Thursday, 10 April 2014

Bolt Development Work [Post Nine]

With all of the required sound effects, Foley, dialogue and music implemented to the workstation, I was able to begin the mix-down session for the chase sequence. All of the effects have been carefully placed in the appropriate locations by using the visual markers as well as referring to the cue sheet which contains the exact time frame locations.

 A considerable amount of the implemented effects have required automation in order to suit what is happening in the visuals. By delicately sketching with the automation tool, I have been able to make appropriate use of the sound.


As the characters within the sequence move from one spot to another, or when a vehicle approaches from a specific location, or even when a certain event occurs at a specific angle, this normally requires some kind of automation, so that the sound matches up with the visuals. 

 In order to create the profound, thrilling and swift impression for the chase through the use of the soundtrack, it's required me to emphasise certain sound effects. By simply increasing the volume at precise moments (eg. Bolts footsteps as he approaches closer to the first person screenshot) it can help create a sense that the character is getting closer to the screen. Automation has also been supportive for providing a sense of where sounds need to be between the left and right speakers (e.g. helicopter approaches from the right side of the screen and leaves to the left) and so the sound follows this visual through the use of automation. 

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