Elements of Sound (U16: P1, P2)
P1 (U16): Explain how different sound elements are used
Throughout the Indiana Jones film series, the punch sound effect (shown above) was heavily used in scenes where characters punched each other (with the only differences being changes in the sound effect's pitch throughout the film.
The punch sound effect used in the Indiana Jones films was produced by a helper holding a microphone next to a foley artist slapping a large piece of meat (such as a steak or a ham). Because the density of the meat is similar to that of a person, similar vibrations bounce off said meat making the hit sound similar to that of a person. However, as it is unlikely that the exact sound has been made from hitting different parts of the body, the recording would have most likely needed to have been changed in post so it could have been used for all contact.
The Assault Rifle that was used in the Halo series of games was made to sound and operate similarly to how a similar weapon would function in the real world. For this reason the rounds fired from the gun sound exactly like that of an automatic machine gun. The echos the player of the game would hear after they were done shooting would also be similar to that of an automatic machine gun in real life as it would take a second for the vibrations from the firing around the shooter to stop, hence the echo.
To make the sound of the Assault Rifle in the Halo games, the foley artists had to record the sound of a single bullet being fired from an automatic gun. This is because the minimum amount of bullets that can be shot is one and the amount of times the sound is played is dependant on the amount of time the user shoots the gun for. As the sound is the same throughout the game series, it is unlikely that the foley artists rerecorded the sound every time they developed a new game.
This radio Coca Cola advertisement was made to promote the brand in the Summer, which is evident from the material. However, the sound effect that starts at 0:14 and ends in 0:17 of the advertisement was made to showcase the product's delicious taste to the advertisement's listeners. By having the "drinking" sound effect last only a short amount of time, the idea that Coca Cola is so delicious that consumers wouldn't be able to savour it is implemented in the listener's head. The sound, accompanied by the "ahhhhh" sound effect at the end is furthering the idea that if consumers were to drink Coca Cola in the summer (a traditionally hot time), not only would they no longer be hot, but that the Coca Cola would make them so satisfied, they wouldn't be able to stop themselves from letting out vocal satisfaction.
In order to make the sound of someone enjoying a Coca Cola, the foley artists most likely recorded each parts of the sound effect separately, those being the cap being taken off the bottle, the drinking of the soda and the "ahhhh" noise at the end. The cap was most likely taken off a Coca Cola or another soda as the listener can hear the bottle fizz after the cap was taken off. The drinking noise was produced by a voice artist that had a drink of something very quickly with a microphone close to their throat (the part of the body that would make the drinking noise). The "ahhhhh" was most likely done by the same voice artist as it may have appeared to some listeners that the two sounds came from different people.
The SNL television show often makes skits parodying other mediums of television shows and movies in a sarcastic way to point out their flaws and inaccuracies. In the skit above, they were making fun of conventional 90's sitcom tropes. This can be shown in the sound effect that was used for the transitioning into other scenes. The sound used is a jazzy saxophone, usually used to connote that the previous scene was bright and easy that didn't have any heavy topics. However, because SNL were parodying conventional 90's sitcom tropes, and said tropes had the same jazzy saxophone sound effects unnecessarily or after scenes that ended seriously, the skit show decided to do the same.
To make the saxophone sound effect, SNL most likely gave some examples of the tune they wanted played and what notes they wanted to be played to a saxophone player who played the notes in question in a sound booth.
The alliance-jingle-v2, as shown in the video above was used in the mobile game Clash of Clans to indicate to the user that they were interacting with the Clan Castle aspect of the game. The sound made is made to indicate the royal aspects that go along with castles due to the trumpet/horn instrument that would typically be associated with a king entering his castle. This was most likely done to make the user feel like they were the king/queen of the village that they created when they interact with their village's castle.
To make the trumpet sound, the developers of the game most likely listened to traditional middle aged sounds similar to the one they were trying to create. The developers then most likely hired a trumpet player to create a tune similar to what they researched.
P2 (U16): Describe how the sound elements are produced
I decided to recreate the first 20 second soundscape of the short Lego film above.
