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Welcome to 2D & 3D Animation & Asset Production IGME.119.02

Welcome to 2D & 3D Animation & Asset Production IGME.119.02. The Advent of Sound. There has always been audio in films During the Silent Era it was in the form of musical accompaniment.

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Welcome to 2D & 3D Animation & Asset Production IGME.119.02

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  1. Welcome to 2D & 3D Animation & Asset ProductionIGME.119.02

  2. The Advent of Sound • There has always been audio in films • During the Silent Era it was in the form of musical accompaniment. • Depending on the movie theater, music would be played either on piano, Wurlitzer organs, or even by a full orchestra.

  3. The Advent of Sound • Silent Film: Example Harold Lloyd in The Flirt, 1917 http://www.youtube.com/watch?v=GIJygFYiDHw

  4. The Advent of Sound • In 1927, The Jazz Singer, starring Al Jolson, The first film with synchronous sound • Synchronous Sound: sound that synced to the picture • Dialogue • SFX (footsteps, doors, etc) http://www.youtube.com/watch?v=KD_YRnuuKyY&feature=related

  5. Oswald the Lucky Rabbit http://www.youtube.com/watch?v=c9LmDpMO2k0

  6. Steamboat Willie • Third Mickey Mouse cartoon, Steamboat Willie, released in New York 1928 • Earlier cartoons flopped • Not the first cartoon with sync sound but, first designed specifically for sound • Is the origin of the film term • ‘Mickey Mouse-ing’ • Meaning matching your actions to closely to the sound

  7. Steamboat Willie http://www.youtube.com/watch?v=BBgghnQF6E4

  8. Steamboat Willie • Success of Steamboat Willie made Walt Disney Studios • Mickey Mouse became a household name • Also, started Disney’s Silly Symphonies series • Which, in turn, launched copy-cats like, Merry Melodies and Looney Toons

  9. Brief History of Sound in Video Games The History of Videogame SFX with Michael Winslow http://www.g4tv.com/videos/57180/the-history-of-videogame-sfx-with-michael-winslow/

  10. Brief History of Sound in Video Games • The '70s (4-bit): bloops-and-bleeps • The '80s (8-bit): MIDIs, waka-waka-waka; ditties • The '90s (16-bit): recorded sound, play-by-play drum samples, stereo effects • The '90s (32-bit): CD quality sound • Current: A lot like film sound Soundtracks; dialogue; ambient sound; full integration to gameplay

  11. Sound in Media • If you were to compare the value of sound vs. imagery in a media, how would you split it up? • Sound has 25% of the importance/imagery has 75% • Sound has 50% of the importance/imagery has 50% • Sound has 75% of the importance/imagery has 25%

  12. Function of Sound in Film • Establish create a mood • To simulate reality • Introduce important plot elements • Direct (or misdirect) the audiences attention • Create illusion of something off scene

  13. Function of Sound in Animation • Establish create a mood • To simulate reality • Enhance or Exaggerate reality • Introduce important elements of the plot • Direct (or misdirect) the audiences attention • Create illusion of something off scene

  14. Function of Sound in Video Games • Establish create a mood • To simulate reality • Enhance or Exaggerate reality • Introduce important elements of the plot • Direct (or misdirect) the audiences attention • Create illusion of something off scene • User feedback (interactions) • Motivational device (tempo) • Immersion into the game environment (proximity)

  15. Types of Sound in Media • Synchronous vs. Asynchronous • Synchronous sound: includes all noises whose origins can be seen on-screen • Asynchronous sound: Asynchronous sound is any noise whose origin you cant see

  16. Types of Sound in Media • Diegetic vs. Non- Diegetic • Diegetic Sound: Audio that audience(player) and the character can hear • Example: SFX, dialogue • Non- Diegetic Sound: Audio that can only be heard by the audience(player) • Example: Music Score, Narrator

  17. Types of Sound in Film • Dialogue • Ambient or Natural (Nat) Sound • Additional Dialogue Recording (ADR) • Narration • Sound Effects (SFX) • Score • Soundtrack

  18. Dialogue • Sound of people talking on-screen • Recorded during filming using microphones hidden from the camera (boom or lavalier mic) boom mic lavalier mic

  19. Ambient or Nat Sound • Background noise in the scene • Includes: • Environmental sound (traffic, water, birds, etc.) • Crowd Noise (Walla) • Room tone

  20. Ambient or Nat Sound • Different types of nat sound help portray the environment in a particular scene • Nat sound can signal or reinforce the location to the audience • Are we in a restaurant? • At a park? • In a closet?

