Chapter Three
Understanding the Audio Material

 

Production Audio Sources

Post-Production Audio Sources

Audio Terms that You May Encounter

Sound

The creative use of sound, in any motion media production, is extremely important. Auditory stimuli easily affect humans on physiological, psychological, and emotional levels. Filmmakers and video producers have known this to be true for quite some time. “Silent” films were never intended to be silent. It was only technological limitations which kept the film projections mute. Whether it was a single piano or a large orchestra, music was arranged to accompany the screenings. This was done to ensure an aural component to the experience. The ability to manipulate the audience in additional sensory pathways grew in importance and has really exploded in today’s cinema. Entire books are written on the subject of sound editing in movies, television programs, commercials, and web videos. Major awards are even presented to people who do it well. The following topics will provide a brief introduction to sound-editing terms, techniques, and practices in order to get you started on your way.

To begin with, how you use sound while editing a video depends on the type of motion media production it is, its genre, its content, its purpose, the quality of the sound assets, how it will ultimately be shown to the audience, etc. Suffice it to say that there are many, many factors that can lead to many different kinds of decisions about how an editor handles audio. One aspect that should be upheld across almost all types of video editing, however, is that special care should be given to the building and mixing of the sound tracks. This is true of very simplistic music videos with only two tracks, all of the way up to blockbuster action movies with 62 tracks or more.

Although an ambitious, resourceful, or experimental film production may draw from over 100 years’ worth of archived sound recordings in various media (which have differing sound reproduction technologies associated with them), most will keep to the standard types of sound sources made available today: digital media files.

The following sections will help us to answer the question: what types of audio sources might an editor encounter during post-production?

Sounds Gathered During Production

No matter the motion media piece being produced, there are, typically, sound elements that get recorded. The camera department personnel work on getting the most usable moving pictures and the sound department personnel work on recording the most usable audio. The following categories represent the major types of sounds gathered during the production phase of filmmaking.

Dialogue

Dialogue encompasses what the on-screen talent says out loud (often based on scripted lines) – and is seen and recorded doing so by the cameras and microphones. Generically applied, dialogue can also refer to any intelligible vocal sounds made by persons seen uttering those sounds. A monologue may be a very long, typically uninterrupted speech made by a character in a fictional narrative film, but it may also refer to a lone host addressing the camera in non-fiction programming (such as in a game show, cooking show, talk show, etc.).

Room Tone/Natural Sound (NATS)/Ambience

Although there are differences of opinion around which term applies to which description, these three terms basically refer to a recording that captures the “sound” of the environment where video was recorded. Every place where the production team record picture and sound assets has its own unique “soundscape” that exists in the background – pretty much always there, but not necessarily noted on the conscious level by any listener. A city street, a business office, a hospital emergency room, a farmer’s field, the cabin of a lobster boat: all of these locations have a relatively constant “buzz” of sounds going on within and around them all of the time. Dialogue happens over them and despite them. In controlled environments (especially with narrative filmmaking) when a crowd scene is recorded, the crowd are typically silent in the background and only instructed to make sounds (often called “walla”) when asked to do so by the production team.

Room tone is traditionally done as a special recording of the filming environment immediately after the scene or interview has completed, but before any of the talent or crew leave the location. Everything is left just as it was (film lights on, windows closed, and, with inexpensive digital video cameras, the camera also running) and the sound recordist (or sound mixer) voice slates and records at least 30 seconds of the room’s tone while everyone holds the work and no one speaks.

Room tone, natural sound (NATS), and ambience audio clips can be used during the edit to even out the background sounds of dialogue tracks recorded in those spaces but at different times during different takes. If additional talent voice looping (also known as ADR – see later in this section) is required for the program, then these clean, studio-recorded audio tracks can be mixed with the original tone or ambience of the locations and edited in as though they were recorded on set with the other actual dialogue clips.

Wild Sounds

Although not part of the synchronous sound created while video cameras and digital audio recorders are rolling simultaneously on set during production, wild sounds are, typically, the responsibility of the sound department. A sound mixer (and maybe the boom operator) will go around the location where the scenes, interviews, or B-roll were visually recorded and capture the audio of specific things. He or she can record the sound of the sliding doors at a storefront, a particular refrigeration unit, the beeping of a crosswalk signal, birds in the trees, etc. These types of sounds fall between ambience and spot sound effects and can be used during the edit to help to fill in the sound bed and enhance the “reality” of the location seen on screen.

