Comments on: Sunday Sound Thought 16 – Pushing for Physical Representation https://designingsound.org/2016/04/17/sunday-sound-thought-16-pushing-for-physical-representation/ Art and technique of sound design Thu, 07 Jul 2016 17:10:51 +0000 hourly 1 https://wordpress.org/?v=6.2.9 By: Liam Collinson https://designingsound.org/2016/04/17/sunday-sound-thought-16-pushing-for-physical-representation/#comment-474103 Mon, 25 Apr 2016 02:03:42 +0000 https://designingsound.org/?p=32843#comment-474103 The most common moments in movies that give me a direct physical association with sound are panes of glass shattering and dogs barking. They are really simple representations of the impact of the sound on the environment. Its a simple example but if a character blows a whistle and no sound comes out yet dogs start barking, it instantly gives that seemingly non existent sound a mass.

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By: Paul Fonarev https://designingsound.org/2016/04/17/sunday-sound-thought-16-pushing-for-physical-representation/#comment-473622 Sun, 17 Apr 2016 16:25:10 +0000 https://designingsound.org/?p=32843#comment-473622 The development of the “rumble pack” by Nintendo 64 that caused the game controller to vibrate was an interesting way to reinforce sounds that were heavy, big, deep or powerful.

Similarly, 4D theaters employ vibrating or moving seats to attempt to enhance key moments in films, often cuing based on the impact of sound.

The problem with both of these examples is of course localization. There’s a discrepancy between the direction of the source and the physical vibration, which in my opinion severely limits their effectiveness.

I always think back to Jurassic Park’s water glass vibration shot that introduces the T Rex when I think about the physical power of sound. A big part of conveying this idea is allowing time in the film for the sound develop. If the water glass shot had appeared in the middle of the chaotic scene or even as a brief coda to it, it wouldn’t have had the same impact because the audience wouldn’t have paid attention to it in the same way.

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