Audio Black Hole!

In one of the previous articles, we talked about how different shot sizes and framings bring different level of intimacy and tension. Well, another interesting way of looking at this is in terms of contrast and dynamics.

Master shot juxtaposed with medium shot or close-up creates contrast. Contrast creates drama and drama is interesting to watch.

Now, contrast is not only interesting to watch, but is key to storytelling. Look for example at the painting by Rembrandt below, where dark blacks are contrasted with bright light:

Rembrandt: The Anatomy Lesson of Dr. Nicolaes Tulp
Rembrandt: The Anatomy Lesson of Dr. Nicolaes Tulp

We naturally tend to look at the brightest spot. In this case, the brightest spot happens to be the dead man on the table. And this is exactly where Rembrandt wants us to look at; this is what the painting is all about – an anatomy lesson.

Now, there is an infinite number of ways how and where to create contrast. But in this article, we’ll take a look at one specific example in sound design.

Audio Black Hole!

Audio black hole is one of the more subtle, but highly effective sound effects. It involves insertion of a short interval of absolute silence in the audio track just prior to the explosion, gunshot, hit, blast or any other kind of impact. (1)

Needless to say, the most potent sound is the single perfect sound played against silence. (2) This creates not only beautiful contrast and dynamics, but also helps to enhance and accentuate the resulting impact in the mind of the listener.

I prepared a short video to show this sound effect, but before you’ll watch the video, read what sound designers Ben Burtt and Erik Aadahl said in their interview for designingsound.org about this sound effect.

Ben Burtt (Star Wars: Attack of the Clones)

I think back to where that idea might have come to me…I remember in film school a talk I had with an old retired sound editor who said they used to leave a few frames of silence in the track just before a big explosion. In those days they would ‘paint’ out the optical sound with ink. Then I thought of the airlock entry sequence in 2001. I guess the seeds were there for me to nourish when it came to the seismic charges. (1)

Erik Aadahl (Transformers: Revenge of the Fallen)

One of my favorite scenes is the “hut scene”. Sam and Mikaela are hiding out from Decepticons on the hunt. It’s the silence that I like. We tried to get very quiet, so we could hear the terrified kids trying to suppress their breaths and not be heard. We wanted the audience to hold their breaths too. We go as quiet as we can, before Starscream rips the roof off of with a BANG! Dynamics are the key to both storytelling and sound.

It’s fun to make audiences lean in, have them strain to hear something, and then give them a jolt. I like this kind of filmic emotional manipulation, and I think anyone who enjoys a ride on a roller coaster does too. (3)

How about you, do you enjoy the ride on roller coaster?

References

  1. designingsound.org/2009/09/septembers-featured-ben-burtt
  2. designingsound.org/2010/03/erik-aadahl-special-exclusive-interview
  3. designingsound.org/2010/03/erik-aadahl-special-the-sound-design-of-transformers-exclusive-interview

Links


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Sound flashback in Backdraft

It’s not very usual (here at CINEMA SHOCK) to write about various examples of cinematic storytelling and use the same film again and again to show it or demonstrate it. Sometimes it happens though, like in the case of American Beauty, where we’ve discussed camera angles, body language, colors etc.

However, this is for the first time to show another example of cinematic storytelling in the same category (film sound design) and use the same film to demonstrate it. On the other hand, in this case, it shouldn’t come as a big surprise, because the man behind the sound design is one of the main innovators and heroes in this field – Gary Rydstrom.

(Non)Simultaneous Sound

Most of the time, sound is simultaneous to the image that we see on the screen. This is the most common temporal relation which sound has in fiction films. Noise, music, or speech that comes from space of the story occurs at the same time as the image (1).

Well, sound can also be non-simultaneous. This way, sound can give us information about story events without showing them to us (1). One of these manipulations with sound, i.e. making it non-simultaneous to the image, is to play sound from the previous scene over images from a later time (2). This is called sound flashback or sonic flashback.

Sound Flashback in Backdraft

Brian McCaffrey (William Baldwin) and Donald Rimgale (Robert De Niro) are on the trail of a serial arsonist who sets fires with a fictional chemical substance, trychtichlorate (3). During the investigation, they are attacked by the arsonist. Firstly, Brian wrestles with him and shoves him against a shorting electrical plug (4).