Soundtracks (Musical)

Usually thought of as music elements placed into the audio tracks during post-production, if the movie or real-life event being recorded has an actual music performance (a concert, an art gallery opening with musical performance, a live band at a bar, etc.), then these are part of the production video and audio as well. They are sometimes called “source music.” They can be edited straight into the sequence’s audio tracks as diegetic sounds or as an element in the non-fiction program’s audio bed.

Sounds Gathered During Post-Production

Descriptors like “full,” “rich,” “engrossing,” and “powerful” are often applied to a film’s well-populated and well-mixed sound tracks. As the editing of the motion media piece is happening, the editor (or a variety of specially skilled sound designers and editors) gathers together additional audio files that will help to enhance the overall sound experience of the viewing audience. The following list typifies many of the kinds of sounds that are found or made up during the post-production process itself. They serve to augment (and sometimes replace) those audio elements recorded during production and generate a new “reality” for the motion picture story.

Narration/Voice-Over

Often, non-fiction (and occasionally fiction) programs require a voice-only track. These lines of monologue are typically recorded in a sound booth or other quiet, controlled studio environment with very good microphones. The narration is usually scripted and is written by the producers, et al. after the rough cut of the show is edited together – filling holes in the story, providing data dumps or time jump explanations required for program clarity and flow.

Automated Dialogue Replacement (ADR)/Looping

There are times when the recordings of production audio of the talent’s dialogue may be of poor quality or otherwise unacceptable. In these cases, it can be very beneficial to have the talent return to the studio and re-record fresh, clear, or differently intoned lines of dialogue. These new audio clips are then hand synced into the sequence taking the place of the discarded production tracks. The clean audio from automated dialgue replacement (ADR) is mixed over the ambience or room tone in order to make the new material match with the soundscape of the overall scene.

Ambience/Tonal Tracks

These audio tracks may be lifted from the production audio of background ambience or room tone, but there are entire collections of pre-created ambience audio files available in libraries. Ambience does not have to sound exactly like an airport or a high school gymnasium during a basketball game. It can sound more like a general mood-setting track. Tonal tracks fall into this category. An eerie cave where the evil monster might be dwelling may not have a specific ambience, but it can have a deep, bassy, and echoey tonal quality to it (almost musical but not quite). These tracks are less about lending “reality” to a filmed location and more about generating an emotional and psychological response within the audience. These tones can elicit visceral reactions and have profound effects when mixed into horror and sci-fi films and some video game audio tracks as well.

Sound Effects (SFX)/Spot Effects

Typically, a sound effect is added to the sound mix to enhance the reality of the sound that a filmed object is supposedly making. Often, the microphones on a set are placed to just record very clean, clear, and present talent voice performance. Although certain actions and interactions with other objects may be occurring, the sound just does not get picked up by the mics very well. Sound effects are selected and hand synced into the sequence by the editor or sound editor.

There can be a lot of creativity involved with sound gathering and sound effects editing. Although numerous collections of sound effects exist online (and on CDs, if you remember what those are), it can be fun to customize your own. A doorknob turning can sound like a doorknob turning, but what does a magical wand that pulses out fireballs sound like? Combining known sounds with other, unrelated sounds can generate new sounds that conjure the feeling or essence of these oftentimes fictional things that make noises in our films. Non-fiction programming (especially for kids’ shows or more fanciful, lighter fare) will employ sound effects like “swooshes,” “boings,” and other sounds that are not meant to sound “real” but are there to augment the audio tracks and generate a playful, fun mood.

Foley Effects

A particular kind of spot effect is the Foley effect, named after the Hollywood film legend Jack Foley, who popularized the technique. Special performers, Foley artists, precisely reproduce the movements of actors (with props and sound-making gizmos, etc.) while they watch the movie projected on a screen in a special sound-recording studio. Footsteps, leather jacket creaks, fabric rustling during a tussle, and brushing crumbs off a tablecloth can all be reproduced by these artists with the aid of numerous and often strange implements. These carefully performed and recorded sounds are hand synced into the sequence where the associated, on-screen physical actions occur in the narrative.

Soundtracks (Music)

Similar to the same item listed above, these audio files are typically popular music tracks of well-known songs that play in the movie or show. These songs customarily only appear for a brief period in the motion picture (a fraction of their full three minutes-plus duration), but will be heard fully, as a collection of songs and music, on the movie soundtrack sold separately online and in shops.

Stings/Stingers

Stings (or stingers) are very short pieces of music, often only a few seconds in length, that are placed in the mix to draw attention to certain dramatic, shocking, or comic moments. These are mostly used in television programming and have become a bit of a cliché or an inside joke to some media producers. Stings are also often found at the end of scenes or acts and signal the coming transition to commercials or new material (sometimes called a “bumper”).

