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Posted by on Sep 18, 2015 | 0 comments

News: A Sound Effect: How to Design Supreme Sci-Fi Weapon SFX

In a recent blog post, A Sound Effect spoke to sound designers Ruslan Nesteruk and Glen Bondarenko on the techniques and tools they utilize in creating sci-fi weaponry SFX. The post delves into layering, synthesis techniques, breaking down each weapon into its constituent components, and a great deal more. If you want some insights on creating better sci-go weaponry, you owe it to yourself to head over to the post now.

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Posted by on May 25, 2012 | 4 comments

The Sound of “Prometheus”

While set in the same fictional universe of Ridley Scott’s original offering, and sharing some of its key dramatic events, the director is clear in his intention that his latest film Prometheus is unrelated to the rest of the original franchise. There had been talk of a fifth Alien movie — with Scott reportedly committing to a sequel or prequel a decade ago — but it took 20th Century Fox to persuade the director to cast his unique vision of the origins and purpose of the Alien civilization, while also explaining the genesis of the enigmatic Space Jockey that forms a direct link to the original space explorers from 1979’s landmark motion picture. Sequel, prequel or neither, Prometheus is scheduled for release June 8 through 20th Century Fox.

In essence, the film (originally to be called Paradise) follows a team of scientists as they journey on the spaceship Prometheus to the distant planet of Erix to terraform the world. The crewmembers discover, however, that what they experience from the indigenous life forms is not just a threat to themselves, but to mankind. Prometheus takes advantage of new-generation sound technologies, while very much paying tribute to the original offering. As Michael Fassbender, who plays David, the artificial person in Prometheus, confirmed: “By the end of the third act, you start to realize there’s a DNA of the very first Alien, but none of the subsequent films,” with imagery inspired by its original conceptualist, H.R. Giger.

Working with elements coordinated by supervising sound editors Mark Stoeckinger and Victor Ennis from Soundelux, the intricate soundtrack was re-recorded at Fox’s John Ford Stage in West Los Angeles by Doug Hemphill (sound effects) and Ron Bartlett (dialogue and music). Creature sound design effects — of whichPrometheus features a wide range — were fashioned by Ann Scibelli, Alan Rankin and Harry Cohen. Other members of the sound crew included Foley mixers James Ashwill and Blake Collins; Foley editors Bob Beher, Bruce Tanis and Glenn T. Morgan; Sandy Buchanan handling the recording of computer voices; ADR engineer Derek Casari; ADR recordists Glen Gathard and James Hyde; ADR mixer Andy Stallabrass; dialogue editor Margit Pfeiffer; music editors Joseph Bonn and Del Spiva; and sound effects editor Tim Walston.

Continue reading at MPEG

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Posted by on Mar 2, 2012 | 0 comments

The Sound of an Android’s Soul

Brilliant article on Cinephile talking about the sound of Yasuhiro Yoshiura’s “Time of Eve”.

At a crucial reveal halfway through Yasuhiro Yoshiura’s Time of Eve (Evu no jikan, 6-part OVA, 2008-9, compiled into a feature film in 2010), teen Rikuo remembers a past conversation with his best friend, Masaki. Unbeknownst to them at the time, they innocently stand at crossroads. Masaki will continue his studies in law; Rikuo is uncertain, having given up his aspirations to be a concert pianist. Masaki ridicules his decision, for Rikuo has rejected his aspirations after seeing a robot perfectly perform a piece of music on the piano. Rikuo doesn’t mention to Masaki what was most disturbing about the performance: only at this point in Eve’s back-story do we realise that Rikuo was truly ‘moved’ by the robot’s performance. This is not your usual existential dilemma – a field in which teen-oriented anime excels, more than most Western photo-cine attempts at the same. Here in this near future (sardonically tagged as “probably Japan” in a pre-title card), the teen Rikuo has his world inverted because a robot achieved not a technically perfect actualisation of a piece of classical pianoforte music, but because to Rikuo’s advanced listening sensibilities (dedicated to encountering and hopefully generating such moments of actualised perfection) this robot’s performance emotionally ‘moved’ him. Japanese cinema and anime has consistently told stories in manifold genres that evidence this inversion, wherein everyday life is accepted to be ‘existential’ until one day a ‘humanist’ moment occurs and transforms things. Anime’s preponderance of ‘androids with souls’ is thus less likely to be formally motivated by generic machinations of science fiction, and more likely to be culturally determined by philosophical enquiries of dramatic fiction.

Continue reading (page 9)…

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