Backdraft (1991)
Backdraft (1991)
Backdraft (1991)
Backdraft (1991)

 

Then Rimgale finds them and throws the man off Brian. They fight together, but the arsonist runs off (4).

Later in the movie, Brian sees Axe (friend of his father) in the shower. He notices a strange burn on his back, shaped like an electrical socket. Brian realizes it was Axe that he fought in the house and he is the arsonist (4).

Backdraft (1991)
Backdraft (1991)
Backdraft (1991)
Backdraft (1991)

 

Now, when he realizes that it is Axe who is the arsonist, the sounds from the earlier scene (when they fought) are played back. This way, the audience knows exactly what Brian has just realized. And thanks to his POV, the sounds work seamlessly in the scene. So here it is, sound flashback used as a storytelling device.


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References

  1. http://filmsound.org/filmart/bordwell3.htm
  2. http://classes.yale.edu/film-analysis/htmfiles/sound.htm
  3. http://en.wikipedia.org/wiki/Backdraft_(film)
  4. http://www.imdb.com/title/tt0101393/synopsis

Sound sweetening in Backdraft

 Backdraft (1991)
Backdraft (1991)

In the previous article, we talked about a very powerful technique that is used in film sound design. In this article, we’ll talk about another technique which is equally powerful, but maybe little bit more fun to do.

Sound is all around us. Each human experiences sound every day, and learn about them, just like we learn a language (1). Most of the sounds have the ability to create an emotion or feeling inside us. For example, the air-distorted rippling effect you hear when a fighter jet flies by creates a sense of incredible speed. Or the sound of rattlesnake might create sense of fear, threat and anxiety inside you.

We could name thousand examples like this, but the important thing is that to each sound we hear, we usually connect some emotion or feeling. It’s really like learning a language; to every word (sound) you connect some event, space, thing, person, emotion, feeling etc.

Now, the job of a sound designer is to learn that language, transcribe it, understand it and enhance it (1).

Sweetening

Knowing what feeling and emotions various sounds evoke in us could be used in a very powerful way in sound design. In the video below you’ll see an example of car sweeteners created from animals. This gives the car an animal like quality; it creates the feeling of raw power inside you.

So sweetening is a process of subtly mixing an additional sound to a pre-existing sound to “sweeten” the pre-existing sound (2).

Now, the type of sweetener that gets subtly mixed into the pre-existing sound really depends on the story you are trying to tell.

Sound sweetening in Backdraft

If you ever tried to record something with a microphone, you’ll know that not always the recorded sound conveys the feeling and emotions associated/connected with the recorded element. Fire is a very good example, because simple sound record of a fire wouldn’t convey the threat, menace, danger or fear that fire represents. Fire itself is actually quite boring in terms of sound that it produces. But there is an “easy” solution.

Sound designer Gary Rydstrom used animal sounds like growls and coyote howls as sweeteners for the fire. You don’t hear them as animal sounds, but subconsciously it gives the fire intelligence or a complexity it wouldn’t normally have. A lot of the fireball explosions were sweetened with monkey screams and different animal growls (like cougars that make a great fire explosion sweetener) (3).

The video below shows, how Gary Rydstrom used sweeteners (animal sounds) to give a truly menacing quality to the fire, flames and explosion, enjoy!

I’d like to finish this article with words from a brilliant film sound designer Randy Thom. The following paragraph comes from his article written for filmsound.org:

You begin by trying to forget for a while what the Nazi tank in an Indiana Jones film would “really” sound like, and start thinking about what it would FEEL LIKE in a nightmare. The treads would be like spinning samurai blades. The engine would be like the growl of an angry beast. You then go out and find sounds that have those qualities, or alter sounds to make them have those qualities. It makes no difference whether the sounds you collect actually have anything to do with tanks, samurai blades, or growling animals. The essential emotional quality of the sounds is virtually ALL that matters (4).

Resources

  1. designingsound.org/2010/02/charles-deenen-special-experienced-sound
  2. filmsound.org/terminology/sweeten.htm
  3. https://wiki.brown.edu/confluence/download/attachments/81856643/Snd-on-Film-rydstrom001.pdf
  4. filmsound.org/randythom/machinery.htm