How to navigate + interpret this blog

This post explains how to navigate and interpret this blog, and provides some useful links.

The video of Descent is available below via Youtube.

A stereo .wav of the audio track can be downloaded here –

https://www.dropbox.com/s/mjuk0ill37mgev0/V4%20-%20DESCENT_ST_FULL_050516.wav

 

Markers please note

It is easiest to navigate this blog via the pages tabs.

Each post ends with a summary of the relevant learning outcomes it attempts to address with reference to marking criteria document.

Learning outcomes are numbered as per the original synopsis and overview of the project post, and the sections or paragraphs of any given post which address a specific learning outcome are annotated throughout.

All posts which address a specific outcome can be accessed using the wordpress tag for that learning outcome. All these tags are available at the bottom of this and the original synopsis and overview post.

 

 

 

DESCENT – Final Appraisal

(Outcomes – GR 1,2,3,4,5 + IN1 + PER4)

Having completed the final mix of Descent, this post will comprise an appraisal of issues with the artifact as it stands.

The main issue was with dialogue during editing and premix, with the close shot scenes around the kitchen table particularly problematic as the room they took place in has the most horrendous honky reverb which acted like the classic tiled bathroom reverb on all the dialogue, worsening as the actor’s projected more. This reverb was largely removed with Izotope RX, and some EQ’s applied to the dialogue at the same time. However, the dialogue takes were presumably not tested together prior to the mix phase (dialogue edit and mix were carried out by two different people), where it was discovered that any dialogue which is both boomed and collected from a radio mic on the same actor is close to 180 degrees out of phase, obviously closer to this amount relative to the shot, as the boom was able to be placed closer to the actor.

IMG_0398

You can clearly see the reversed phase in the photograph above. I can surmise that the outputs on the university radio mics and the MKH boom microphones are wired to opposite polarities, and this wouldn’t have been noticed on set because the master mix I use when monitoring the incoming audio was always split into stereo, with one side comprising radio mics and the other comprising the boom and other mics. When these were mixed together in the scenes however, noticable phase cancellation occurs. The combination of this and the processing in RX left the dialogue lacking body, and dangerously thin in places, whilst attempts to correct this using channel EQ consumed a large amount of time in mix. This finally necessitated the recutting of the main dialogue-heavy kitchen scenes after the first pass mix had been completed as we collectively felt it simply wasn’t up to standard, and the dialogue is still not perfect in the finished version. [GR3,5,IN1]

The mixture of production audio and foley is also a fine art and Descent uses a lot of audio from the set for the busier scenes. It was not always possible to perfectly match the perspectives of the actual set with the sounds we created in foley, and the artificial reverbs and different room tones are occasionally noticeable.

Moving on to the effects of our collaboration on the production of Descent, this particular film was very much a group effort. The script and planning phase benefited from a great deal of input from other team members, I had the choice of two composers for the project and was able to go with the one whose approach best suited the director. In post, both foley and dialogue editing tasks were split to other group members, and the final mix was heavily collectively appraised, overruling my preference and leading to an 11th hour dialogue remix which improved the issues described above. This film would definitely have been worse without the group approach, and my own time would have been less efficiently spent for certain. [GR1, PER4]

In terms of feedback on the production, I sent the following to the director and producer:

“The core team for Descent were exceptional, transcending the standard of many of the student productions with which I’ve become acquainted this year. All communication was prompt, consistent and professionally managed, production plans and details were communicated with plenty of time, and included opportunities for audio recces of the set and a sensible regime of pre-production meetings and test shoots. The production team engaged early with the process of designing the audio dimension of the film and were creative and professional in the way ideas and plans were formed, communicated and allowed to evolve.

On set, the extended production team worked cohesively and largely to a strict schedule with little apparent stress or evidence of issues. Location audio work was a pleasure to manage from my perspective. I strongly recommend any member of the team for roles in future productions and would be pleased to find myself working alongside any of them again in the future.”

In turn, we received glowing feedback from them for the service, which can be viewed in it’s entirety here. [GR1,3,4,5 + IN1 + PER4]

At 17 and a half minutes, the piece is reasonably long for a short student film created in a single term, and I’m proud of managing to sustain the work of carrying this film’s audio through from inception to completion. Whilst it still has a couple of rough edges, I believe it stands up as the first piece of film audio work worthy of portfolio use. One major piece of practical information I have learned from my work here is always monitor and mix your location in mono. The film editors who receive the raw audio before sending back the compiled lists do not benefit from stereo, and monoing at either point would have allowed me to pick up the phase issues on-set and saved time in post. [GR3]

——— 740 Words

KEY POINTS – 

Discussion of some issues in the final mix of Descent – Individual Reflection

  • [GR3] To provide a professional standard of service in respect to location sound recording and post-sound design / mixing.
  • [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.
  • [PER4] To contribute extensively to multiple film productions.

Group involvement in the production of Descent – Process Management

  • [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
  • [PER4] To contribute extensively to multiple film productions.

