Comments on: Practical Exercises for Critical Listening https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/ Art and technique of sound design Wed, 06 Jul 2016 17:06:04 +0000 hourly 1 https://wordpress.org/?v=6.2.8 By: Sound Design Inspiration from Outer Space | Designing Sound https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-276222 Tue, 23 Sep 2014 18:29:20 +0000 https://designingsound.org/?p=27963#comment-276222 […] back to Practical Exercises for Critical Listening, if you were to stare at images of outer space and imagine what they may sound like in a visual […]

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By: How Sound Designers Practice Critical Listening https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-274091 Thu, 18 Sep 2014 13:15:27 +0000 https://designingsound.org/?p=27963#comment-274091 […] Sound designers by nature have an inherent curiosity towards sound. We explore the way sounds work every time we approach a project. With each new opportunity to design a sound, we ask ourselves questions such as: What object/event produced the sound(s)? Where is the sound source located in relation to the listener, and just as importantly, how does (or how will) the sound impact an audience’s emotional state when heard? Via designingsound.org […]

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By: An Acousmatic Invitation | Designing Sound https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-265420 Fri, 29 Aug 2014 22:42:27 +0000 https://designingsound.org/?p=27963#comment-265420 […] not but also is not just done by closing the eyes (which is really a great practice, as Doron pointed in his last article), because actually it can be done with the eyes opened, although it’s more […]

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By: Doron Reizes https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-264756 Thu, 28 Aug 2014 00:05:02 +0000 https://designingsound.org/?p=27963#comment-264756 In reply to leyla.

My apologies for any typos, Leyla. No offense intended. I hope you enjoyed the article’s content regardless.

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By: leyla https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-264578 Wed, 27 Aug 2014 18:28:04 +0000 https://designingsound.org/?p=27963#comment-264578 just a technical comment: when you refer to berrak nil boya, you should use “her” not “his”. now i can continue reading.

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By: Doron Reizes https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-264505 Wed, 27 Aug 2014 17:38:46 +0000 https://designingsound.org/?p=27963#comment-264505 In reply to Randy Thom.

Thank you for your comment and I agree with everything you wrote in your reply.

My usage of the word “reality” was in a very limited sense, and I can see how that could lead to potential confusion. To clarify what I meant by “audibly simulate reality” was that if we see a boulder rolling in Raiders of the Lost Ark (for instance) than we need to “simulate reality” by giving that action a sound that completes the “reality” of the image for the viewer. I really like the comment that you added (it provides the needed clarity). The goal of film sound as an overall concept is much more complex than I made it sound in the article.

The last thing I wanted to do was perpetuate a misconception, so thank you once again for your post, and added clarification.

All the best,

Doron

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By: Randy Thom https://designingsound.org/2014/08/27/practical-exercises-for-critical-listening/#comment-264493 Wed, 27 Aug 2014 17:08:05 +0000 https://designingsound.org/?p=27963#comment-264493 Lots of great suggestions and ideas here!

I do have a problem with this sentence:
“When we mix to picture (either for film, or even through game audio implementation), we are trying to simulate (and sometimes audibly enhance) reality.”

It’s a common misconception that the goal, even in “realistic” films, is to mimic reality. Instead, the goal is to sonically suggest something plausible, given the context and story needs of the film. Feeling compelled to mimic reality would put you into a creative straight jacket.

Nevertheless, learning to listen carefully and critically to the world around us is a fundamental part of being a sound designer. The next step is to get good at identifying useful sonic analogues…… The sound of the giant boulder chasing Indiana Jones in Raiders of the Lost Ark is actually mostly the sound of a car tire rolling over gravel. It ain’t reality, but it’s damn plausible, and compelling.

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