Tuesday, 22 October 2013

Sound in Video Clip Analysis

FF:Tank Chase http://www.youtube.com/watch?v=2Wbt18XOIm0

One example of panning is when the three main cars pass the camera at high speed at 0:14. The camera is stationary but turn around as the second car passes. The sound that pans is the sound of the engine of each car. But because there are three cars there engines can be heard passing each delayed after the other because they are following each other.
Another example of panning is with the tank at 1:10. The camera is on a crane and it rises above the tanks as it passes and then back down again. The sound of the caterpillar tracks has been amplified. The sounds that pan are the tracks, the engine and a clunky metal.
The last example of panning is the shell that the tank fires at 1:37. The shell makes a whistle sound as it fires across the screen from left to right. This sound is foley because the shell wont make that noise so loud in real life but the audience would expect this sound from it
An example of foley used in this scene is the rope extending at 0:34. We know that this foley because rope doesn't make this noise as loud as this. This is included because the audience would be expecting a sound to come from it.
Another example of foley is with the computer screen at 1:03. when the man is typing on the screen a sound can be heard that would not be made by that screen. This sound was added to make it feel more realistic.




A good example of panning sound in this video can be found at 0:40, as a cat goes from the centre of the screen, off the edge to the left. The sound pans with it, and the cat is still 'meow'ing off shot. This gives a sense of 3D space, and immersion within the scene.
A relationship between the video and the sound is created during the short slow-mo sequence at 0:31. The gun shot sounds are slower, and subsequently deeper, this adds to the believability of the sequence. The cats' 'meows' are also slowed and deeper, this gives another layer of believability.
The clip uses both diegetic and non-diegetic sound throughout. It opens with both dialogue (which is diegetic) and music, which is non-diegetic. They both serve vary different purposes, the dialogue is a device in the plot, whereas the music is there to set the mood, or build tension. Allot of the diegetic sound in this is foley, such as the gun cocking, or cat-lazers.
At 1:01, the character hits a cat. This sound is obviously foley, but it's also emphasised heavily, it sounds like someone slamming into a door. This is used to show the power of the character. Although it may have just been an error in the foley recording.



At 29:17 the sounds are mixed to create a very solid sense of where things are and what's happening. As the missile and the go-kart go round the pillar, the sounds fade up and down depending on how close they are to the camera. This is important within a film, to ensure that the audience doesn't become confused.
The clip uses lots of foley sound, to emphasise on the action within the scene. The most notable of theses can be found at 29:32, which is a tire squeal. It's a very simple way of implying speed and power. A director will do this so they don't have to put their actor's in more danger, or use more difficult shots which may need multiple takes.
The scene opens with non-diegetic music, which complements the slow motion sequence. Like in 'HOLY SHIT CATS' the slow-mo is accompanied by slowed down diegetic sound (in this case the beeping of the missile), This makes the scene seem more realistic. Whereas the music is there to create a mood.
The scene uses panning sound to give the audience a sense of distance at 29:05, all three go-karts go from the right side of the screen to the left, and the sound moves with them. If the sound didn't pan, the illusion of distance would be lost, and the audience would lose their immersion into the scene.

Tuesday, 15 October 2013

Tom and Jerry - Evaluation

For our planning we noted down every sound that we needed and how we intended to create them. We did this so that when we go to recording sounds we had an idea of what sounds we needed and how to make them. If there were some sounds that we didn't know how to make for example the gunshot, we downloaded it from the internet.

We managed to record most of the sounds that we needed during our first recording session. There were a few sounds that needed props that we didn't have. To get these sounds Jake brought props and recored them during editing. During editing we found that some sounds didn't sound like the action, we  to fix this we added another sound we recorded which made it work.

Next time we will check the sound after recording to make sure it works, because it may need another sound to work with it. And also make sure that we have all of the appropriate props for the first recording session.

Overall I believe that our finished project is good, every action has a sound which we intended to do during planing. We kept to our plan well and editing was finished on time.

Video: http://www.youtube.com/watch?v=xXM4zNaHyes