Feedback between groups – Professional Practice

  • [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
  • [GR3] To provide a professional standard of service in respect to location sound recording and post-sound design / mixing.
  • [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.
  • [GR4] To conceive, compose, source and / or produce music to client specifications that synergistically supports the other components of their films.
  • [IN1] To successfully manage the provision of service by the business for the film Descent with regard the assignment of resources, specialisms and working time, liason with the director, editor and producer on a practical and creative level, and communication of information on their needs and requirements for the piece, in order to appraise the efficacy of the collaborative approach to working on the piece – (Supervisor and Company Officer)

Reflection on process and learning – Individual Reflection

  • [GR3] To provide a professional standard of service in respect to location sound recording and post-sound design / mixing.

P + P -DESCENT: The Radio Scene

(Outcomes – GR5, IN1, PER3)

This post demonstrates the process of liasing with Descent’s director, and an example of how research into the film Hannibal informed Descent’s audio practically.

The director requested a radio be playing from the first kitchen scene very early on, and provided a list of popular songs that might be played for this cue which they felt signified the story of the film prior to the arrival of the script. We immediately advised them against trying to get clearance for popular songs based on our experiences last term, a discussion which didn’t really lead anywhere conclusive.

It was resurrected upon our receipt of the script, however. A number of music cues had already been agreed by this time but the director decided that we should run the diagetic radio cue from the beginning of the first kitchen scene to the end of the final one, which comprises about 80% of the run time of the film and compromised a number of the music cues we’d agreed and which had already been roughly composed.

We’d also pointed out that the picture should refer at some point to the source of the diagetic music – with a music device in the background for example – and that one of the characters would presumably at some point have to the have the opportunity to turn it on and off, and that the requested length of the cue wasn’t conducive to the latter, since the music was expected to drop out somewhere around an active scene for the characters. The length issue was finally solved when we were given the choice of deciding where the cue should drop out after pointing out how badly having this cue in could impact the rest of the score for the piece and, whilst seeking further guidance for the device, the director requested we make the music function like the following scene from Hannibal – [IN1 + GR5]

;

The score here shifts from diagetic piano music to the sinister synth based stuff fairly seamlessly. I passed this scene to the composer, and our final attempt at it can be seen below (please skip to 4:00 if the youtube embed below starts at 0:00 on your browser) –

The editor also chose not to refer to any kind of visual source for the music and, whilst I had initially felt this would be problematic, watching the outcome I believe it works fine. I’m aware that I can be slavishly insistent on realism at times with devices like this, but have learned that this is not always necessary as long as the visual scene (in this case, an obviously romantic dinner) is set strongly enough. Audiences can be relied upon to ignore minor incongruities in this situation. [PER3]

———————– 450 words

 KEY POINTS – 

How I liased with the director and the group to arrive at the outcome for this scene – Process Management

  • [IN1] To successfully manage the provision of service by the business for the film Descent with regard the assignment of resources, specialisms and working time, liason with the director, editor and producer on a practical and creative level, and communication of information on their needs and requirements for the piece, in order to appraise the efficacy of the collaborative approach to working on the piece – (Supervisor and Company Officer)
  • [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.

Personal reflection on minor incongruities between audio and picture  – Process Management

  •  [PER3] To expand my knowledge of the theory of and audio techniques deployed in films similar to or influential upon those we will deliver.

P + P – DESCENT – Footsteps, foley and less is more

(Outcomes – IN3 + GR5)

This is a quick blog describing how a small piece of advice can make a big difference.

Whilst I was working on the footsteps for the first kitchen scene in Descent, Ronnie Fowler stuck his head into the sound theatre. I was moaning about the job at the time, and he pointed out that there’s no need to slavishly detail scenes with incidentals like footsteps, and that doing so can actually be distracting. He suggested using fewer sounds, and concentrating on establishing movement or augmenting actions only, in the time-honoured fashion of less being more, echoing the advice of Wyatt and Amyes who point out that ‘Often in foley, less is more and lots of foley tracks running together can seem chaotic. The foley editor’s skill is in achieving a high degree of naturalism whilst focusing attention on those sounds that are actually important.‘ (Audio Post Production for Television and Film, 2004). [IN3]

An example of this principle at work is the first thirty seconds of this clip from Battlestar Galactica’s 2006 reboot –

Whilst you might at first argue that deciding what’s realistic in the context of science fiction might be somewhat complicated, Battlestar Galactica draws stylistic influence from gritty WW2 films such as Das Boot. Practically speaking, the central character’s feet are ruthlessly dropped in and out as required and are in no way consistent across a scene which is generally very busy in the audio dimension whilst other characters are given no audio presence at all as they pass the camera, and everything is subordinated to the dialogue regardless of the level of activity elsewhere in shot. [IN3]

Taking inspiration from this example and the advice referred to above, I revisited the foley edits for Descent and minimised my use of incidental foley wherever possible with much improved results. [GR5]

————————— 300 Words

Key Points

Advice and research into better implementation of foley FX – Research

  • [IN3] To better my understanding of sound design with at least some reference to the science fiction genre – (Sound Effects Editor)
  • [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.

