Unit 4 -Task 1 - Uses and purposes of digital audio production - Aim A
The audio production company has asked you to select two
sectors of the media industry for your report on digital audio techniques.
Choose two sectors from the list below:
- television and film
- radio
- audio books and guides
- the internet
- Computer games.
I have chosen television and film for my first sector so I can create a report on the digital audio techniques in medias industry. The film I've selected is Suicide squad, and this clip is a short shot from a scene in the movie;
I have chosen this scene because of how they use audio effectively in the clip, and I will analyse this below;
I have chosen this scene because of how they use audio effectively in the clip, and I will analyse this below;
For each sector you choose, select relevant examples and refer
to
types of audio used in the context of different creative media products, such
as:
- music - In the start of the scene there's no music, it shows seriousness and as it go on to when he starts shooting, music starts playing as a way to build tension, and make the shots of him shooting all the targets on point, more effective and overall, makes the scene serious as it shows the people around him, he's a serious person and shouldn't be messed around with.
- effects - They have two audios over one another, so in the beginning you can hear background noise from the weather, because it's raining and the rain is diegetic as it's not really there, it's created in editing and with this diegetic sound, it plays in the background while the two characters are having a conversation between on another. Another effect is when he starts shooting the gun, the beat and music fits with each shot of gun he shoots, as this keeps the tension and makes the scene more effective.
- dialogue - The dialogue in this scene is a conversation between Floyd (deadshot) and Rick, addressing what they want from each other, and how Rick wants to see what Floyd(deadshot) can do with a gun. This dialogue is diegetic sound because we can see them while they have their conversation; it's not a voice over or narrator is speaking over it, therefore not making it non-diegetic sound.
- silence - There is only a bit of silence during the beginning of the establishing shot as the camera pans forward towards the guns on the table, and during the very end they have a short part silence between their conversation which builds up the tension around the scenarios, and then creates suspense; 'Griggs; They warned me about you...My dumbass didn't believe the stories.'*slow pause* as the Amanda walks very close up to Griggs, she says; 'Nobody Does'.
- Noise - The noise in clip is from all the conversation, so the dialogue, the music between the gun shots, the shots of the guns, the sound of the guns be clocked and reloaded, the sounds of the bullets hitting the metal target, the music playing while deadshot is shooting the targets, and as the beat goes with the shots of gun as well. Finally, they also use noise such as the diegetic sound of the rain added behind their conversation.And where relevant, refer to the use of audio across digital media, such as:
- aural landscape (combination of dialogue, music and effects) - These are all normally used in every movie, because while people are having their conversation and there dialogue is being said, normally there would be some type of music in the background to keep the scene more upbeat, or they'd have a conversation and then music would start playing and transition into different effects; for example, in that short clip they was talking, gun shots happened, effects of the gun shots on metal target sparked, and while that was happening music was playing in the background, going to the beat and shots of the metal target. These are specifically used to create tension between the shots/suspense.
- voiceovers - These are non-diegetic sounds, where voiceovers can be used for narration during the film.
- announcements - These are not really used in film.
- idents - This is not really used in film.
- interviews - This is not really used in film.
- incidental music/aural motifs
- news reports - Not used in film
- jingles - This can be used in some films, such as films about people at work, but it's not necessarily used in films.
- phone-ins - Not used.
- icons - Icons can be used in films, as a way of advertisement, but normally would just be in the background and not mainly focused on.
- gameplay music - Doesn't really apply in films.
- silence (beat) - This is used in films, because silence can portray a lot; "Silence speaks the most sound", it can create suspense, or tension between different shots and silence is used a lot in mainly horror films, because it gives the scene more suspense, and makes it more scarier.
- Noise - This is used in films by having sounds such as diegetic sound like rain, or stomping on snow, people eating, gun shots, wind sounds anything really.The audio production company also wants you to refer to the purpose of the audio techniques used in your examples. This could include use of audio:
- to create a mood, e.g. tension, fear, laughter, authority - Audio would include and use this because it enhances their purpose of the movie; the audio creates mood and builds up the tension in the movie, making it more efficient.
- for ambience - Audio is used for ambience because the shot it's in creates that characters tonal mood to change, or actions change dependent on the type of scenario is happening; music portrays it more effectively as well as overall audio, so for example audios of people running or dialogue would be used to create effective material as whole between characters in different locations.
