All language subtitles for 15. Motivating Drama With Sound

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These are the user uploaded subtitles that are being translated: 1 00:00:05,850 --> 00:00:07,316 Now, in 2 00:00:07,316 --> 00:00:11,183 the previous module, we talked about how an editor can use synchronous 3 00:00:11,183 --> 00:00:15,716 sound to focus viewers attention on specific parts of the story and the scene. 4 00:00:16,283 --> 00:00:20,716 In this module, we'll be looking at four ways that you can use asynchronous 5 00:00:20,716 --> 00:00:24,383 or offscreen sound to tell rich and compelling stories. 6 00:00:26,716 --> 00:00:27,600 Now, there's only 7 00:00:27,600 --> 00:00:30,433 so much storytelling you can do with picture alone. 8 00:00:30,833 --> 00:00:35,183 Sound is often needed to clarify the meaning of a moment and provide 9 00:00:35,183 --> 00:00:38,783 contextual detail about the environment surrounding the characters. 10 00:00:39,233 --> 00:00:43,933 Sometimes it won't even be possible to convey certain information without sound. 11 00:00:44,450 --> 00:00:47,483 For example, is that character just upset 12 00:00:57,916 --> 00:01:00,716 or upset and up to something 13 00:01:12,383 --> 00:01:14,566 Is the weather outside warm and pleasant? 14 00:01:21,766 --> 00:01:24,133 Or hot and stifling? 15 00:01:24,133 --> 00:01:28,616 So so 16 00:01:29,450 --> 00:01:31,933 your choice of sounds can dramatically affect 17 00:01:31,966 --> 00:01:36,283 not only the tone and emotion of a scene, but will also determine 18 00:01:36,300 --> 00:01:40,066 how well your audience understands the plot as it unfolds. 19 00:01:42,466 --> 00:01:44,033 Over the next few lessons. 20 00:01:44,033 --> 00:01:47,416 We're going to explore four ways that you can use asynchronous 21 00:01:47,416 --> 00:01:49,850 or off screen sound in your cuts. 22 00:01:50,600 --> 00:01:54,016 First, you can use it throughout a film to motivate drama 23 00:01:54,416 --> 00:01:56,483 and pull the viewer forward in the story. 24 00:01:57,166 --> 00:02:00,566 Second, you can use asynchronous sound to create humor. 25 00:02:00,950 --> 00:02:04,966 Third, you can use asynchronous sound to simulate the supernatural. 26 00:02:05,416 --> 00:02:10,366 And fourth, you can use it to share very specific plot details with your audience. 27 00:02:10,783 --> 00:02:13,550 The really special thing about cutting asynchronous sound 28 00:02:13,850 --> 00:02:17,066 is that you're completely free of the sound image connection. 29 00:02:17,450 --> 00:02:21,166 Your imagination can run wild, and your only limitation 30 00:02:21,166 --> 00:02:23,983 is staying true to the story the film is trying to tell. 31 00:02:25,066 --> 00:02:27,166 All right, so let's begin with 32 00:02:27,166 --> 00:02:29,750 using off screen sound to motivate drama, 33 00:02:30,616 --> 00:02:33,283 motivating drama with sound is all about timing, 34 00:02:33,650 --> 00:02:37,783 just as a character would react or respond to the dialog of another character. 35 00:02:37,933 --> 00:02:40,733 They can react and respond to off screen sound 36 00:02:41,116 --> 00:02:44,516 affecting their actions, expressions, thoughts and words. 37 00:02:44,866 --> 00:02:48,200 It's a cause and effect relationship that exists between the characters 38 00:02:48,200 --> 00:02:49,700 and their world. 39 00:02:49,733 --> 00:02:54,050 Sometimes this sound is written into the script as an actual event in the scene. 40 00:02:54,350 --> 00:02:58,283 Like in this example from the 2007 film No Country for Old Men. 41 00:02:59,483 --> 00:03:01,616 Do you have any idea 42 00:03:01,616 --> 00:03:04,550 how crazy or 43 00:03:04,666 --> 00:03:07,283 you mean the nature of this conversation? 44 00:03:07,283 --> 00:03:13,733 I mean the nature you knew 45 00:03:15,766 --> 00:03:17,866 you could have the money 46 00:03:18,200 --> 00:03:19,400 and time. 47 00:03:47,600 --> 00:03:50,150 In this case, the sound written into the script 48 00:03:50,150 --> 00:03:55,550 was the phone ringing, followed by Wells looks at the phone sugar hasn't moved. 49 00:03:55,883 --> 00:03:58,433 Wells looks at sugar, waiting for a decision. 50 00:03:58,700 --> 00:04:02,300 The low chug of the shotgun, the phone sound, which began 51 00:04:02,300 --> 00:04:06,533 as a startling offscreen noise, became the driver of the drama that followed. 52 00:04:07,133 --> 00:04:09,500 Here's another example of an off screen sound 53 00:04:09,500 --> 00:04:12,466 that was written into a script to motivate the drama of a scene. 54 00:04:12,833 --> 00:04:15,233 This is from the 2007 film Atonement. 55 00:04:15,433 --> 00:04:18,583 The off screen sound in this case is the buzzing of a wasp 56 00:05:05,100 --> 00:05:07,700 You can see that it was specifically written into the script 57 00:05:07,700 --> 00:05:11,666 as a method of attracting the character's attention and drawing her to the window. 58 00:05:12,050 --> 00:05:15,950 Once there, she'll see her older sister flirting with a boy she has a crush 59 00:05:15,950 --> 00:05:19,433 on, which provides the foundation for conflict later in the film. 60 00:05:19,950 --> 00:05:23,033 Notice how the buzzing noise almost becomes part of the score 61 00:05:23,216 --> 00:05:26,666 as it comes and goes throughout the cut at the end. 62 00:05:26,866 --> 00:05:30,500 It increases in volume, building tension into the climax of the scene. 