Score

A score is original music composed specifically for the program being edited. Computer technologies and music production apps have allowed amateur musicians and composers the opportunity to score their own short web videos. Iconic motion picture scores (typically orchestral) conjure up vivid memories of our favorite scenes in so many movies. Humans are quickly moved along emotionally charged levels of story interaction by the use of music that fits the tone of the scenes. Epic battles, tense action, and romantic engagements are enhanced and enlivened by the sweeping strings, blaring horns, or resonating kettledrums. Customized scores are an excellent way to engage and manipulate the audience’s emotions and imagination.

Audio Terms that You May Encounter

Sync Sound

This refers to synchronous sound sources: audio information, typically recorded on set during production, that can be attributed to some source in the visible, on-screen environment.

The term “sync” (short for “synchronized” or “synchronous”) has been used in filmmaking for a very long time. It usually refers to the synchronization between the picture track of the film and the sound track(s). If there is a mismatch in the sync, then the actor’s mouth moves to say words but the words are not heard on the audio track at the same time. They are out of sync. Achieving and maintaining sync is a very important aspect of editing film and video.

Emulsion film motion pictures are shot with a camera that only captures the pictures on a strip of light-sensitive flexible plastic. A separate device is required to record the audio (now chiefly on digital recorders). This process is sometimes called dual-system recording. These separate elements of picture and sound are eventually captured onto the computer and “married” together or “synched up” for the editing process. That is why we use the slate clapsticks to mark the sync point for the film image and the audio recording at the beginning of each take (head slate) – or, occasionally, at the end of a video clip after the main action has been recorded, as in a documentary or news event (tail slate) (Figure 3.1). Although video cameras have the capacity to capture both the picture and audio data into media files (or on tape), many video-originated productions choose to record dual system as well – for quality control over all production audio elements and for keeping camera and sound departments unencumbered by crossing responsibilities.

It should be noted that productions sometimes record motion imagery with no additional sound recording. The video camera will still capture the head slate information, but the camera assistant or “clapper” does not actually close the slate’s clapsticks. In fact, three fingers are placed between the slate sticks (kind of looking like an “M”) so that an editor can tell from the beginning that no corresponding audio track for this scene and take number was recorded. The shorthand reference for this kind of video-only clip is MOS. This acronym has many possible (and debated) origins and meanings, but the film industry unanimously uses it to mean a shot recorded without sync sound. (See our Glossary to learn more about MOS.)

fig3_1.jpg

FIGURE 3.1 A slate is used primarily during motion media production when two separate devices record picture and sound information. A – a traditional head slate; B – a tail slate; C – an MOS head slate (where audio is not recorded); D – audio waveform “spike” showing where slate sticks clap together.

Once all of the dual-system files are on the editing computer, the editor or assistant will have to sync them. There will be one frame of video that shows the clapsticks fully closed (making contact) and there will be one “frame” of audio that has the sound of those sticks closing. The editor matches the picture “clap” frame with the audio “clap” frame and joins the clips together (sometimes forming a new reference master clip that contains the picture and all sync sound tracks). From that point forward, the sync picture/ sound master clip can be edited, together, anywhere in the timeline.

Unfortunately for the editor, there are occasions when the production team either forget to head slate a take, frame the shot poorly and do not record the two sides of the “sticks” actually closing, or feel that slating is an unnecessary waste of time (which it never is) and do not do it all. If no clap slate has been used, then the editor must search through the video source clip for a unique “event” that shows something happening (like a hand clap, sneeze, door slam, etc.) and then listen to the corresponding audio clip to hear that same something. This picture/sound event will become the sync point for these media files. If no such picture/sound event is present in the video source clip, then the editor must hand sync the audio tracks to the picture track – a very time-consuming and rarely precisely effective method of syncing up production material.

Although video cameras do record both picture and sound tracks, these elements are captured into your editing computer as separate media files. These media files have references to one another and remain in sync for playback and editing. The software usually unites them by their timecode associations, but it is still your responsibility to keep them in sync while you edit. Depending on your software settings, trimming only one side of an edit with the video track selected but not its corresponding audio tracks will cause this loss of sync. The mismatch becomes the exact number of frames that you remove from or add to the video but do not also simultaneously remove from or add to the audio. You’ve changed time for one element but not both. To fix a sync shift like this, that exact number of frames could be removed from or added to the audio tracks only at that cut point in your sequence. Depending on your editing software, this exact number of “out-of-sync” frames may be noted in the timeline around the clips that have lost sync.

