Unit 58 - Animation Tound Tracks

Sound Evaluation

Animation

Sound 1 – Pop

This first sound occurs when Muybridge appears out of thin air. I only used the popping noise and not the slurp at the beginning. I could have done the sound myself but before I realized I could, I grabbed a sound online and stuck it onto the animation. I would have preferred to use a smokey explosion for when he appears but I couldn’t replicate it or find one. This is a foley sound.

Sound 2 – Click

The second sound occurs when Muybridge clicks his fingers and I did myself just by simply clicking my fingers. I like the way it turned out as it sounds realistic enough for me to include it. I had to keep the sound decently quiet so that it would hurt anyone’s ears. This was a quick sound so nothing major had to be changed. This is another foley sound.

Sound 3 – Projector

This sound is originally a preset sound from a 3D animation software called Source Filmmaker, and so I used it in my animation. This plays when the movie reel appears on the screen. I felt that this was fitting because, well, a projector is fitting, and having no noise there would kind of be awkward. This is also a foley sound.

Sound 4 – The music

Funnily enough, I made the song. Well, remade it. The original song is from the game Civilization 6, I just redid a section of the song in Fruity Loops Studio with a piano. Because of how adventurous this song is I decided to try and dial it down a little as the animation takes place in a museum, so it would fit a slightly calmer environment. I would have hoped to make the song a little more interesting though as it does sound slightly boring. The part I used for the music starts at 1:46 and ends at 2:15 with some minor adjustments.

Unit 58 - Animation Tound Tracks

Sound lesson: Soundtracks

In today’s lesson, we began making a soundtrack for an intro and a scene from a film. The film was roughly 4 minutes long. We were allowed to use anything that can help us as long as it was music. I hadn’t fully finished but I used loops for most of my music. I planned to use my own melodies but I didn’t know how I could. However, this will change in future.

Unit 58 - Animation Tound Tracks

Music lesson: Testing tracks

In todays lesson, we went back onto logic and learnt about the preset tracks in the programme. The preset tracks are bits of music already created by someone else using different instruments for each one. With these, we were instructed to create our own piece of music using these presets. This task wasn’t really that difficult but i did find it exciting because of all of the available options at our disposal. The tracks are at a set tempo (Beat) so the music can sync up.Screen Shot 2018-02-02 at 14.43.28.png

Unit 58 - Animation Tound Tracks

Sound lesson: music themes

In today’s lesson, we looked into different music themes and how they can be used. We watched a clip of a movie which originally didn’t have any music. It was edited to include different types of music. From horror sounding music, to upbeat and joyful music. Just by changing the music, see were able to assume the theme of the movie, and that shows how much of an impact music can have in a movie. The clip was of a man driving on a mountain and while driving his path was being blocked by a big truck in front of him.

One of the music themes was title music. Title music it a piece of music that is usually played at the beginning of a movie or game. This is used to introduce the audience to the show/movie. It can also be used to set the scene for an environment. Its commonly used for theme music for a character, for example the Darth Vader theme music.

We also learnt what sting is. No, not a bee sting. Sting is a very short piece of music, watch the video for an example.

The music that plays once you collect the “moon” is an example of sting. Its used to show the importance of that moment and also its value. Its mainly used in skits, games or sometimes a tv series.

Unit 58 - Animation Tound Tracks

Sound lesson: Sound research (Task 1)

Call of Duty: Black ops 3

Call of duty throughout the years has aged a little, so I’m going to compare with the more recent titles. Call of duty black ops 3, mostly known as COD BO3. I chose this one specifically because when compared to most other COD games, this one has some of the most dynamic and realistic sounds. These sounds stick to how they work in real life in order to accurately complement the sound. This game also features music, which fits the theme of the environment they’re in. This game doesn’t feature much non-diegetic sound as it’s not complete fantasy. But the setting is. What is non-diegetic sound? I’m glad you asked!

How is the Non-Diegetic sound used?

Non-Diegetic sound is sound that the actors, or in this case, characters can’t hear a sound that plays, but we can. An example of this can be the round change music played when, well, a round changes, these sounds can be viewed from the video above. The characters cant hear the sound but we, the player, can. Whats great about the music is that most of them have the same tune but depending on the map the player is on, the music sounds different to fit the theme. So if you played on a map with a swamp, the tune is the same but the actual music sound sounds different. Or on the moon, the music sounds like it has a continuous theremin noise (Theremin is an instrument) and is also associated with space.

How is the Diegetic sound used?

Diegetic sound is kind of the opposite of Non-diegetic. Diegetic sound is basically a sound effect. So something like a gun shooting or something hitting you. COD’s use of diegetic sound is by making it sound realistic and having it behave in the same way as it would in real life. So if you go in a tunnel the sound has a slight reverb (A slight echo) Or if you’re on the moon, all of the sounds are muffled. They filter the sounds if necessary.