  21. Ambient or Nat Sound • Walla: crowd noise • Walla group: group of actors that come together to generate walla • Will often speak gibberish so they don’t have to remember lines • Examples: "watermelon cantaloupe, watermelon cantaloupe" , "natter natter" (to which the response is "grommish grommish")

  22. Ambient or Nat Sound • Room tone: also called presence. The "silence" recorded at a location or space when no dialogue is spoken • Intercut with dialogue to smooth out any sound edit points. • Without room tone sound track would “go dead” or be perceived by the audience not as silence, but as a failure of the sound system

  23. Additional Dialogue Recording (ADR) • Recorded in a studio after filming • Done if something ruined the dialogue during shooting, such as the noise of a plane or a garbled speech

  24. Narration • Off camera voice that provides setup, perspective or otherwise fills the audience in on the story • Not heard by characters on-screen

  25. Sound Effects (SFX) • Any sound other than dialogue or music that is artificially created to represent sound in a film, animation or game • Often very different than the SFX that occur in the natural world • Can come from digital SFX libraries • Or be generated in a studio using the foley process

  26. Foley • Sound are recorded AFTER filming in a studio • Foley artists use objects to create SFX live while watching the film • Objects used often have nothing to do with the objects that create a sound in reality http://www.youtube.com/watch?v=UNvKhe2npMM

  27. Sound Effects http://www.youtube.com/watch?v=9qrGw1Iq1aA

  28. Music • Score: Music that is created specifically for the film and plays at different points throughout the movie • Usually orchestral • Usually created after filming and using the first (rough-cut) edit • Soundtrack: Music included in a film that was not created specifically for the film • for example, a song by a popular artist

  29. Music • Music suggest mood of the film as a whole • Music can suggest locale, classes even ethnicity • It can be used as foreshadow to signal the audience to be aware • Atonal or dissonant music can create a sense of anxiety

  30. Music • It can also provide ironic contrast http://www.tcm.com/mediaroom/video/282728/Blue-Velvet-Movie-Clip-Open-Mr-Beaumont.html

  31. Sound • Most filmmakers will agree that the sound of a film, including music, dialogue and sound effects, contain 50% of a film’s meaning.

  32. Sound • Sound designers mix all types of sound to create the soundscape for a film • Sound in a film is much simpler than sound in reality • Sound designers choose each and every sound to enhance but not distract from the narrative

  33. Sound • Great horror film directors like Hitchcock understood that silence or minimal sound in film can give a sense of isolation or anxiety The Birds, Alfred Hitchcock, 1963 http://www.youtube.com/watch?v=KwLiH8bWFdM

  34. Types of Sound in Animation • Recorded Dialogue (same as ADR) • Narration • Sound Effects (SFX) • Score • Soundtrack • No Dialogue or Ambient/Natural Sound since everything is manufactured

  35. Sound in Animation http://www.youtube.com/watch?v=jrpaUOVwNeU

  36. Types of Sound in Video Games • Recorded Dialogue (same as ADR) • Narration • Sound Effects (SFX) • Score • Soundtrack (maybe) • Dynamic audio

  37. Sound in Video Games http://www.youtube.com/watch?v=8iqYgVuoTFA

  38. Dynamic Audio in Video Games • Sound which reacts to changes in the gameplay environment and/or in response to a user • Encompasses both interactiveandadaptiveaudio

  39. Interactive Audio • Sound events occurring in reaction to gameplay • Responds to the player input or actions directly • Example: Player presses a button, the character on screen swings their sword and makes a “swooshing” noise. Pressing the button again will cause a recurrence of this sound. The “swoosh” is an interactive sound effect.

  40. Adaptive Audio • Occurs as part of the game environment • Reacts to gameplay, rather than responding directly to the user. • Audio changes according to changes occurring within the game or playback environment • Examples: • Super Mario Bros, music plays at a steady tempo until the time begins to run out, at which point the tempo doubles • Environmental sounds get louder as the player approaches them within the game

  41. Using Sound in Flash

  42. Supported Formats • WAV • AIFF • mp3

  43. Two Types of Sounds in Flash • Event: For interactive sounds • Triggered by AS3 (example: button click) • Continues playing until explicitly stopped • Cannot be heard when scrubbing the timeline • Streaming: Used for animation • Synced to the timeline • Can be heard when scrubbed

  44. Importing Sound • You place sound files into Flash by importing them into the library • Select File > Import > Import To Library • In the Import dialog box, locate and open the desired sound file • Stores sounds in the library along with bitmaps and symbols • Like symbols, uses instancing when dragged to the stage

  45. Importing Sound • Sounds can use large amounts of disk space and RAM • mp3 sound data is compressed and smaller but can be lower quality • WAV or AIFF have better quality but can be very large

  46. Adding Sound to the Timeline • Sound can be place on layers containing other sounds or objects (not recommended) • It is better for each sound to be placed on a separate layer • Each layer acts as a separate sound channel • The sounds on all layers are combined when you play the SWF file.

  47. Adding Sound to the Timeline • Add a new layer to the timeline, label it appropriately so you know which sound is on that layer • Select the audio layer, drag the sound from the Library and onto the Stage • Select the audio layer and go to the Property Inspector to setup sound properties

  48. Sound Properties • Name • Effect • Sync • File Attributes

  49. Sound Properties: Name • If you have multiple sound files in the library you can swap them from here • ChooseNoneto delete a sound from a layer

  50. Sound Properties: Sync • Event for interactive sound • Stream for sound that will play with animation • Disregard Start and Stop as they are for more advanced functionality

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