In the 3rd “studio session” of this project, I’ve dedicated mainly to editing SFX. In this category, three main subgroups are edited separately but mixed all together. Those are:
- BACKGROUNDS/AMBIENCES (BG/AMB): sounds that build each scene’s location and consist entirely of elements, not scenes on screen. Some editors prefer to differentiate BGs from AMBs. The only thing that might differ is their visibility on camera.
- HARD FX (FX): realistic sounds that are driven by what’s on camera or action.
- SOUND DESIGN: elements that need to be created from scratch or a lot of processing to fulfil its function.
In this post, I’m mainly going to expose my ideas on Hard Effects.
HARD EFFECTS
Notes on Sound Effects
The editing of these was straightforward. There were only a few moments where hard effects were necessary.
Handy Camera Scenes: Regarding these set of two scenes, I have recently watched a sound design case study of Jurassic Park, where Gary Rydstrom, the sound designer, was confronted by scientists about whether the sound of the T-REX was authentic or not. They claimed that the animal didn’t add the ability of roaring, while in the film, for a long time, the sound of the animal was highly connected to what Gary Rydstrom designed. The scientists were demanding Gary to fix it and make it more realistic and scientifically correct. Gary responded: “Well, it’s a movie.”. This example is vital to refer to my process while editing the sound for the handy camera scenes. When editing sound, the editor needs to remember what he is doing: Is he/she/they helping the story? Is he/she/they damaging it? I did exaggerate the notion of space and acoustics to fulfil the story’s desire. I add several effects to intensify the feeling of watching a video poorly recorded. Apart from the usage of RC-20, I added the sound of me handling a microphone with LPF and an effect of the character zooming in. The bulls that he is filming sound too close, and the ambiences sound too present. These are obviously decisions mainly to enhance the story.
Cow field: The cow field is, for me, a pretty exciting scene. It shows both characters on a wide shot entering the forest from an area full of cows. They are everywhere. As previously discussed, cowbells are a significant detail to that scene. However, the background needs more depth. A lot more cow sounds were added, such as breathing and mouth sounds. I still intend to record a cow walking as I couldn’t find any sound that could do the job. I also added fly sounds.
Forest: If we could separate the film into two worlds, there would be the Outside of the Forest and the Inside of the Forest. They are sonically different, but both help each other to become one. Although, the forest is more hostile and eerie than the outside. There’s barely a sign of life apart from some birds and bugs. What provokes its eerieness is the sound of trees and how the whisper interferes with them. Apart from the creaking, I used the sound of broken sticks to tell the spectator that something was coming. It already has the information that a so-called whisper has been after them for a long time. The first snap comes right before the Title when both characters are already out of the frame, and the camera panned and zoomed on a specific point of the woods. This would be the second interaction and fear-inducing sound. It would appear again in the whisper, followed by numerous other sounds of wood cracking and snapping and later the falling of trees and destruction. Nevertheless, there’s no information on these sound elements in the script, and it was pretty challenging to decode it. The idea behind the inclusion of these sets of sounds among the whisper scenes, came from the 2019 O que arde (Fire Will Come) film directed by the three-time award-winning Galician film director, Oliver Laxe. David Machado was the sound supervisor for this film, and he explains, in an interview with Óscar de Avila for Bobina Sonora, a blog magazine dedicated to Sound for Film in the Spanish Film Scene, the world inside O que Arde, and how eclectic it sounds. The most enigmatic and atemporal scene is the opening one. In the sequence, we see a couple of shots of trees being lightened by some sort of light source as if they were being exhibited. Suddenly, trees start falling, followed by visual and sonic information. Then a slow fade-in in sound introduces machinery as an acousmatic sound. Then, the machine is introduced. And then another one. The soundscape becomes an orchestra of organized sound and ends with the encountering of another tree which seems to be held like a reliquary of that environment transitioning to another world of the storytelling.