Music

This is the music played when you or all players die in the zombie survival mode. Right off the bat, this music influences the true depression of death as the soft violin and piano play in harmony, and those instruments can be associated with all things sad. The music is supposed to represent the sad feeling of death. The fact that there are only 3 different instruments playing most of the time can give you the feeling of isolation.

This is the music that plays when you are halfway through the map’s quest. I like this music because of the cinematic feeling it usually gives me, This music also starts out good as it fits the theme. A choir starts to sing, already this hints at us that the antagonist is making an appearance, it’s like the choir is for the antagonist, (the little girl who comes out of the pyramid) The rest of the music is louder, more active and dynamic once the antagonist is revealed, claiming that she is a foe to be feared. The music also needs to fit the theme of the map and thus I feel the trumpets and the choir does it well.

What is EQ?

The most common form of signal processing. We can control the amplitude of some frequencies within the audible bandwidth. We are able to view as a harmonic or timbre content of a sound from the exercising tonal control.

How is Reverb used?

First of all, reverb is an effect for sound where it’s produced from an amplifier or amplified musical instrument. It’s kind of like a filter for sound which manipulates it into sounding different. An example of this can be for if you are indoors in the game. If you fire your gun, it has that slight echo to the sound, but if you are outdoors, it sounds normal and kind of like the sound is traveling super far. It can even be as extreme as making the sound completely muffled.

What are higher and lower frequency sounds?

Frequency is the rate of vibrations in a sound wave. So the pitch of a sound. A low frequency can go from 30–300 kilohertz and a high frequency can go from 3–30 megahertz. A low frequency will sound low pitched and a higher one will sound higher. As you might have thought.

Image result for High and low frequency

How is the higher and lower amplitude sounds balanced?

The amplitude is different. The amplitude is the volume of the sound. As you might expect, the higher the amplitude, the louder the sound is and the lower, the quieter. COD BO3 does this decently well. It lowers the volume of the more insignificant sounds, like footsteps or ambient sound and raises the volume of the more important sounds like the gunfire or the zombie screams.

Image result for High and low amplitude

Super Mario Odyssey

In comparison to Call of Duty, Super Mario Odyssey is clearly different. The sounds in Odyssey sound more different as most of them are made from scratch. Seeing as Odyssey is more mature for its audience, most of the sounds will sound higher pitched. Odyssey still has realistic sounding sounds, but most of the sounds sound fictional. As for the music, most of it is also happier and high pitched. Just like COD, Odyssey’s music also fits the theme of the level you’re currently playing. Not only that, but the music changes depending on the scenario you’re in on the level. The music could speed up if you’re in a chase scene or the music could change if you’re in a new area of the level.

This is the music played in one of the first levels in the game. I liked this music (a lot) because of the sense of adventure it gives you when you’re listening to it. The level that takes place with this music is based on green environments, wildlife, and waterfalls. This music starts so suddenly and plays fast-paced and loud throughout the duration of the level. Mixing these together creates a really good song to begin your adventure.

How is the Non-Diegetic sound used?

Well, just like in black ops 3, the diegetic sound acts the same way. Music plays over the level. The characters cant hear it but the player can. Another example would be by progressing in a way that triggers a sound that lets the player know that you have progressed.

Music

These two tracks have the same tune, but they also both sound different. The first track is for a fight between Mario and one of the Broodals, (Who are bosses, also rabbits.) Because the Broodals are kind of like mini-bosses, the music is meant to sound fast-paced to simulate the fact that you are up against a foe greater than the normal enemies. The first track also uses high notes because of the fact that the Broodals are mini-bosses each.

The second track is lower and slower because you are up against an even bigger and stronger foe, Madame Broode. I feel these are nicer touches to the fights as they make them more intense and dynamic, the use of the heavy instruments can also help emphasize the fact that this boss is even stronger than the mini-bosses against the Broodals.

How is Diegetic sound used?

The diegetic sound is used as sound effects for specific moves, The sound also behaves like they would in real life too, so the game’s sound isn’t too fictional. For example, if you capture an enemy with your hat, it will make a sound. Or if you throw your hat, that will make a sound too. Things like footsteps

How is Reverb used?

Reverb is used in the same way as COD, kind of. But a neat little thing I like that they did was add filters to some of the character voices so that they don’t sound human. (as most of them aren’t.) Also depending on where you are the sound is manipulated to fit the surrounding you’re in. So if you’re underwater the sound is slightly muffled, and in super open areas, the sound can be really echoey.

The comparison

In comparison, Call of duty’s sound is more realistic than Super Mario Odyssey. COD’s sound is darker, and even if the sound comes from made up objects, it can still sound realistic. The music is also dark to fit the theme of the game. Odyssey’s sound is more made up but still has the realistic sounds. The game also has happier music and appears more high pitched as it has a younger target audience.