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Welcome to 2D & 3D Animation & Asset Production IGME.119.02.

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Presentation on theme: "Welcome to 2D & 3D Animation & Asset Production IGME.119.02."— Presentation transcript:

1 Welcome to 2D & 3D Animation & Asset Production IGME.119.02

2 The Advent of Sound There has always been audio in films During the Silent Era it was in the form of musical accompaniment. Depending on the movie theater, music would be played either on piano, Wurlitzer organs, or even by a full orchestra.

3 The Advent of Sound Harold Lloyd in The Flirt, 1917 http://www.youtube.com/watch?v=GIJygFYiDHw Silent Film: Example

4 The Advent of Sound In 1927, The Jazz Singer, starring Al Jolson, The first film with synchronous sound Synchronous Sound: sound that synced to the picture – Dialogue – SFX (footsteps, doors, etc) http://www.youtube.com/watch?v=KD_YRnuuKyY&feature=related

5 Oswald the Lucky Rabbit http://www.youtube.com/watch?v=c9LmDpMO2k0

6 Steamboat Willie Third Mickey Mouse cartoon, Steamboat Willie, released in New York 1928 – Earlier cartoons flopped Not the first cartoon with sync sound but, first designed specifically for sound Is the origin of the film term – ‘Mickey Mouse-ing’ – Meaning matching your actions to closely to the sound

7 Steamboat Willie http://www.youtube.com/watch?v=BBgghnQF6E4

8 Steamboat Willie Success of Steamboat Willie made Walt Disney Studios Mickey Mouse became a household name Also, started Disney’s Silly Symphonies series Which, in turn, launched copy-cats like, Merry Melodies and Looney Toons

9 Brief History of Sound in Video Games http://www.g4tv.com/videos/57180/the-history-of-videogame-sfx-with-michael-winslow/ The History of Videogame SFX with Michael Winslow

10 Brief History of Sound in Video Games The '70s (4-bit): bloops-and-bleeps The '80s (8-bit): MIDIs, waka-waka-waka; ditties The '90s (16-bit): recorded sound, play-by-play drum samples, stereo effects The '90s (32-bit): CD quality sound Current: A lot like film sound Soundtracks; dialogue; ambient sound; full integration to gameplay

11 Sound in Media If you were to compare the value of sound vs. imagery in a media, how would you split it up? – Sound has 25% of the importance/imagery has 75% – Sound has 50% of the importance/imagery has 50% – Sound has 75% of the importance/imagery has 25%

12 Function of Sound in Film Establish create a mood To simulate reality Introduce important plot elements Direct (or misdirect) the audiences attention Create illusion of something off scene

13 Function of Sound in Animation Establish create a mood To simulate reality Enhance or Exaggerate reality Introduce important elements of the plot Direct (or misdirect) the audiences attention Create illusion of something off scene

14 Function of Sound in Video Games Establish create a mood To simulate reality Enhance or Exaggerate reality Introduce important elements of the plot Direct (or misdirect) the audiences attention Create illusion of something off scene User feedback (interactions) Motivational device (tempo) Immersion into the game environment (proximity)

15 Types of Sound in Media Synchronous vs. Asynchronous – Synchronous sound: includes all noises whose origins can be seen on-screen – Asynchronous sound: Asynchronous sound is any noise whose origin you cant see

16 Types of Sound in Media Diegetic vs. Non- Diegetic – Diegetic Sound: Audio that audience(player) and the character can hear Example: SFX, dialogue – Non- Diegetic Sound: Audio that can only be heard by the audience(player) Example: Music Score, Narrator

17 Types of Sound in Film Dialogue Ambient or Natural (Nat) Sound Additional Dialogue Recording (ADR) Narration Sound Effects (SFX) Score Soundtrack

18 Dialogue Sound of people talking on-screen Recorded during filming using microphones hidden from the camera (boom or lavalier mic) boom miclavalier mic

19 Ambient or Nat Sound Background noise in the scene Includes: – Environmental sound (traffic, water, birds, etc.) – Crowd Noise (Walla) – Room tone

20 Ambient or Nat Sound Different types of nat sound help portray the environment in a particular scene Nat sound can signal or reinforce the location to the audience Are we in a restaurant? At a park? In a closet?

21 Ambient or Nat Sound Walla: crowd noise Walla group: group of actors that come together to generate walla – Will often speak gibberish so they don’t have to remember lines Examples: "watermelon cantaloupe, watermelon cantaloupe", "natter natter" (to which the response is "grommish grommish")

22 Ambient or Nat Sound Room tone: also called presence. The "silence" recorded at a location or space when no dialogue is spoken Intercut with dialogue to smooth out any sound edit points. Without room tone sound track would “go dead” or be perceived by the audience not as silence, but as a failure of the sound system

23 Additional Dialogue Recording (ADR) Recorded in a studio after filming Done if something ruined the dialogue during shooting, such as the noise of a plane or a garbled speech

24 Narration Off camera voice that provides setup, perspective or otherwise fills the audience in on the story Not heard by characters on-screen

25 Sound Effects (SFX) Any sound other than dialogue or music that is artificially created to represent sound in a film, animation or game Often very different than the SFX that occur in the natural world Can come from digital SFX libraries Or be generated in a studio using the foley process

26 Foley Sound are recorded AFTER filming in a studio Foley artists use objects to create SFX live while watching the film Objects used often have nothing to do with the objects that create a sound in reality http://www.youtube.com/watch?v=UNvKhe2npMM

27 Sound Effects http://www.youtube.com/watch?v=9qrGw1Iq1aA

28 Music Score: Music that is created specifically for the film and plays at different points throughout the movie – Usually orchestral – Usually created after filming and using the first (rough-cut) edit Soundtrack: Music included in a film that was not created specifically for the film – for example, a song by a popular artist

29 Music Music suggest mood of the film as a whole Music can suggest locale, classes even ethnicity It can be used as foreshadow to signal the audience to be aware Atonal or dissonant music can create a sense of anxiety

30 Music It can also provide ironic contrast http://www.tcm.com/mediaroom/video/282728/Blue-Velvet-Movie-Clip-Open-Mr-Beaumont.html

31 Sound Most filmmakers will agree that the sound of a film, including music, dialogue and sound effects, contain 50% of a film’s meaning.

