985 sci-fi acton thriller starring Arnold Schwarzenegger. This movie broke new ground right out the gate. It's special effects technology used to create the T-1000, a liquid metal machine played by Robert Patrick, left audiences speechless and raised the industry bar for CGI. In order to further convince audiences they were seeing liquid metal, Cameron and Co. made sure the sound of the material was realistic and unique. This extra effort earned Terminator 2: Judgement day four Academy Awards including Best Sound Effects Editing and Best Sound.
The Back to the Future franchise won the world over with its storytelling and visual effects. Audiences joined Marty McFly and Doc Brown as they raced across time in a 1982 Delorean. Other than the Batmobile, the Delorean is maybe the most recognized movie car from film in the past 50 years. Although some cosmetic work was added to turn the hunk of aluminum into a time traveling hot rod, what really convinced us was the sounds that it made. From the engine revving up to 88 miles per hour to the sound of the flux capacitor humming in the background, sound effects are what really brought that vehicle to life, and made it what it is today.
The Predator could have been a one time antagonist with a film career that started and ended with the first movie. What really made fans want more of the alien were the unanswered questions and limited information surrounding it. The predator produced a variety of sounds that informed the viewer on its weight, senses, and biology. One of the most interesting aspects of this is when we were provided a glimpse of the world through the eyes of the creature. Picking up only heat signatures, combined with the sound of his beating heart, lets us know he was closer to human than we initially thought.
Last but not least is of course, Star Wars. With the Star Wars universe expanding every year, we chose Episode IV: The New Hope to make it easy. There are hundreds of sounds worth discussing from Star Wars and the Star Wars franchise, but the most iconic and most interesting one is the light saber. The electricity-powered swords were introduced in 1977 and have since been a part of every film since.
Now that you see how the pros have done it, start incorporating sound effects in your production. The last thing you want is a Looney Tunes soundtrack so be considerate to the reaction and the expectations of the audience when choosing and placing sounds effects.
Stockmusic.net has partnered with top production houses, and industry professionals to deliver over 25 categories of 70,000+ effects. Browse our categories, save the ones you like, and start putting together your project playlists.
In a world of portable digital recorders, vast sound effects libraries, unlocked picture, uncanny CGI, ASMR, and artificial intelligence: What is modern Foley? And why do filmmakers, sound designers, and audiences still hunger for it?
"Aside from its shorthand use amongst the post production world, 'Foley' as a word has changed as filmmaking and sound design culture have become more global, democratic, and open to the public. This extra bit of awareness has been a blessing and a curse."
"A rich collaboration among hard FX, library FX, field recordings and Foley art drives home the emotional, textural, and performative sounds of stories. A good sound team has the grit to just get those perfect sounds for each and every scene."
Necessity is the mother of invention, and I'm lucky to be coming up in the generation where we have the time honored traditions of Foley artists paired with the high quality and wide breadth libraries of the 21st century. Truly understanding what great Foley artistry can do for a film, is to understand that its very performative nature will likely keep it around for as long as we make moving images.
The biggest myth about composing and sound designing is that they are about creating great sounds. Not true, or at least not true enough. What is Sound Design?
You may assume that its about fabricating neat sound effects. But that doesnt describe very accurately what Ben Burtt and Walter Murch, who invented the term, did on "Star Wars" and "Apocalypse Now" respectively. On those films they found themselves working with Directors who were not just looking for powerful sound effects to attach to a structure that was already in place. By experimenting with sound, playing with sound (and not just sound effects, but music and dialog as well) all through production and post production what Francis Coppola, Walter Murch, George Lucas, and Ben Burtt found is that sound began to shape the picture sometimes as much as the picture shaped the sound. The result was very different from anything we had heard before. The films are legends, and their soundtracks changed forever the way we think about film sound. What passes for "great sound" in films today is too often merely loud sound. High fidelity recordings of gunshots and explosions, and well fabricated alien creature vocalizations do not constitute great sound design. A well-orchestrated and recorded piece of musical score has minimal value if it hasnt been integrated into the film as a whole. Giving the actors plenty of things to say in every scene isnt necessarily doing them, their characters, or the movie a favor. Sound, musical and otherwise, has value when it is part of a continuum, when it changes over time, has dynamics, and resonates with other sound and with other sensory experiences. What I propose is that the way for a filmmaker to take advantage of sound is not simply to make it possible to record good sound on the set, or simply to hire a talented sound designer/composer to fabricate sounds, but rather to design the film with sound in mind, to allow sounds contributions to influence creative decisions in the other crafts. Films as different from "Star Wars" as "Citizen Kane," "Raging Bull," "Eraserhead," "The Elephant Man," "Never Cry Wolf" and "Once Upon A Time In The West" were thoroughly "sound designed," though no sound designer was credited on most of them. Does every film want, or need, to be like Star Wars or Apocalypse Now? Absolutely not. But lots of films could benefit from those models. Sidney Lumet said recently in an interview that he had been amazed at what Francis Coppola and Walter Murch had been able to accomplish in the mix of "Apocalypse Now." Well, what was great about that mix began long before anybody got near a dubbing stage. In fact, it began with the script, and with Coppolas inclination to give the characters in "Apocalypse" the opportunity to listen to the world around them. Many directors who like to think they appreciate sound still have a pretty narrow idea of the potential for sound in storytelling. The generally accepted view is that its useful to have "good" sound in order to enhance the visuals and root the images in a kind of temporal reality. But that isnt collaboration, its slavery. And the product it yields is bound to be less complex and interesting than it would be if sound could somehow be set free to be an active player in the process. Only when each craft influences every other craft does the movie begin to take on a life of its own. A Thing Almost Alive
