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	<title>Designing Sound &#187; silence</title>
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	<link>http://designingsound.org</link>
	<description>The Art and Technique of Sound Design</description>
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		<title>Silence</title>
		<link>http://designingsound.org/2011/11/silence/</link>
		<comments>http://designingsound.org/2011/11/silence/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 19:55:10 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[quotes]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[metaphoric sound]]></category>
		<category><![CDATA[school of sound]]></category>
		<category><![CDATA[silence]]></category>
		<category><![CDATA[soundscape]]></category>
		<category><![CDATA[touch of silence]]></category>
		<category><![CDATA[walter murch]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=11797</guid>
		<description><![CDATA[&#8220;The ultimate metaphoric sound is silence. If you can get the film to a place with no sound where there should be sound, the audience will crowd that silence with sounds and feelings of their own making, and they will, individually, answer the question of, &#8220;Why is it quiet?&#8221; If the slope to silence is &#8230; <a class="btn read-more" href="http://designingsound.org/2011/11/silence/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<blockquote>
<h2>&#8220;The ultimate metaphoric sound is silence. If you can get the film to a place with no sound where there should be sound, the audience will crowd that silence with sounds and feelings of their own making, and they will, individually, answer the question of, &#8220;Why is it quiet?&#8221; If the slope to silence is at the right angle, you will get the audience to a strange and wonderful place where the film becomes their own creation in a way that is deeper than any other.&#8221;</h2>
</blockquote>
<p style="text-align: right"><strong>- <a href="http://www.schoolofsound.co.uk/index.htm?http://www.schoolofsound.co.uk/content/book.htm">Walter Murch</a></strong></p>
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		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Walter Murch: &#8220;The Perfect Sound Film has Zero Tracks&#8221;</title>
		<link>http://designingsound.org/2011/03/walter-murch-the-perfect-sound-film-has-zero-tracks/</link>
		<comments>http://designingsound.org/2011/03/walter-murch-the-perfect-sound-film-has-zero-tracks/#comments</comments>
		<pubDate>Thu, 17 Mar 2011 03:31:33 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[apocalypse now]]></category>
		<category><![CDATA[audience]]></category>
		<category><![CDATA[book]]></category>
		<category><![CDATA[excerpt]]></category>
		<category><![CDATA[film sound]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[mind]]></category>
		<category><![CDATA[mixing]]></category>
		<category><![CDATA[silence]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[tracks]]></category>
		<category><![CDATA[uso project]]></category>
		<category><![CDATA[walter murch]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=8822</guid>
		<description><![CDATA[Wise words of Walter Murch: I think it&#8217;s generally misleading  to say, &#8220;Well, that sequence had eighty tracks, it must be great.&#8221; Ideally, for me, the perfect sound film has zero tracks. You try to get the audience to a point, somehow, where they can imagine the sound. They hear the sound in their minds, and it &#8230; <a class="btn read-more" href="http://designingsound.org/2011/03/walter-murch-the-perfect-sound-film-has-zero-tracks/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p>Wise words of <strong>Walter Murch</strong>:</p>
<blockquote><p><a href="http://designingsound.org/files/2011/03/film-sound-theory-and-practice-12952974.jpeg"><img class="alignright size-full wp-image-8823" style="margin-left: 10px;margin-right: 10px" src="http://designingsound.org/files/2011/03/film-sound-theory-and-practice-12952974.jpeg" alt="" width="210" height="320" /></a></p>
<p>I think it&#8217;s generally misleading  to say, &#8220;Well, that sequence had eighty tracks, it must be great.&#8221; Ideally, for me, <strong>the perfect sound film has zero tracks</strong>. You try to get the audience to a point, somehow, where they can <strong>imagine</strong> the sound. They hear the sound in their minds, and it really isn&#8217;t on the track at all. That&#8217;s the <strong>ideal</strong> sound, the one that exists totally in the mind, because it&#8217;s the most intimate. It deals with each person&#8217;s experience, and it&#8217;s obviously of the highest fidelity imaginable, because it&#8217;s not being translated through any kind of medium.</p>
<p>So, at a certain point, there were 160 tracks for Apocalypse. That is an awful lot, but on the other hand, if somehow I could have achieved the same effect with no tracks, I would have been more impressed.  Or one track. If there had been one sound that did all of that, so mysteriously, I would be more impressed. but what that means is: thinking very, very deeply, and being very, very lucky in getting exactly the right thing. And if you can do that, then the number of tracks is meaningless. But, generally speaking, it doesn&#8217;t happen very often, if ever, to get that one thing. That&#8217;s just an <strong>abstract ideal </strong>that I always strive for.</p></blockquote>
<p><a href="http://usoproject.blogspot.com/2011/03/walter-murch-about-layers-of-sound-for.html"><strong>Continue reading&#8230;</strong></a></p>
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		</item>
		<item>
		<title>The Use of Silence in Sound Design</title>
		<link>http://designingsound.org/2009/12/the-use-of-silence-in-sound-design/</link>
		<comments>http://designingsound.org/2009/12/the-use-of-silence-in-sound-design/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 15:58:48 +0000</pubDate>
		<dc:creator>Miguel Isaza</dc:creator>
				<category><![CDATA[articles]]></category>
		<category><![CDATA[condemned]]></category>
		<category><![CDATA[dead space]]></category>
		<category><![CDATA[game audio]]></category>
		<category><![CDATA[game sound design]]></category>
		<category><![CDATA[george spanos]]></category>
		<category><![CDATA[silence]]></category>
		<category><![CDATA[sound design]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[techniques]]></category>

		<guid isPermaLink="false">http://designingsound.noisepages.com/?p=1507</guid>
		<description><![CDATA[George Spanos has published a new article at GameSoundDesign, this time talking about the use and approach of silence in sound design. Silence is a very powerful sound. Sound? Silence is not a sound&#8230; right? Well I think that silence should be considered a &#8220;sound&#8221;, a &#8220;sound effect&#8221;, and &#8220;music&#8221;. But that&#8217;s crazy isn&#8217;t it… how &#8230; <a class="btn read-more" href="http://designingsound.org/2009/12/the-use-of-silence-in-sound-design/">Continue &#8594;</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://designingsound.org/files/2009/12/Condemned.jpg"><img class="aligncenter size-full wp-image-1626" title="Condemned" src="http://designingsound.org/files/2009/12/Condemned.jpg" alt="Condemned" width="544" height="306" /></a><br />
<strong>George Spanos</strong> has published a <a href="http://gamesounddesign.com/Silence-In-Sound-Design.html">new article</a> at <strong>GameSoundDesign</strong>, this time talking about the use and approach of silence in sound design.</p>
<blockquote><p>Silence is a very powerful sound.</p>
<p>Sound? Silence is not a sound&#8230; right?</p>
<p>Well I think that silence should be considered a &#8220;sound&#8221;, a &#8220;sound effect&#8221;, and &#8220;music&#8221;. But that&#8217;s crazy isn&#8217;t it… how can the lack of sound be considered the same as the presence of sound? After all, sound is created by sending electrical energy to an amplifier which is then sent to a transducer that converts the electrical signals into sound waves that we hear. But the lack of sound in a game can often have a profound impact to the gaming audience.</p></blockquote>
<p><strong><a href="http://gamesounddesign.com/Silence-In-Sound-Design.html">Read the article here</a></strong></p>
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