Sound effect: Difference between revisions

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A '''sound effect''' is an enhanced sound (excluding [[meta:Sandbox|dialogue]] or [[meta:Sandbox|music]]) made artificially for use in a play, movie, game, or other broadcast production. It is reproduced to create an effect in a dramatic presentation. In a professional production, [[meta:Sandbox|dialogue]], [[meta:Sandbox|music]], and sound effects recordings are considered as separate elements.
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Four main types of sound effects include ''hard, foley, background, and design.''
A '''sound effect''' is a sound (excluding [[music]], [[dialogue blip]](s) or [[voice acting]]) made for use in a play, movie, game, or other broadcast production. Sound effects add to the realism of a production.<ref>{{cite web|title=Merriam-Webster|url=https://www.merriam-webster.com/dictionary/sound%20effects}}{{cite web|title=Cambridge Dictionary|url=https://dictionary.cambridge.org/de/worterbuch/englisch/sound-effect}}</ref>


''Hard sound effects'' include onomatopoeia sounds such as car beeps, door slams, punches, cracking bones, and gunshots. These sound effects are connected with a specific event happening at the moment.  
Four main types of sound effects include ''hard, Foley, background, and design.''
 
* ''Hard sound effects'' sounds that are associated with an action or event but are not dependent on the performance of the sound such as car horns, gunshots and punches.<ref>{{cite web|title=Why You Need Sound Effects
 
By Ric Viers|url=https://www.ricviers.com/why-you-need-sound-effects#:~:text=Hard%20effects%20are%20sounds%20that,car%20horns%2C%20gunshots%20and%20punches.&text=Foley%20effects%20are%20sounds%20that,with%20the%20action%20on%20screen.}}</ref>
''Foley sound effects'' are recorded live by Foley artists and added to enhance the movie's audio, creating a better experience for the audience. Foley is the process of synchronizing sounds with characters’ movements in post-production. It can cover up annoying, distracting noises captured on the set during filming. A vast amount of objects, textures, and surfaces are utilized to recreate noises. This technique is much more efficient than manually editing sounds as it mimics real-life sound effects.
* ''Foley sound effects'' are sounds that are performed by a Foley artist, typically in sync with the action on screen. These actions would include footsteps, clothes movements and prop movements.<ref>{{cite web|title=Why You Need Sound Effects
 
By Ric Viers|url=https://www.ricviers.com/why-you-need-sound-effects#:~:text=Hard%20effects%20are%20sounds%20that,car%20horns%2C%20gunshots%20and%20punches.&text=Foley%20effects%20are%20sounds%20that,with%20the%20action%20on%20screen.}}</ref> Examples of events that might need Foley sound effects/Foley artists are: Horse galloping noises, footsteps, chewing noises.
Examples of events that need foley sound effects/foley artists:
* ''Background sound effects'' are ambiences that give an immediate ‘sound picture’ to the location of a scene. For example, crickets chirping can instantly give an interior shot the perception of nighttime. In the same respect, cheerful bird chirps can also indicate morning. When layered under a dialog track, these sounds can help fill in dead spots that can occur when cutting different takes together.<ref>{{cite web|title=Why You Need Sound Effects
Horse galloping noises, footsteps, chewing noises.
By Ric Viers|url=https://www.ricviers.com/why-you-need-sound-effects#:~:text=Hard%20effects%20are%20sounds%20that,car%20horns%2C%20gunshots%20and%20punches.&text=Foley%20effects%20are%20sounds%20that,with%20the%20action%20on%20screen.}}</ref>
 
*''Electronic Effects'' are synthetic sounds, like those produced by a keyboard or sounds that are heavily processed with audio plug-ins. They can be abstract or literal and can be used to give sonic character to titles and graphics. Laser blasts, spaceship hums and other science fiction sound effects would also fall in to this category.
 
* ''Sound design effects'' are sounds that are artificially created, typically by a sound designer. They help give sound to unreal objects, such as werewolves or electrical bolts shooting out of the hand of an evil sorcerer. They are often used to give a heightened sense of realism to a sound. These effects can also be necessary to create when the real sound is unavailable or too difficult to record, such as the sound of the Titanic sinking.<ref>{{cite web|title=Why You Need Sound Effects
''Background sound effects'', also called ambiance sounds, do not have to synchronize with the picture or event but establish the setting/environment. Examples include bird chirps in a forest, crickets chirping, rushing rivers, buzzing of lights, and chatter in the background (if unintelligible).  
By Ric Viers|url=https://www.ricviers.com/why-you-need-sound-effects#:~:text=Hard%20effects%20are%20sounds%20that,car%20horns%2C%20gunshots%20and%20punches.&text=Foley%20effects%20are%20sounds%20that,with%20the%20action%20on%20screen.}}</ref>
 
 
''Design sound effects'' are sounds that do not usually occur in nature or are artificial (impossible). Examples include noises from futuristic technology in a science fiction game.


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[[Category:Audio]]

Latest revision as of 10:40, 1 November 2024

A sound effect is a sound (excluding music, dialogue blip(s) or voice acting) made for use in a play, movie, game, or other broadcast production. Sound effects add to the realism of a production.[1]

Four main types of sound effects include hard, Foley, background, and design.

  • Hard sound effects sounds that are associated with an action or event but are not dependent on the performance of the sound such as car horns, gunshots and punches.[2]
  • Foley sound effects are sounds that are performed by a Foley artist, typically in sync with the action on screen. These actions would include footsteps, clothes movements and prop movements.[3] Examples of events that might need Foley sound effects/Foley artists are: Horse galloping noises, footsteps, chewing noises.
  • Background sound effects are ambiences that give an immediate ‘sound picture’ to the location of a scene. For example, crickets chirping can instantly give an interior shot the perception of nighttime. In the same respect, cheerful bird chirps can also indicate morning. When layered under a dialog track, these sounds can help fill in dead spots that can occur when cutting different takes together.[4]
  • Electronic Effects are synthetic sounds, like those produced by a keyboard or sounds that are heavily processed with audio plug-ins. They can be abstract or literal and can be used to give sonic character to titles and graphics. Laser blasts, spaceship hums and other science fiction sound effects would also fall in to this category.
  • Sound design effects are sounds that are artificially created, typically by a sound designer. They help give sound to unreal objects, such as werewolves or electrical bolts shooting out of the hand of an evil sorcerer. They are often used to give a heightened sense of realism to a sound. These effects can also be necessary to create when the real sound is unavailable or too difficult to record, such as the sound of the Titanic sinking.[5]

References