Sound Design Crash Course

Corrie Francis Parks
Frame By Frame
Published in
3 min readNov 29, 2018

Our program has a sound design course that all animation students are required to take, but not all of them have taken it when they get to my Intro to Animation course. So as we move into final projects, I spend part of a class period with a brief lecture on how to approach sound for animation.

Good sound design is all about layering. There are several different types of sounds you might include in your films to create a realistic sound environment.

Ambience - the background noises that define the environment

Examples:

  • jungle atmosphere
  • wind blowing
  • rain
  • city sounds
  • crowd noises
  • room tone

Hard Effects/Foley - sound effects that are timed specifically to an action on screen.

Examples:

  • footsteps
  • clothing rustling
  • cartoon sounds

Soft Effect - sound effects that are not synched to something on screen but still important for the storyline.

Examples:

  • doorbell
  • dog barking in the distance
  • tea kettle in the next room

Music - music is a powerful for telling the audience what to feel. Be aware that the music you choose will play a huge role in how your audience experiences your film.

Frequently sound effects are not just one sound, but several sounds blended together and processed through various filters. Pixar's sound designer Ben Burtt reveals how he made the sounds for Wall-E in a series of lecture videos. Check out all the random things he uses to make unusual sounds. Here is the first part of the lecture. Parts 2-4 are on this website, along with an interview.

All these sounds fall into two categories. Diegetic sounds can include anything on or off screen that belongs to the world of the film. Anything that the characters could potentially hear and respond to would be part of that world: footsteps, telephone rings, howling wind, music on the jukebox. Non-diegetic sound are the surreal or external sounds that add to our experience of the film, but are beyond the world of the characters; a musical score, voice-over, laugh tracks, surreal sound effects.

Two different approaches to sound design

Some approaches to sound design are realistic, i.e. they try to accurately represent what we are seeing on screen. Other approaches may have varying level of surrealistic design i.e. matching unexpected or unusual sounds to a visual. In the two examples below, how do the sound effects play in our understanding of the image?

Surreal sound complimenting realistic images.
Realistic sound complimenting surrealistic images.

Sound and music are incredibly powerful emotional triggers. Through our absorbing of cinematic vocabulary, we instinctively know that we are supposed to tear-up as the orchestral strings swell in a music track, and our heart rate will automatically quicken when we here deep, menacing undertones in the ambience. Watch this short film twice. The first time, just experience the film. The second time, pay attention to the subtle changes in tone and ambience and what that does to your emotional state.

Where to find sound for your film

Creative Commons

When using CC (creative commons) material, there are certain limitations determined by the author. Read the specific license details on how to properly credit the work and what you can and cannot do with it. On Free Music Archive, look for this symbol and click on it to get the details. Read best practices for attribution before you use!

Creative Commons Attribution-Non-commercial-Share-alike

CC Licensed sound effects on freesound.org

CC Licensed music on freemusicarchive.org and mobygratis.com

And a few more http://socialtimes.com/royalty-free-music_b37470

Purchasing Music

These websites allow you to buy royalty free music for a small fee (usually $10-40 depending on length). Most of these are made specifically for media projects so there are a lot of options for genre, style and tempo.

AudioJungle

iStock Audio

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Corrie Francis Parks
Frame By Frame

Sandy animator. Director of @tangledtalefilm. Author of @FluidFrames. Prof @ArtsAtUMBC. I make things move.