EDITING AND MIXING - SFX

Published on 25 May 2025 at 21:04

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.

 

There is a seeing stone that helps Coraline find the Ghost Eyes and at one point she loses it. The OM then taunts her by spinning it round her finger before tossing into the fire. To create the sound of the stone spinning on her finger, I ran my fingers down the spokes of one of the whisks. I also decided to add a violin hit here to highlight to the audience the importance of this object. After my lecturer and I listened to this part back we realised that these layered sounds were interfering with each other, and it made it hard to differentiate between them. I used EQ to fix this and I noticed that both tracks shared similar peaks at around 7kHz so I used a high cut filter on the violin sound effect at this frequency and lowered it by only a few dB and we agreed this sounded better as you could hear the difference between the 2. My reasoning for choosing the violin sound to do this on is because this SFX is non-diegetic (meaning this sound doesn’t exist within the world portrayed on screen) whereas the other sound is diegetic (meaning it does exist within the characters world and would be heard by them).

I recorded myself using a metal straw and pizza cutter to create the sound of the stone flying off the OM’s finger as it created a nice, clean “ting” sound. For the stone landing in the fire itself, the SFX I used didn’t translate well in terms of size so, through EQ, I used a low-cut filter and also cut a bell notch around the mids leaving more of the higher frequencies. By doing this I removed the low end which took sound relating to the heaviness of the object and highlighted how small it was. I used reverb on this sound as well as it was landing in a log fire so used the same reverb as the footsteps to reinforce this.

I also had a fire crackle sound effect playing throughout the clip and I automated the volume and panning on this relating to how it was shown on screen.

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