It is a common myth that the time for film makers to think seriously about sound is at the end of the film making process, when the structure of the movie is already in place. After all, how is the composer to know what kind of music to write unless he/she can examine at least a rough assembly of the final product? For some films this approach is adequate. Rarely, it works amazingly well. But doesnt it seem odd that in this supposedly collaborative medium, music and sound effects rarely have the opportunity to exert any influence on the non-sound crafts? How is the Director supposed to know how to make the film without having a plan for using music?
A dramatic film which really works is, in some senses, almost alive, a complex web of elements which are interconnected, almost like living tissues, and which despite their complexity work together to present a more-or-less coherent set of behaviors. It doesnt make any sense to set up a process in which the role of one craft, sound, is simply to react, to follow, to be pre-empted from giving feedback to the system it is a part of. The Basic Terrain, As It Is Now
Many feature film directors tend to oscillate between two wildly different states of consciousness about sound in their movies. On one hand, they tend to ignore any serious consideration of sound (including music) throughout the planning, shooting, and early editing. Then they suddenly get a temporary dose of religion when they realize that there are holes in the story, weak scenes, and bad edits to disguise. Now they develop enormous and short-lived faith in the power and value of sound to make their movie watchable. Unfortunately its usually way too late, and after some vain attempts to stop a hemorrhage with a bandaid, the Directors head drops, and sound cynicism rules again until late in the next projects post production. What follows is a list of some of the bleak realities faced by those of us who work in film sound, and some suggestions for improving the situation. Pre-Production
If a script has lots of references in it to specific sounds, we might be tempted to jump to the conclusion that it is a sound-friendly script. But this isnt necessarily the case. The degree to which sound is eventually able to participate in storytelling will be more determined by the use of time, space, and point of view in the story than by how often the script mentions actual sounds. Most of the great sound sequences in films are "pov" sequences. The photography, the blocking of actors, the production design, art direction, editing, and dialogue have been set up such that we, the audience, are experiencing the action more or less through the point of view of one, or more, of the characters in the sequence. Since what we see and hear is being filtered through their consciousness, what they hear can give us lots of information about who they are and what they are feeling. Figuring out how to use pov, as well as how to use acoustic space and the element of time, should begin with the writer. Some writers naturally think in these terms, most dont. And it is almost never taught in film writing courses. Serious consideration of the way sound will be used in the story is typically left up to the director. Unfortunately, most directors have only the vaguest notions of how to use sound because they havent been taught it either. In virtually all film schools sound is taught as if it were simply a tedious and mystifying series of technical operations, a necessary evil on the way to doing the fun stuff. Production
On the set, virtually every aspect of the sound crews work is dominated by the needs of the camera crew. The locations for shooting have been chosen by the Director, DP, and Production Designer long before anyone concerned with sound has been hired. The sets are typically built with little or no concern for, or even awareness of, the implications for sound. The lights buzz, the generator truck is parked way too close. The floor or ground could easily be padded to dull the sound of footsteps when feet arent in the shot, but there isnt enough time. The shots are usually composed, blocked, and lit with very little effort toward helping either the location sound crew or the post production crew take advantage of the range of dramatic potential inherent in the situation. In nearly all cases, visual criteria determine which shots will be printed and used. Any moment not containing something visually fascinating is quickly trimmed away. There is rarely any discussion, for example, of what should be heard rather than seen. If several of our characters are talking in a bar, maybe one of them should be over in a dark corner. We hear his voice, but we dont see him. He punctuates the few things he says with the sound of a bottle he rolls back and forth on the table in front of him. Finally he puts a note in the bottle and rolls it across the floor of the dark bar. It comes to a stop at the feet of the characters we see. This approach could be played for comedy, drama, or some of both as it might have been in "Once Upon A Time In The West." Either way, sound is making a contribution. The use of sound will strongly influence the way the scene is set up. Starving the eye will inevitably bring the ear, and therefore the imagination, more into play. Post Production