- for rhythm/pace (beat) - The purpose of this is so the video/ is catchy and gives the scene a good rise of tension, for example when deadshot started shooting, the rhytm&pace went from slow to fast, and the beat of music was going to the gun shots, and overall building that tension.
- to reinforce an image (pleonastic) - Audio is used to reinforce an image to probably summarise and foreshadow something to happen in the future or what's happened in the past, it can also make a scene very sad or very good and can be used as voice over, or a transition type of shot. For example, if there was an image of a woman and baby smiling, there could be an voice over a guy talking saying something like; "it wasn't my fault", and then the transition jumps out of the image and to the character holding the image in a jail cell. Overall, makes the audience think what is the man talking about, why is mentioning it's not his fault while looking at a kid and wife smiling. It makes people think, especially if they were to include music as well, it could portray a different meaning behind the
- to contradict an image (contrapuntal) - Same way it can be used to reinforce, audio can compel it self as bad thing on the image, and make people think the man did something wrong, For example saying the voice over he didn't do nothing and got locked up, really the image is his dead son and mother who got killed in a gun fight, while really he was trying to save them, but from the dialogue and music and the tone in his voice over, all of this audio adds up and makes it seem like he did something wrong and is locked up for it
- to convey information (functional) - For example audio can convey information if someone is having a conversation and dialogue is used, they share or pass on information through the dialogue, and this audio is split up into too people talking for example if its on a phone call, record one end and then the other separate, and edit the audio so it sounds like a phone and what this audio can do is transfer the information needed to the other person through simple words of dialogue "he's here", automatically the other person will know or start to wonder who.
- to persuade (through dialogue or repetition) - For example in dialogue, it can persuade someone into doing something else if they keep repeating their self, or if in between the dialogue they mention the same thing but in different formats, so subliminally they have to listen and eventually, become persuaded into doing that act.
- for character identification - Voice over or music can be used to identify a character, for example if a man is standing with a suit the voice over can be like "this is the man who killed your wife, but you don't know because he's in a suit", and for music they can add either scary, happy, upbeat, low beat music to a persons character, which immediately can portray and help audiences infer what type of character he is alone from the music used. Or if it's a song, dialogue, a guy would be like something like "Arianna Grande on the mic "and she'll start singing and from that we'll know it's her and people can search her up and find the song.
- To introduce an era - The sounds of specific audio are used to portray characteristics of new Eras, so the film can last longer and seem longer just from simple sounds for example, someone running In a film, and loud upbeat drums start playing, but it's meant to signify the characters heartbeat, it prolongs the movie and scene, giving the scene more suspense.For example:“The slow rhythm of the drums could signify the heartbeat of the character and cause tension in the audience”.You must evaluate rather than simply describe the use and purpose of audio and you should use detailed examples.
Second:
The audio production company has asked you to select two sectors of the media industry for your report on digital audio techniques.
-
-
Choose two sectors from the list below:
- television and film
- radio
- audio books and guides
- the internet
For my second one I have chosen to write about Radio, and I will create a report of the digital audio techniques used in Radio in the media industry. The radio station I will be using is Capital FM, and the clip I will be using is;
I have chosen this scene because of how they use audio effectively in the clip, and I will analyse this below;
For each sector you choose, select relevant examples and refer
to
types of audio used in the context of different creative media products, such
as:
- music - There's no music during the beginning and throughout the clip, until the end where they play their little music jingle as other pop singers on screen tell the viewers at home to subscribe. because it's an interview between one of the radios host who's interviewing pop singer Justin Bieber. Therefore, having music could disturb the interview dialogue audio, or since they're playing the game it could disrupt their thoughts.
- effects - There's not really any effects in this because it's an interview, but I guess you could say the only effects are the editing techniques used in the interview; shot reverse shot, lighting and animation of changing numbers on screen.
- dialogue - There is diegetic sound of dialogue here, and a lot of it because it's an interview where the host is interviewing Justin Bieber; they play a game with each other and broadcast it live.
- silence - There's not much silence at all through the clip, because it a continuous conversation and he's asking continuous questions, as the other continuously replies, and then the clip ends with music being played.
