Practical Art of Motion Picture Soundby David Lewis Yewdall
Practical Art of Motion Picture Sound, Third Edition, comprehensively examines the subject of sound for motion pictures and television productions with an emphasis on real-world problems and solutions. The book will show you how to achieve great sound despite a small budget, lack of equipment, and less-than-perfect recording conditions. Based on the experience of the… See more details below
Practical Art of Motion Picture Sound, Third Edition, comprehensively examines the subject of sound for motion pictures and television productions with an emphasis on real-world problems and solutions. The book will show you how to achieve great sound despite a small budget, lack of equipment, and less-than-perfect recording conditions. Based on the experience of the author and other top sound craftspeople, and firmly grounded in practical techniques, this book provides real-life examples and relevant technical data as well as an appreciation of the processes involved in creating an artful audio experience. It examines sound from the point of view of the key figures in the sound department, who not only describe today's practices, but also offer practical advice to guide the reader around myriad pitfalls.
The third edition has been completely updated and expanded to include new information on audio restoration and nonlinear editing, and an entire chapter on low-budget strategies has been added. The enclosed DVD, loaded with practical demonstrations, hundreds of charts, photos and exercises is a brand new must-have feature! Among other topics, this Third Edition includes: Preproduction planning - success before the camera even rolls! Production sound recording strategies and tips, Sound designing the "Big Sound" and sound editing, ADR and looping as well as ADR/Looping Exercise video clips, Foley techniques and recording as well as Foley Exercise Video clips, The transparent art of dialog editing, Using nonlinear editing platforms-Pro Tools and Nuendo, Using digital recording systems as well as the analog Nagra IV-S, Custom recording sound effects, Ultra-low budgetstrategies.
About the Author:
David Lewis Yewdall, M.P.S.E., is a member of the Sound Branch of the Academy of Motion Picture Arts and Sciences and the Motion Picture Sound Editors Society
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Practical Art of Motion Picture Sound
By David Lewis Yewdall
Focal PressCopyright © 2012 Elsevier Inc.
All right reserved.
Chapter OneThe Empowerment of Sound
"It's probably not a good idea to come into this room and hear this demo—because after I finish, you will belong to me."
David Lewis Yewdall MPSE (playfully teasing clients who are not empowered by the art of sound as they enter the author's sound design and editorial facilities)
This book is for everyone interested in sound. It does not matter if you are in the sound business. It does not matter if you aspire to personally design and prepare your own soundtracks for the silver screen, television broadcast, or live theatre performances. This book is just as important to those not involved in the actual hands-on creative efforts, but just as responsible for the ultimate success of the soundtrack through the misunderstood and seldom considered phases of preplanning, budgeting, and scheduling. This book has been written with one objective in mind—to empower you, the reader, in ways seldom offered or available. Many years ago (and I hesitate to admit just how many) I produced numerous amateur "home-movie" productions, dreaming of the day when I would set off for Hollywood and work on feature films.
I scoured libraries, bookstores, and technical periodicals looking for any information about the skills and techniques I would need to make more exciting and interesting films. I am not referring to the "technodata" books of engineering or the idealistic platitudes that so often fill such texts. I was starved of the real thing—the practical and experienced craftsman who had set down his or her thoughts and advice from which others could learn. Such books were, and still are, rare. Many talk at their subject, but few talk about it with substance and experience. It is for that very reason this book has been written—for the accurate compilation of the experiences and expertise of dozens of men and women who bring some of the most exciting audio achievements to the screen, regardless of the media format.
Our world is filled with a vast amount of misinformation—by far the most damaging is the misinformation that we hear or see written by those we respect or hold in high esteem or by those who have the perception that they should know what they are talking about, particularly books and papers written by people with PhDs. Most misinformation is born out of ignorance, drawing the wrong conclusions, or having knowledge of the front end and knowledge of the back in, then guessing or extrapolating what they think the middle is, and erring in the process. For instance, I have great respect for Ted Turner's Turner Classic Movies (TCM) cable channel. I consider it the last bastion of commercial-free presentations of great film. But it runs an occasional blurb that says, "Turner Classic Movies, 30 frames a second ..."
I heave a sigh of disappointment every time I hear that. Thirty frames a second is a video standard. Motion pictures are shot at 24 frames per second. The extra six frames is made up by using a "drop-frame" video transfer technique, where every fourth frame of the film is repeated, thus making 24 frames per second view at 30 frames (video) per second.
Ignorance such as this by the writer, and consequently by the narrative voice, highlights the lack of a person or protocol at the network to catch such errors. It is how misinformation spreads throughout our daily lives. When you read it or hear it spoken by a voice that represents a standard of respect and quality, the truth is blurred and the audience left confused. I have, therefore, striven to present the material in this book in as straightforward a manner as possible. You will not find a bibliography note anywhere, because I do not draw upon other people's works to build my own. I will tell it like it is—as straight and honest as I can.
Back to the issue of the audio art form. Sound is sound—whether you are working on amateur film productions, commercials, student films, documentaries, multimedia presentations, CD-ROM games, interactive virtual reality, episodic long-form television, or multimillion-dollar theatrical motion pictures. The recording of dialog and sound effects, the style of editing, and the preparation of these sounds, as well as the philosophical taste and manner of mixing the sounds together are all virtually the same.