Finally, in post, sound cautiously creeps out of the closet and attempts meekly to assert itself, usually in the form of a composer and a supervising sound editor. The composer is given four or five weeks to produce seventy to ninety minutes of great music. The supervising sound editor is given ten to fifteen weeks tosmooth out the production dialogspot, record, and edit ADRand try to wedge a few specific sound effects into sequences that were never designed to use them, being careful to cover every possible option the Director might want because there "isnt any time" for the Director to make choices before the mix. Meanwhile, the film is being continuously re-edited. The Editor and Director, desperately grasping for some way to improve what they have, are meticulously making adjustments, mostly consisting of a few frames, which result in the music, sound effects, and dialog editing departments having to spend a high percentage of the precious time they have left trying to fix all the holes caused by new picture changes. The dismal environment surrounding the recording of ADR is in some ways symbolic of the secondary role of sound. Everyone acknowledges that production dialog is almost always superior in performance quality to ADR. Most directors and actors despise the process of doing ADR. Everyone goes into ADR sessions assuming that the product will be inferior to what was recorded on the set, except that it will be intelligible, whereas the set recording (in most cases where ADR is needed) was covered with noise and/or is distorted. This lousy attitude about the possibility of getting anything wonderful out of an ADR session turns, of course, into a self fulfilling prophecy. Essentially no effort is typically put into giving the ADR recording experience the level of excitement, energy, and exploration that characterized the film set when the cameras were rolling. The result is that ADR performances almost always lack the "life" of the original. Theyre more-or-less in sync, and theyre intelligible. Why not record ADR on location, in real-world places which will inspire the actors and provide realistic acoustics? That would be taking ADR seriously. like so many other sound-centered activities in movies, ADR is treated as basically a technical operation, to be gotten past as quickly and cheaply as possible. Taking Sound Seriously
If your reaction to all this is "So, what do you expect, isnt it a visual medium?" there may be nothing I can say to change your mind. My opinion is that film is definitely not a "visual medium." I think if you look closely at and listen to a dozen or so of the movies you consider to be great, you will realize how important a role sound plays in many if not most of them. It is even a little misleading to say "a role sound plays" because in fact when a scene is really clicking, the visual and aural elements are working together so well that it is nearly impossible to distinguish them. The suggestions Im about to make obviously do not apply to all films. There will never be a "formula" for making great movies or great movie sound. Be that as it may........ Writing For Sound
Telling a film story, like telling any kind of story, is about creating connections between characters, places, objects, experiences, and ideas. You try to invent a world which is complex and many layered, like the real world. But unlike most of real life (which tends to be badly written and edited), in a good film a set of themes emerge which embody a clearly identifiable line or arc, which is the story. It seems to me that one element of writing for movies stands above all others in terms of making the eventual movie as "cinematic" as possible: establishing point of view. The audience experiences the action through its identification with characters. The writing needs to lay the ground work for setting up pov before the actors, cameras, microphones, and editors come into play. Each of these can obviously enhance the element of pov, but the script should contain the blueprint. Lets say we are writing a story about a guy who, as a boy, loved visiting his father at the steel mill where he worked. The boy grows up and seems to be pretty happy with his life as a lawyer, far from the mill. But he has troubling, ambiguous nightmares that eventually lead him to go back to the town where he lived as a boy in an attempt to find the source of the bad dreams. The description above doesnt say anything specific about the possible use of sound in this story, but I have chosen basic story elements which hold vast potential for sound. First, it will be natural to tell the story more-or-less through the pov of our central character. But thats not all. A steel mill gives us a huge palette for sound. Most importantly, it is a place which we can manipulate to produce a set of sounds which range from banal to exciting to frightening to weird to comforting to ugly to beautiful. The place can therefore become a character, and have its own voice, with a range of "emotions" and "moods." And the sounds of the mill can resonate with a wide variety of elements elsewhere in the story. None of this good stuff is likely to happen unless we write, shoot, and edit the story in a way that allows it to happen. The element of dream in the story swings a door wide open to sound as a collaborator. In a dream sequence we as film makers have even more latitude than usual to modulate sound to serve our story, and to make connections between the sounds in the dream and the sounds in the world for which the dream is supplying clues. Likewise, the "time border" between the "little boy" period and the "grown-up" period offers us lots of opportunities to compare and contrast the two worlds, and his perception of them. Over a transition from one period to the other, one or more sounds can go through a metamorphosis. Maybe as our guy daydreams about his childhood, the rhythmic clank of a metal shear in the mill changes into the click clack of the railroad car taking him back to his home town. Any sound, in itself, only has so much intrinsic appeal or value. On the other hand, when a sound changes over time in response to elements in the larger story, its power and richness grow exponentially. Opening The Door For Sound, Efficient Dialog
Sadly, it is common for a director to come to me with a sequence composed of unambiguous, unmysterious, and uninteresting shots of a location like a steel mill, and then to tell me that this place has to be made sinister and fascinating with sound effects. As icing on the cake, the sequence typically has wall-to-wall dialog which will make it next to impossible to hear any of the sounds I desperately throw at the canvas. In recent years there has been a trend, which may be in insidious influence of bad television, toward non-stop dialog in films The wise old maxim that its better to say it with action than words seems to have lost some ground. Quentin Tarantino has made some excellent films which depend heavily on dialog, but hes incorporated scenes which use dialog sparsely as well. There is a phenomenon in movie making that my friends and I sometimes call the "100% theory." Each department-head on a film, unless otherwise instructed, tends to assume that it is 100% his or her job to make the movie work. The result is often a logjam of uncoordinated visual and aural product, each craft competing for attention, and often adding up to little more than noise unless the director and editor do their jobs extremely well.