63 00:05:32,416 --> 00:05:36,050 At which point it disappears completely. 64 00:05:36,050 --> 00:05:37,316 The buzzing of the wasp 65 00:05:37,316 --> 00:05:40,950 is the offscreen sound that initiates this chain of events 66 00:05:41,183 --> 00:05:44,933 and it was deliberately added into the code by the editor per 67 00:05:44,933 --> 00:05:47,150 the instructions of the script. In examples 68 00:05:47,150 --> 00:05:50,450 like these, when your asynchronous sound is written into the script. 69 00:05:50,783 --> 00:05:52,850 Your job as an editor is straightforward. 70 00:05:53,183 --> 00:05:55,133 It's basically paint by number. 71 00:05:55,133 --> 00:05:58,616 Just add the sound that the character is supposed to hear and you're done. 72 00:05:58,966 --> 00:06:01,633 Someone else has already done the thinking about how the sound 73 00:06:01,633 --> 00:06:05,416 will serve as a storytelling cue and impact the world of the characters. 74 00:06:05,833 --> 00:06:09,866 Your biggest task is to make sure the sound feels like it's existing 75 00:06:09,866 --> 00:06:13,316 within the actual environment, which is usually accomplished 76 00:06:13,316 --> 00:06:16,550 with a bit of cue work and a touch of very subtle reverb. 77 00:06:16,766 --> 00:06:18,416 If the space calls for it. 78 00:06:18,416 --> 00:06:20,633 But sometimes your job isn't so easy 79 00:06:21,083 --> 00:06:24,316 Sometimes off screen sounds are not written into the script. 80 00:06:24,650 --> 00:06:28,033 Maybe the sounds are very subtle, or maybe they're needed 81 00:06:28,033 --> 00:06:30,733 more by the audience than by the characters in the film. 82 00:06:31,066 --> 00:06:34,100 Sometimes their purpose is to communicate something directly 83 00:06:34,100 --> 00:06:35,983 with the viewers themselves. 84 00:06:35,983 --> 00:06:39,416 Let's look at an example of using subtle offscreen sound 85 00:06:39,416 --> 00:06:42,950 to capture the attention of the viewer and clue them in to what's happening. 86 00:06:43,516 --> 00:06:45,883 Here we have another moment from the film Atonement. 87 00:06:46,033 --> 00:06:47,450 The character Briony 88 00:06:47,450 --> 00:06:51,950 is reading from a play she's written while she's reading another character whom 89 00:06:51,950 --> 00:06:56,183 you might know better as Theon Greyjoy enters the room, interrupting the reading. 90 00:06:57,916 --> 00:06:59,716 This is the tale of spontaneous 91 00:06:59,716 --> 00:07:02,600 Arabella, who ran away with an extrinsic fellow. 92 00:07:03,433 --> 00:07:06,333 It's grieved her parents to see their firstborn, Eva 93 00:07:06,416 --> 00:07:09,800 Ness, from her home to go to Eastbourne. Yes. 94 00:07:13,166 --> 00:07:14,033 Nothing. 95 00:07:14,033 --> 00:07:15,616 Just thought I watched. 96 00:07:15,616 --> 00:07:17,666 Based on the angle at which he's entering, 97 00:07:17,966 --> 00:07:20,600 Briony can see him, but the viewer cannot. 98 00:07:20,866 --> 00:07:22,850 He's behind our field of vision. 99 00:07:22,850 --> 00:07:25,916 The addition of the creeks and the floor planks as he approaches. 100 00:07:26,416 --> 00:07:30,500 Parents to see their first born Eva Ness from her home to go to Eastbourne. 101 00:07:31,733 --> 00:07:33,566 And finally, the squeak of the door 102 00:07:33,566 --> 00:07:35,900 as it opens. Yes. 103 00:07:37,350 --> 00:07:39,616 Do a good job creating the disruptive 104 00:07:39,616 --> 00:07:42,383 moment from the vantage point of the female character. 105 00:07:42,800 --> 00:07:46,433 The audience is told with sound what the character in the film 106 00:07:46,433 --> 00:07:48,283 is experiencing visually. 107 00:07:48,283 --> 00:07:52,133 In addition to keeping the viewer informed, sound cues like these 108 00:07:52,133 --> 00:07:56,516 will go a long way in smoothing out the transitions between shots and scenes, 109 00:07:56,666 --> 00:07:59,383 making the cut flow all that much more smoothly. 110 00:07:59,783 --> 00:08:02,400 Always remember that you have this tool at your disposal. 111 00:08:02,750 --> 00:08:06,133 These little touches are deceptively simple and can easily be 112 00:08:06,133 --> 00:08:09,383 left out most of the time to the detriment of the final product. 113 00:08:11,966 --> 00:08:12,883 In this lesson, 114 00:08:12,883 --> 00:08:17,783 we explored how you can use off screen or asynchronous sound to motivate drama, 115 00:08:18,083 --> 00:08:21,566 either by informing the character the viewer or both. 116 00:08:21,883 --> 00:08:24,166 We looked at examples of asynchronous sound 117 00:08:24,416 --> 00:08:28,316 that were written into the script itself, and also examples of sound 118 00:08:28,316 --> 00:08:31,916 that were added by the editor For the purpose of clarifying the moment. 119 00:08:33,683 --> 00:08:36,316 Coming up in the next lesson, we'll look at how you can use 120 00:08:36,316 --> 00:08:40,100 asynchronous sound to create humor and simulate the supernatural. 121 00:08:40,666 --> 00:08:42,083 All right. I'll see you in a bit. 10965

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