32 Sound Sound designers mix all types of sound to create the soundscape for a film Sound in a film is much simpler than sound in reality Sound designers choose each and every sound to enhance but not distract from the narrative

33 Sound Great horror film directors like Hitchcock understood that silence or minimal sound in film can give a sense of isolation or anxiety The Birds, Alfred Hitchcock, 1963 http://www.youtube.com/watch?v=KwLiH8bWFdM

34 Types of Sound in Animation Recorded Dialogue (same as ADR) Narration Sound Effects (SFX) Score Soundtrack No Dialogue or Ambient/Natural Sound since everything is manufactured

35 Sound in Animation http://www.youtube.com/watch?v=jrpaUOVwNeU

36 Types of Sound in Video Games Recorded Dialogue (same as ADR) Narration Sound Effects (SFX) Score Soundtrack (maybe) Dynamic audio

37 Sound in Video Games http://www.youtube.com/watch?v=8iqYgVuoTFA

38 Dynamic Audio in Video Games Sound which reacts to changes in the gameplay environment and/or in response to a user Encompasses both interactive and adaptive audio

39 Interactive Audio Sound events occurring in reaction to gameplay Responds to the player input or actions directly Example: Player presses a button, the character on screen swings their sword and makes a “swooshing” noise. Pressing the button again will cause a recurrence of this sound. The “swoosh” is an interactive sound effect.

40 Adaptive Audio Occurs as part of the game environment Reacts to gameplay, rather than responding directly to the user. Audio changes according to changes occurring within the game or playback environment Examples: – Super Mario Bros, music plays at a steady tempo until the time begins to run out, at which point the tempo doubles – Environmental sounds get louder as the player approaches them within the game

41 Using Sound in Flash

42 Supported Formats WAV AIFF mp3

43 Two Types of Sounds in Flash Event: For interactive sounds – Triggered by AS3 (example: button click) – Continues playing until explicitly stopped – Cannot be heard when scrubbing the timeline Streaming: Used for animation – Synced to the timeline – Can be heard when scrubbed

44 Importing Sound You place sound files into Flash by importing them into the library Select File > Import > Import To Library In the Import dialog box, locate and open the desired sound file Stores sounds in the library along with bitmaps and symbols Like symbols, uses instancing when dragged to the stage

45 Importing Sound Sounds can use large amounts of disk space and RAM mp3 sound data is compressed and smaller but can be lower quality WAV or AIFF have better quality but can be very large

46 Adding Sound to the Timeline Sound can be place on layers containing other sounds or objects (not recommended) It is better for each sound to be placed on a separate layer Each layer acts as a separate sound channel The sounds on all layers are combined when you play the SWF file.

47 Adding Sound to the Timeline 1.Add a new layer to the timeline, label it appropriately so you know which sound is on that layer 2.Select the audio layer, drag the sound from the Library and onto the Stage 3.Select the audio layer and go to the Property Inspector to setup sound properties

48 Sound Properties Name Effect Sync File Attributes

49 Sound Properties: Name If you have multiple sound files in the library you can swap them from here Choose None to delete a sound from a layer

50 Sound Properties: Sync Event for interactive sound Stream for sound that will play with animation Disregard Start and Stop as they are for more advanced functionality

51 Sound Properties: Sync Repeat/Loop: Specify the number of times the sound will play – Looping stream sounds is not recommended as it dramatically increases the size of your file – For continuous play, use Repeat enter a number large enough to play the sound for an extended duration For example, to loop a 15-second sound for 15 minutes, enter 60

52 Sound Properties: Effect Left Channel/Right Channel: Plays sound in the left or right channel only Fade Left To Right/Fade Right To Left: Shifts the sound from one channel to the other Fade In or Fade Out Gradually increases or decreases the volume of a sound over its duration Custom: Lets you create custom in and out points of sound using the Edit Envelope

53 Sound Properties: Effect Choosing Custom will bring up the sound editing window or Edit Envelope (you can also click on the pencil icon to open it)

54 Edit Envelope allows you to change the sound level by adding and manipulating control points

55 Removing a Sound from the Timeline 1.Select audio layer containing the sound and a frame that contains the sound 2.In Property Inspector, select None from drop down under the Name menu.

56 Sound in Flash By adding layers of sound and spacing them with empty spans you can easily add synchronized sound to an animation

57 Adding Sound to an Animation DEMO

58 Project 2b: Animatic

59 Animatic Storyboarding is followed by simplified mock- ups called "animatics" Gives a better idea of how the scene will look and feel with motion and timing. Series of still images and simple animations displayed in a timed out sequence with a rough dialogue and/or rough sound track

60 Animatic Examples Double Rainboom Part 01/06 - Animatic – http://www.youtube.com/watch?v=-Ne10kapKNw http://www.youtube.com/watch?v=-Ne10kapKNw Gorillaz - Dirty Harry (Animatic) – http://www.youtube.com/watch?v=M1uRncKY8DU http://www.youtube.com/watch?v=M1uRncKY8DU IRON MAN 3 animatic - Mansion Attack – http://www.youtube.com/watch?v=GiZRuOxiCGw http://www.youtube.com/watch?v=GiZRuOxiCGw


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