Wild Tracks
Camel Noises- Atmospheric sound
Metal clash- sound effect
Fighting in the distance- Atmospheric sound
Fight grunts- dialogue/speech
Door breaking- Atmospheric sound
Sword clashes- sound effect
Throughout the Indiana Jones film series, the punch sound effect (shown above) was heavily used in scenes where characters punched each other (with the only differences being changes in the sound effect's pitch throughout the film.
The punch sound effect used in the Indiana Jones films was produced by a helper holding a microphone next to a foley artist slapping a large piece of meat (such as a steak or a ham). Because the density of the meat is similar to that of a person, similar vibrations bounce off said meat making the hit sound similar to that of a person. However, as it is unlikely that the exact sound has been made from hitting different parts of the body, the recording would have most likely needed to have been changed in post so it could have been used for all contact.
The Assault Rifle that was used in the Halo series of games was made to sound and operate similarly to how a similar weapon would function in the real world. For this reason the rounds fired from the gun sound exactly like that of an automatic machine gun. The echos the player of the game would hear after they were done shooting would also be similar to that of an automatic machine gun in real life as it would take a second for the vibrations from the firing around the shooter to stop, hence the echo.
To make the sound of the Assault Rifle in the Halo games, the foley artists had to record the sound of a single bullet being fired from an automatic gun. This is because the minimum amount of bullets that can be shot is one and the amount of times the sound is played is dependant on the amount of time the user shoots the gun for. As the sound is the same throughout the game series, it is unlikely that the foley artists rerecorded the sound every time they developed a new game.
This radio Coca Cola advertisement was made to promote the brand in the Summer, which is evident from the material. However, the sound effect that starts at 0:14 and ends in 0:17 of the advertisement was made to showcase the product's delicious taste to the advertisement's listeners. By having the "drinking" sound effect last only a short amount of time, the idea that Coca Cola is so delicious that consumers wouldn't be able to savour it is implemented in the listener's head. The sound, accompanied by the "ahhhhh" sound effect at the end is furthering the idea that if consumers were to drink Coca Cola in the summer (a traditionally hot time), not only would they no longer be hot, but that the Coca Cola would make them so satisfied, they wouldn't be able to stop themselves from letting out vocal satisfaction.
In order to make the sound of someone enjoying a Coca Cola, the foley artists most likely recorded each parts of the sound effect separately, those being the cap being taken off the bottle, the drinking of the soda and the "ahhhh" noise at the end. The cap was most likely taken off a Coca Cola or another soda as the listener can hear the bottle fizz after the cap was taken off. The drinking noise was produced by a voice artist that had a drink of something very quickly with a microphone close to their throat (the part of the body that would make the drinking noise). The "ahhhhh" was most likely done by the same voice artist as it may have appeared to some listeners that the two sounds came from different people.
The SNL television show often makes skits parodying other mediums of television shows and movies in a sarcastic way to point out their flaws and inaccuracies. In the skit above, they were making fun of conventional 90's sitcom tropes. This can be shown in the sound effect that was used for the transitioning into other scenes. The sound used is a jazzy saxophone, usually used to connote that the previous scene was bright and easy that didn't have any heavy topics. However, because SNL were parodying conventional 90's sitcom tropes, and said tropes had the same jazzy saxophone sound effects unnecessarily or after scenes that ended seriously, the skit show decided to do the same.
To make the saxophone sound effect, SNL most likely gave some examples of the tune they wanted played and what notes they wanted to be played to a saxophone player who played the notes in question in a sound booth.
The alliance-jingle-v2, as shown in the video above was used in the mobile game Clash of Clans to indicate to the user that they were interacting with the Clan Castle aspect of the game. The sound made is made to indicate the royal aspects that go along with castles due to the trumpet/horn instrument that would typically be associated with a king entering his castle. This was most likely done to make the user feel like they were the king/queen of the village that they created when they interact with their village's castle.
To make the trumpet sound, the developers of the game most likely listened to traditional middle aged sounds similar to the one they were trying to create. The developers then most likely hired a trumpet player to create a tune similar to what they researched.
P2 (U16): Describe how the sound elements are produced
I decided to recreate the first 20 second soundscape of the short Lego film above.
Wild Tracks
Camel Noises- Atmospheric sound
Metal clash- sound effect
Fighting in the distance- Atmospheric sound
Fight grunts- dialogue/speech
Door breaking- Atmospheric sound
Sword clashes- sound effect

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