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…
I like to regularly spend some time thinking about how I describe sound to people who aren’t so focused on sound. It gives me a chance to prep very basic ideas for collaborators in the hopes that, in the process of quickly explaining them, they will some ideas about how to use sound in their projects…or, honestly, to make them want to give me some room to explore those ideas to make their stories more dynamic. A key group I like to talk about is the functions sound can play in a narrative. I’m posting them here so other people can use them, but also to see if anyone out there in the community has ideas to add to this.
I have five key functions that I quickly explain.
- Physical Representation – The old line, “See a dog, hear a dog.” It’s building the world around the characters and placing the characters in that world. This is a really low-level basic function.
- Directing Attention – Sounds can draw the eye to a specific portion of the screen, or away from it. What do we want the audience to see? What do we want them to ignore. The way the visual edit is constructed has a strong effect on where the viewer’s attention goes, and sound can augment and solidify that direction.
- Characterization – The sounds we attribute to objects and people tells us about their nature, and helps add meaning to their existence and actions.
- Provide Perspective – Sound can help place the viewer in the moment. Are they supposed to be connecting to a specific character? Are they supposed to understand the inner workings of some device? The sounds we choose to include tell the viewer, even if it’s only at a subconscious level, what lens they’re viewing the story through. This can have a major impact on the way the story is interpreted.
- Commentary – Sound can provide comment on the actions and events on screen. For a simple example, think of any comedic moment that uses sound to punctuate the gag (Looney Tunes anyone?). Want to provide a little wink or nudge to the audience? Sound is a great way to do this.
So what do you think? I feel this list stays just under the threshold of getting too long, and provides plenty for a collaborator to think about. Is there anything you feel that’s missing?