- noise - The noise throughout this clip is dialogue, non diegetic (multiple) sounds of clapping, music in the outro, they also cancel down the sound and make it perfect to hear one another (especially for the broadcast) by using sound mufflers on the microphones, and wearing headphones. Overall, background noise would be just the extra clapping & cheering.And where relevant, refer to the use of audio across digital media, such as:
- aural landscape (combination of dialogue, music and effects) -
- voiceovers - Yes, but not in this clip but in the actually live broadcasts they will always have voice overs because it's a radio station, and you only listen, it's pretty much a podcast and since it's no visuals it can be counted as voiceovers at time.
- announcements - Yes, towards the end and some what during the middle because it's radio station who interview pop singers, they normally announce their new song for having them on or announce who they will interview next.
- idents - Yes, as it's a live radio station on everywhere.
- interviews - Definitely, this clip is of a interview, but they normally play music all day and then have some interviews which are normally posted on their YouTube channel.
- incidental music/aural motifs - No
- news reports - Possibly, they might talk about one or two things related to music, or say the weather than play the music.
- jingles - Yes, their intro and outro things like; "CAPITAL LIVE!". This is to inform everyone it's capital, and that they're starting now or finishing.
- phone-ins - Once or twice through out the radio, this is usually for like if they have competitions on air for people to win prizes etc.
- icons - Yes, their logo for there radio station and the radio station number.
- gameplay music - No.
- silence (beat) - No silence.
- noise - Yes, but as background noise in this clip, there's only some clapping and some cheering, and normally when they're on air they'd play some music(some instrumentals) low in background and then talk about some recent events or say up coming tracks.The audio production company also wants you to refer to the purpose of the audio techniques used in your examples. This could include use of audio:
- to create a mood, e.g. tension, fear, laughter, authority - The purpose of this in radio, keeps the station mood live so when people are listening or watching the interviews, they feel more awake, and engaged, knowing this radio station is fun and since they laugh in their talks and interviews, it makes it more interesting to watch.
- for ambience - Purpose of using ambience in radio is similar to mood, keeping it live as whole, but as the host or interviewer they are kept in a good mood and only spread positive meanings during the station, so their viewers are also in that good sense too, because the atmosphere the radio spread, spreads to their viewers too.
- for rhythm/pace (beat) - The purpose of this is to keep their music or talks intense and lively; if having fast conversations and upbeat songs people will feel more awake and alive in the morning because the radio is normally aired in the morning and everyone listens to it when they wake up or are on there way to work and they want to be alive and happy before a long day at work, and upbeat does this, because if it was slow then they'd feel more less relaxed, and down rather than brighten up and ready for the day ahead.
- to reinforce an image (pleonastic) - Radio audio can use this to reinforce an image, by talking about the image on air with another person and they'd be laughing, and then be something like send your photos in and if your photo get's mentioned, you'll win a prize or in the YouTube video, they can mention a picture of a celebrity and make it more of thing.
- to contradict an image (contrapuntal) - Same with before, but they could mention a image of lets say Justin Bieber at the pool, and then they could've said "have you ever pee'd in a pool like this" or something, and use the picture as a reason to bring up that topic and have a joke, and laugh.
- to convey information (functional) - Radio can convey information through their dialogue between interviews, for example if they change topic because of a recent come up about a celebrity, or a picture spread - rumours, they can differentiate the information between each other and determine the truth through the verbal interview, or if in a song being played no the radio is played for a certain reason/ having the lyrics symbolically saying something.
- to persuade (through dialogue or repetition) - Because they're on radio, if someone interviews another normally it's live or going to be uploaded later, they'd constantly question them for something through dialogue and repetition to only get that answer out them in some way, without forcing them therefore, persuading them. For example, saying oh one million people listening right now wanted to hear if it was true, if that thing in the picture is etc. And eventually, they'll feel like it's a must for them to say and if not, it'd disappoint their fans/ show whatever they mention is true, overall, persuading them into thinking about it.
- for character identification - Audio in radio can use this by for example if they're talking about a celebrity track or interviewing a celeb, they'll play one of their famous tracks, or play some upbeat audio and than the host and people at the radio station would start clapping, to make their identification and introduction more engaging.
- to introduce an era - In radio this can be done by using like soundboards at the radio station, where they're like playing a drumroll and they say "What's at number 1 in the charts..." and it creates suspense for the audience for what's the top 1 track they've been all waiting to listen too.
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