It should be noted, that just like with blurry images, audiences very much dislike out-of-sync videos. As the editor, it will be in your best interest to ensure proper sync for all audio elements in your edited program.

Diegetic Sounds

Sometimes referred to as “actual” or “literal” sounds, diegetic sounds are generated by persons, objects, or environments that exist within the world depicted in the story. The word is derived from the Greek word “diegesis,” which means “narration” or a “recited story.” Sound generators (anything that makes or causes sounds to occur) that live within the “reality” of the film space create diegetic sound. Whether these things are seen on screen or exist off screen does not matter because they are still within the diegesis or story world.

This does not mean, however, that the actual sound of the said persons, objects, or environments comes directly from production audio sources (such as ambience or wild sound tracks). Any applicable source may be placed on the audio track to fill in for the “real” sound of these sound generators. As such, it is important to give these sounds the tone quality, presence, and perspective that match the size, number, and proximity of the items that are supposed to be generating these sounds – in order to establish a relatable “reality” within the audience’s experience.

From our list, thus far, sources such as dialogue, soundtrack (music from within the recorded experience), natural sound, and Foley sound effects may be considered diegetic.

Non-Diegetic Sounds

Also called “non-literal” or “commentary” sounds, non-diegetic sounds are sounds placed in your sequence’s audio tracks that cannot be attributed to any source found as an element within the film’s “reality.” In other words, nothing in the film space is causing these sounds to occur, and no one in the film space can hear them. Non-diegetic sounds are typically used for dramatic purposes and are designed to emotionally and psychologically manipulate the audience.

Musical score/orchestration, soundtrack music (not emanating from a source in the film world), certain ambience and tonal tracks, and certain “non-realistic” sound effects may fall into the non-diegetic category. Voice-over narration is also sometimes placed within this grouping depending on whose thoughts are being voiced and what narrative technique is being used.

Sound Design

Every motion media piece should have some significant level of attention paid to the audio tracks that play back with the images. A 15-second web video or a three-hour epic motion picture can both benefit from having richly layered, genre-appropriate, “reality”-enhancing, emotion-inducing audio clips in their sequences. Sound design is employed in both fiction and non-fiction filmmaking and television programming.

Sound design is often associated with narrative film post-production, where a sound designer or a sound effects editor gather sounds together and through creative combinations, filtering and mixing, generate sounds that enhance the “reality” of the images and actions on screen. These augmented sounds can also reflect the thoughts and emotions being experienced by the characters and therefore allow for the audience to more deeply relate to the story. Spot effects, Foley effects, ambience, tonal tracks, etc. are all elements that combine together to form the auditory experience.

Sound Motifs

A sound motif is a musical “sting” or particular sound effect that is purposely associated with a particular character, object, or environment. Its use and reoccurrence in a single film or across a series of videos will signal (to the audience) the presence of that entity or location. It may be considered part of the sound design for the show. An obvious example is the breathy, echoey “Ja-ay-son Ah-ah-ah” announcing the arrival of Jason in the Friday the 13 th franchise.

Chapter Three – Final Thoughts: Sound as Emotional and Physiological Manipulation

Picture and sound tracks work together to create a multi-sensory, motion media experience for the audience. Neglecting either could cause a disconnect. Sound, because it can be felt as well as heard, is a fantastic tool for manipulating the emotions of the viewer and can add to the visceral “reality” of very unreal cinematic content (think of the “thump” you feel in your chest when the T-rex stomps on the ground). Scores and popular song soundtracks can act as sense-memory stimulators and elicit genuine feelings like fright, sadness, and happiness. Do not underestimate the significance that richly layered audio tracks can have in your edited motion media pieces.

Related Material Found in Chapter Eight – Working Practices

#3, 22, 38, 39, 40, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55

Chapter Three – Review

  1. Most audio files used today in post-production are digital computer files. Although a century of other sound sources may be accessed, these need to be digitized in order to use them in a computer-based video-or audio-editing application.

  2. Dialogue is essentially a generic term for any lines from a script spoken by a performer who appears on screen. A monologue is any lengthy chunk of spoken words coming from one subject where no other subject contributes.

  3. Natural sound is the actual sound of the location where video footage is recorded. Room tone is specifically recorded for use in mixing a scene’s dialogue tracks.

  4. Wild sounds are non-synchronous sounds recorded by the production audio team either on set or around the location where principal photography occurs. These may be layered into the audio mix to help to create the scene’s “reality.”