Dialogue is one of the areas where this inclination toward density is at its worst. On top of production dialog, the trend is to add as much ADR as can be wedged into a scene. Eventually, all the space not occupied by actual words is filled with grunts, groans, and breathing (supposedly in an effort to "keep the character alive"). Finally the track is saved (sometimes) from being a self parody only by the fact that there is so much other sound happening simultaneously that at least some of the added dialog is masked. If your intention is to pack your film with wall-to-wall clever dialog, maybe you should consider doing a play Characters need to have the opportunity to listen.
When a character looks at an object, we the audience are looking at it, more-or-less through his eyes. The way he reacts to seeing the object (or doesnt react) can give us vital information about who he is and how he fits into this situation. The same is true for hearing. If there are no moments in which our character is allowed to hear the world around him, then the audience is deprived of one important dimension of HIS life. Picture and Sound as Collaborators
Sound effects can make a scene scary and interesting as hell, but they usually need a little help from the visual end of things. For example, we may want to have a strange-sounding machine running off-camera during a scene in order to add tension and atmosphere. If there is at least a brief, fairly close shot of some machine which could be making the sound, it will help me immensely to establish the sound. Over that shot we can feature the sound, placing it firmly in the minds of the audience. Then we never have to see it again, but every time the audience hears it, they will know what it is (even if it is played very low under dialogue), and they will make all the appropriate associations, including a sense of the geography of the place. The contrast between a sound heard at a distance, and that same sound heard close-up can be a very powerful element. If our guy and an old friend are walking toward the mill, and they hear, from several blocks away, the sounds of the machines filling the neighborhood, there will be a powerful contrast when they arrive at the mill gate. As a former production sound mixer, if a director had ever told me that a scene was to be shot a few blocks away from the mill set in order to establish how powerfully the sounds of the mill hit the surrounding neighborhood, I probably would have gone straight into a coma after kissing his feet. Directors essentially never base their decisions about where to shoot a scene on the need for sound to make a story contribution. Why not? Art Direction and Sound as Collaborators
Lets say were writing a character for a movie were making. This guy is out of money, angry, desperate. We need, obviously, to design the place where he lives. Maybe its a run-down apartment in the middle of a big city. The way that place looks will tell us (the audience) enormous amounts about who the character is and how he is feeling. And if we take sound into account when we do the visual design then we have the potential for hearing through his ears this terrible place he inhabits. Maybe water and sewage pipes are visible on the ceiling and walls. If we establish one of those pipes in a close-up it will do wonders for the sound designers ability to create the sounds of stuff running through and vibrating all the pipes. Without seeing the pipes we can still put "pipe sounds" into the track, but it will be much more difficult to communicate to the audience what those sounds are. One close-up of a pipe, accompanied by grotesque sewage pipe sounds, is all we need to clearly tell the audience how sonically ugly this place is. After that, we only need to hear those sounds and audience will make the connection to the pipes without even having to show them. Its wonderful when a movie gives you the sense that you really know the places in it. That each place is alive, has character and moods. A great actor will find ways to use the place in which he finds himself in order to reveal more about the person he plays. We need to hear the sounds that place makes in order to know it. We need to hear the actors voice reverberating there. And when he is quiet we need to hear the way that place will be without him. Starving The Eye, The Usefulness Of Ambiguity
Viewers/listeners are pulled into a story mainly because they are led to believe that there are interesting questions to be answered, and that they, the audience,