The aim of this project was to help me develop my skills in ADR & Foley. I would be able to accurately and appropriately record dialogue to a video insuring that it was in sync as well as making sure it creatively fit with the media portrayed. I would also be able to creatively use my initiative to record foley fitting with the media shown. Foley is all the sounds of human movement from footsteps, clothing and any objects interacted with.

PLANNING

For this project, we had to research and find a clip that had suitable dialogue and foley that could be recreated. These would have to be approved by our lecturer. I decided that I wanted to use an animated clip that would be within my skill set to reproduce. My reasoning for choosing an animated clip was that I feel there is more flexibility in the sounds that you can create/use. I looked at a couple of clips from a few movies and eventually I settled on a scene from the movie Coraline. I’ve always loved this movie from my childhood, and I have an appreciation for stop motion and the time and effort that goes into it. Once this was approved by my lecturer, I went and created a sound map which I broke into the categories of Foley, SFX, Dialogue, Ambience and Music and listed what sounds I would need at each timestamp. After I completed this, I created my ProTools session at 24 bit and 48kHz, which is the industry standard, before using colour coded markers and routing folders to help keep my session organised. The markers would also aid when recording as it would cue performers and the routing folders made it easier to bounce the audio as STEMS.

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RECORDING

For the recording stage of this project, I had missed a few days in college due to health reasons so I decided to take advantage of the evening studio bookings to record my foley however there was a technical error with the patch cable so I was unable to record. I compensated for this by recording my Foley at home using ProTools on my laptop, my Focusrite interface and the SM57 I had at home. I used the spare room in my sister’s house which by luck was a dead space and proved to be perfect for this. I made sure to pull curtains over the window to further dampen any possible noise.

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EDITING AND MIXING

I routed all my audio tracks to folders and colour coded these for organisation and workflow. I also used markers to help me cue the recordings of the ADR and foley as well as my other SFX. I colour coded these markers corresponding to the folders (Dialogue – Pink, Coraline foley – Indigo, OM foley – Aqua, SFX – Purple) and this made my workflow faster and smoother as I could see visually where I needed to record from next.

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EDITING AND MIXING - DIALOGUE

There are 3 characters present in this particular clip so 3 audio tracks were recorded. I used gentle compression on all as I was only wanting to use it as a way of keeping the dynamic range consistent and even out any potential peaks. For example, one piece of dialogue has a character letting out a quiet gasp before a loud grunt within seconds of each other. To avoid any issues with this I set a high threshold on all but with a soft knee as I was only wanting it to affect the peaks rather than compress the entire audio.

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EDITING AND MIXING - C FOLEY

As stated earlier, I wore similar shoes to this character to keep the performance true to what is on portrayed on screen. I did use a high cut filter at around roughly 8kHz as the high frequencies made it sound too tight and by sculpting the EQ this way it added a little weight to the character’s steps. C is the “good guy” in this scenario with the OM being the villain. It was important to me that, although visually she is significantly smaller and in this scene is scared but determined to save her parents, that she has some weight in her steps and not seem small with the way she moves. It added an almost quiet confidence which I feel was beneficial to the story conveyed.  

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EDITING AND MIXING - OM FOLEY

I had originally recorded these footsteps with 2 wooden sticks that had a flat edge however I felt that it sounded too closed in and thin as the sticks had a very small surface area. It was mentioned during the playback session with the class that perhaps layering a scuttling sound would work as the character is insect like. I recorded this scuttling sound with metallic drum brushes and this worked perfectly as it reinforced, not only the insect nature of the character, but the metallic side too. I then closed the drum brushes and used these to replace the wooden stick footsteps. The drum brushes have a wider surface area and are heavier so this added more weight and made them sound more like footsteps. As the main body of frequencies appeared in the mids, I used a high and low-cut filter while giving it a slight boost in the mids. By shaping the EQ this way, I felt it added some density which aided in making it sound like real footsteps. They do sound quite staccato, but this is due to the character having long, skeletal legs with a sharp point at the end as my idea was to recreate something sounding like a thin stiletto heel.

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EDITING AND MIXING - SFX

I sourced my other sound effects needed from both the college sound library and external websites such as freesound.com. I added some cat growls and meows as this is another character present in the clip although he doesn’t speak in this part or have any movement. I used the Time Shift plugin again from AudioSuite to pitch shift the cat sounds as the recordings had a higher sounding meow but as the cat is a male and to fit with the tone of the scene, I felt it was best to have it sound lower.

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EDITING AND MIXING - MUSIC

I composed the music for this clip using Ableton. I started out with some low bass strings and I added a reverb to create an ominous sound. I then added a droning higher string that I added a slight vibrato to as I felt this could mimic what it’s like to shake with fear. I then used a flange harp which I inputted some pizzicato notes too that went down a semitone each time to create a dissonant, uneasy sound.

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EDITING AND MIXING - AMBIENCE

I decided to add some howling wind ambience as you can see large spider webs floating on the walls. After listening to my mix through speakers, I noticed that this sound was too overpowering and that it wasn’t getting fixed just by turning the faders down for this and the music up. I used EQ to cut the low-end frequency to allow the music to be more prominent and I noticed there was some hiss near the higher frequencies, so I removed this using a high cut filter. It still didn’t fully fix the issue of the overpowering sound, so I dipped the frequency at the low mids (this is where the main peak is) and this worked better without having to turn the volume on this track down.

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SKILLS GAINED

I was able to develop my skills of syncing of audio to video, especially with foley as these were performed live and had to be in time with what was shown on screen. This is an essential skill to the role of a sound designer as if any SFX are out of sync then it doesn’t make sense and the illusion of what you see on screen doesn’t make sense. I also was able to further develop me skills in automation, particularly panning and volume, as these are used to help translate what you see on screen with what you hear e.g. if a character turns left to right with heavy clothing, you’d expect to hear them move that way in your headphones. I also showcased organisational skills in terms of using routing folders and markers to help with workflow and also efficiency in time management.

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