Read this paragraph very carefully. Whether you record with an analog tape recorder, a digital DAT machine, straight to hard disk, or to liquid-helium molecular storage; whether you cut on film with a Moviola and a synchronizer; or whether you spin a trackball with a nonlinear computer platform—the techniques, procedures, technical disciplines, and creative craftsmanship of creating an acoustical event are the same. Only the tools change; the artistic and scientific principles remain the same.
Whether I cut the sound cue with a Rivas splicer and scrape the magnetic soundtrack from the edge with a degaussed razor blade or whether I use a mouse to manipulate a digital cut on a computer screen and encode a fade-in, the artistic reasons for doing it and the net results are identical.
Of course, unique application differs from one medium to another, but the art form and techniques of sound recording, sound design, dialog preparation, and sound-effects editing are identical. The reason I have taken this moment to stress the art form so vehemently is that not enough people understand this, especially those perhaps most responsible for ensuring the success of the final audio track by planning for it long before the cameras even roll.
I will refer to the term technical disciplines many times throughout this book, and I want you to understand why. Many of us are rather puzzled by the educational institutions that now offer film and television courses. Most of these schools are caught up in theory and raw-creativity style instruction, something they call critical studies. Many are literally discarding and openly discounting the need for the film student to develop the technical skills and discipline necessary to create a successful project. This style of instruction is akin to a mechanic putting an engine into your car, offering creative ideas about where to go, but not giving you a steering wheel, transmission, or brakes to drive it. What good are theory and creativity when you are frustrated and floundering with the very tools that you need to bring your creative vision to fruition?
Even more important than knowing how to use the physical tools of production is knowing what is possible. I wish I had a nickel for every time I heard producers or directors say they did not know they actually had to do something or preplan the shot or action so they could achieve something creatively that they assumed could only be achieved months later in postproduction. They were not empowered by their educational background to release their full potential and/or creative desires.
I served as supervising sound editor on an unremarkable kickboxing picture several years ago. After the final mix, the director and producer both displayed little enthusiasm about what they had just heard during the final continuity playback. I noticed this and asked what was troubling them. The director's brow furrowed as he struggled to articulate his feelings. "I don't know, I guess I thought it would just sound ... bigger."
I knew exactly what the problem was and what it had always been, but so seldom did I have such a receptive audience as I had right then and there. "I want you both to listen to me very carefully. We gave you the soundtrack for the movie that you made." The two men sat there waiting, as if I had not made my point yet. The director shook his head. "I don't understand." I knew he did not.
"What did you expect to hear?" I asked.
"I thought we would have stereo pan-by stuff, you know, big ... broad."
"Absolutely, we can do all of that. But you first have to make the movie in such a way that we can do those kinds of things. For instance, you want all these stereo pan-by effects, but you didn't give us the cinematic opportunities to do it—because you didn't plan for it."
"Plan for it? What do you call those car-by shots?"
"A perfect example. Your film was photographed monophonically."
The producer leaned forward. "Mono-what?"
"When the car races by, your cameraman panned with the car, keeping the image in the center. If we put the sound of the car into a pan-pot joystick, where do you expect us to pan it when the action remains in the center of the screen? What your cinematographer should have done was to keep the camera anchored down, filming the car going past him, whooshing close-by to the left offscreen. While the stunt driver set up the action again, you set up the second shot, turning the camera around to catch the car whooshing past, only this time from the right of the screen and throttling down the road away from the camera."
The producer started to understand. "This way they can pan the car from center to hard left and then come by hard right and go away into the center of the screen."
I smiled. "That's right, except you have to continue to plan for it when you cut the picture. Many picture editors do not understand the difference between cutting for television and cutting theatrical, between cutting monophonically and cutting for stereo. Many picture editors would cut the first shot just as the car disappeared screen left and then a frame before it appeared on the right. That's monophonic thinking. Your picture editor should give a full beat once it has disappeared screen left, and a full beat before it appears screen right, knowing that the follow-through stereo panning effect the mixer makes will yield the fullest stereophonic result, making it big—and full."
I'm sure it was a bitter revelation for the two men, but judging from their subsequent pictures I would say they learned much from that enlightenment. From that moment, they became empowered—the proverbial lightbulb had gone on—and their creative planning and preparations would be forever different.
The sharing of actual war stories and examples like this is a vital part of this book. It is the glue that bonds the information and techniques in such a way as to give a vicarious experience that will serve you well in the future. Of course, you will make mistakes of your own along the way; we all do. Hopefully, though, you will learn from the mistakes described herein and avoid making them yourself.
This book is written with real industry terms, not only technical words, but the jargon and nomenclature that are part of the language and understanding of motion picture craftsmen. For instance, one simple example that often appears is the word sync. The proper dictionary spelling of this word is synch, as it would be outside of postproduction industry usage. In the professional industry jargon, however, this word is spelled without the h.
Rather than write this book with a literary correctness, I have decided to spell the words as they have come to be known in their professional applications. You will find that if you read this book in sequential order, both your vocabulary and your technical understanding of the process will grow geometrically. As you learn more terms, you will not only understand them singularly but also quickly develop a rhythm and an ability to assimilate and comprehend. By the time you finish this book you should not only be enriched with detailed explanations of techniques and practical applications but also, through the various examples and actual experiences, you should begin to understand why the industry works the way it does.
Excerpted from Practical Art of Motion Picture Sound by David Lewis Yewdall Copyright © 2012 by Elsevier Inc.. Excerpted by permission of Focal Press. All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
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