As the year continues, many of these posts will be philosophical in nature. Some will be in contradiction to previous postings. These are not intended as truths or assertions, they’re merely thoughts…ideas. Think of this as stream of consciousness over a wide span…
Though it’s not the first time Randy Thom has voiced his opinions about “detail” in sound design, his first personal blog post felt like it dove-tailed in nicely with one of the ideas I had planned for this series…so much that I thought I should push it forward in the schedule. The concept of “reality” in film.
I once knew a man who considered himself a great film sound aficionado, and he explained to me a game he and his father like to play that they called “bad foley.” Ignoring the fact that the term “foley” doesn’t actually apply to the targets of their disdain, it basically boiled down to picking out sounds that had no basis in reality. They viewed this as something that should be avoided. The quickest example he gave me was the sound that accompanied the helicopter in Terminator 2…specifically, the whoosh that tracked the search light as it panned through the building. This game of his bothers me on a number of levels, but there is one primary argument I have against it.
Sound design is not about re-constructing reality, it’s about constructing a reality…one that suits the purposes of the story and augments the characters’ perspectives. As Mr. Thom said, and I’m paraphrasing here, choosing which details to present can be “the most powerful choice.” There are times when that most powerful detail might just be something we would never experience in our own personal lives.