  5. Soundtracks or source music are typically songs or music played at an actual event by an actual group of musicians.

  6. Narration or voice-over is typically recorded cleanly in a controlled audio studio environment during post-production.

  7. Automated dialogue replacement (ADR) or looping is done during post-production when the production sync-sound source tracks are compromised or a change in dialogue is needed. The actor listens to the previous performance and repeats the new, clean lines of dialogue in a controlled audio studio environment.

  8. Ambience or tonal tracks are constructed sounds of spaces or semi-musical tones that play out under a scene to add to its emotional power.

  9. Sound effects or spot effects are non-sync sounds (often taken from a sound library) that are layered into a sequence’s audio tracks to augment the “reality” of spaces, objects, and actions (both seen and unseen) within the film world.

10. Foley effects are generated and recorded by artists who perform particular actions in a special recording studio as the movie plays for them on a screen. These performers re-enact the movements of actors and make the sounds that the production microphones could not pick up.

11. Soundtracks in post-production are excerpts from popular songs that get edited into a sequence to help to move it along and sometimes to help to get the feeling of the scene across to the audience in a familiar way.

12. Stings (or stingers) are very short musical or tonal audio pieces (just a few seconds) that signify scene ends or stress a particular action or dramatic moment.

13. Scores are original (often orchestral) music pieces composed specifically for that unique motion media piece. The pace of the music quickens and slows to match the actions seen up on the screen, emotionally connecting the audience with the show.

14. Synchronous sound or dual-system recording is used to keep the picture separate from the carefully recorded audio elements of a production. Editors must maintain sync during post-production so that mouths move in time with the words heard on the audio tracks.

15. Diegetic sounds come from elements within the film space.

16. Non-diegetic sounds are not supposed to be made by physical elements in the film space and they cannot be heard by occupants of that world.

17. Sound design is the process of gathering, creating, mixing, and editing sounds together to help to generate a sense of “reality” for the particular soundscape of a motion media piece.

18. Sound motifs can be creatively used in the audio mix to signify particular characters or events, “tipping off” the audience that someone is about to appear or something is about to happen.

Chapter Three – Exercises

1. Using a digital audio recorder (of decent quality if you have access; otherwise, the one built into your phone will be good enough), find at least five distinct locations and record the ambience/room tone of those spaces. (A mix of interiors and exteriors will be best, and be sure to voice slate the beginning of each recording so you know the place, date, and time.) Open the files in your preferred video-or audio-editing application and listen to each space. Note anything that seems interesting or useful and also listen for anything that might pose a problem. Headphones will help with this.

2. Using the files recorded in Exercise 1, boost the audio levels (gain control) on each ambience clip and listen to what that decibel level change does to the overall “background” sound.

3. Record a quick scene of a friend or family member doing a common, daily activity. Edit these simple shots together and augment or enhance the audio of each action by layering in and mixing appropriately some selected sound effects (or Foley effects you make yourself). Sound effects libraries may be available from actual lending libraries at your school or in your city, there are some free sources online, and there are some purchasable downloads as well. Your editing application may actually have some sound effects libraries pre-installed. To keep this interesting, make at least two versions of this mini-sequence: one that sounds “realistic” and one that sounds “over the top.”

4. Record your own or acquire a short dialogue scene from a friend, etc. and edit the sequence together using the different kinds of audio files that are mentioned in this chapter.

Chapter Three – Quiz Yourself

  1. In what ways can a performer’s delivery of dialogue affect the audience?

  2. Why would an audio recordist wish to record wild sounds at a large factory where video B-roll for a documentary is being shot?

  3. Why is it helpful to keep all performers, crew, and machines running when the room tone is recorded for a particular location?

  4. Why might narration for a non-fiction cable show about car restoration be scripted and recorded when the editing process is almost finished?

  5. A scene from a fictional narrative film took place at an active bus station and all of the dialogue audio was heavily corrupted by excessive background noises. What might the post-production audio team be able to do to help to fix this problem?

  6. How is sound considered a multi-sensory influence on the viewing audience’s film experience in the large theaters?

  7. Why should a Foley artist recreate the footsteps of a character running down a school hallway when an editor could hand cut each step individually from a sound effects library clip?

  8. What purpose does the clap slate serve during post-production?

  9. True or false: all video-editing software applications always keep the video clip data and the audio clip data “married” together (in sync) in the sequence, and the editor has no option to ever split them apart for creative purposes.

10. What is it called when a recurring character or action in a show or movie receives a special audio treatment that only occurs within the sound tracks when that character is about to appear or that event is about to happen?

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