P + P Other – World Building – Street Scene

(Outcomes in this blog – <IN3> – <PER 1 + 3> – <GR 1, 2 + 5>)

I very much wanted to tackle the sound design for the futuristic, post-nanotech city scene from Immort as part of my work on this project, and was able to make a start on this as the film was being shot thanks to early provision of an animatic of the film. Below is the evolution of the scene from my initial mockup to the picture lock version handed over to the supervisor who also mixed the film.

Immort’s supervisor had initially produced a detailed sound design plan for the film, which formed the basis of my initial approach to the scene’s construction.

I looked immediately to Blade Runner – which includes the great street scene of sci-fi film with an insanely complex audio mix carried out by Graham V Hartstone – but the feel for Immort is intended to be different in terms of the behaviour of the characters. Lot’s of the specific things seen on screen in Blade Runner have their own tiny, almost momentary sound narrative set against the extreme bustling of the city defined by sirens, wails and pulsing humanity. By contrast, people in Immort’s world are quiet and contented, even if they are constantly beset by their connectedness thanks to their constant HUD’s. My initial mockup backdrop tried to hit similar notes to Blade Runner in the sound of humanity being strongly signified, though it’s very difficult without the specificity of actual picture available to work from. The mockup below is constructed almost entirely of heavily manipulated samples, with a couple of simple keyboard drones from Protools soft synths. It’s ugly, but gives an idea of where I was going. <IN3>

I had to change approach after discussing with Immort’s supervisor during the session in which I constructed it. He’d just come off set for the film with a better interpretation of the directors requirements and the outcome of the actual shoot for the scene. His location experience with the film told him that the extras would be considerably sparser than first implied, so lots of humanity in the audio pallette would likely not work. We arrived at an idea of generally quieting the people with bursts of the sound of their personal soundtrack as they pass-by, and the base layers defined by the unearthly hum of a nano-technological city. <GR5 + PER1>

My first attempt at following this direction up was done to a rough, no vis-fx rough cut of the film, and can be seen below –

Seeing this actual picture, the visuals turn out to be much more down to earth. Both budget constraints and a lack of extras mean the scene has ended up much sparser and near-future than the one I initially envisioned even if we discount the lack of VFX in this cut for the moment. As such I retooled the atmos more in the direction of Invasion of The Body Snatchers (the 1978 version), muting the drone of the people and trying to bring out a sense of disconnectedness (largely using manipulated foley FX and further samples, in line with the protaganists desire to be unplugged from the matrix and the suggestion of enslavement to their technology causing them to take greater care as they move around the real world. <GR5>

Instead of solid footsteps the extras feet are muted and shuffling, for which I referred to multiple scenes from Bodysnatchers like the scene linked below which dispenses almost entirely with ‘human’ foley even in crowded scenes to emphasise the distinction between the protaganists and the masses. This feel was fortuitously enabled by the incredibly well regimented ‘crowd’ at the end of the scene. There is a nod to the Blade Runner approach however, in that the HUD’s of some of the extras are momentarily given life in the audio realm as the protaganist passes them. <IN3>

Finally, this work was passed over to Immort’s audio supervisor in stem form and was incorporated into his final mix of the scene, which is backed by a music track to heighten the sense of chase and sounds which relate to the new visual FX absent from earlier cuts. <GR1 + GR2>

Reflecting on this work, I think the whole process here demonstrates once again the power of picture over the audio dimension and the importance of finding synergistic balance between them. As such I think I may have wasted a little time attempting to construct anything useful for this scene from the animatic and should have foreseen that the production would not achieve the levels of production they desired, though the early work was still very useful as an opportunity to dissect the scene’s from Blade Runner and Bodysnatcher’s critically and take lessons from them, and it certainly informed the final piece in an overall positive way in the end. <PER3>

Furthermore, the process is an example of the way the group of audio producers collaborated on aspects of the films. If I had been limited to working on the film I supervised, which was shot entirely in one location, I would have been unable to build, experiment with and compare and contrast the atmosphere work in various films as I did here, a process with which I was able to usefully fill time prior to the arrival of work on my own film, which in turn benefited the group outcome. <GR1 + GR2 + PER1>

—————————— 750 Words

Key Points
Examination of Blade Runner and Invasion of the Bodysnatchers as reference for work – Evaluate similar works

  • [IN3] To better my understanding of sound design with at least some reference to the science fiction genre – (Sound Effects Editor)

Construction and evolution of the audio for the scene – Application of skills and conduct in production

  •  [PER3] To expand my knowledge of the theory of and audio techniques deployed in films similar to or influential upon those we will deliver.
    [GR5] To produce soundtracks comprising of foley, SFX, dialogue, music and atmospheres to client specifications that synergistically support the other components of their films.

Reflection on the work – Individual reflection on learning and team role + Process Management.

  • [PER1]  To develop a better understanding of the pros and cons of business structures, processes and agreements which might enable film audio producers to collaborate on multiple projects.
    [GR1] To professionally operate as a small to medium size company (or other recognisable business entity) in the audio production / post-production field might.
    [GR2] To organise and fulfil an operating strategy and schedule which deals with multiple productions simultaneously, and which maximises efficiency and minimises issues or risks to delivery.