Sound Design in Film
Diegetic Sound is from the universe the characters are in, such as dialogue or the sounds the objects used make. You can hear it, and the characters can hear it as it happens. It is used to immerse the viewer into their world because you experience what the characters experience. Even sounds added after filming count, if the characters would technically experience it, such as the artificial sounds of an explosion we hear can be heard as a normal explosion in universe.
Scene (Spoilers) from Avengers Endgame
- In this example, dialogue and some sound effects of the gear and movement, but dialogue is still the main sound we hear, and because of the quietness otherwise and focus on dialogue, we feel immersed into the scene, and makes the scene all the more emotional.
Non-Diegetic Sound is sound not from the universe the characters are in, and cannot hear, such as music or voiceovers. It is used to improve a scene that otherwise would not have been as effective without added effects that only we can hear.
- In this sequence, exciting music by a popular band is used to make a scene seem much cooler and dramatic.
Ambient Sound are the sounds that are in the background, such as the sound of wind, footsteps, or extra sound effects. They are used to help better immerse and help the viewer understand the setting and situation of the scene.
- In this clip, the characters are trying to be quiet, avoiding a creature in an unknown location in a field. As they traverse their farmland, they hear the sounds of the creature in the field, moving and making noises. It is background sound because we hear the enhanced sound of the character's movement, and the addition of the ambient sounds make the scene much more suspenseful in making the viewer think about where it could be.
Voiceover is the addition of speech or a voice that is added on over a scene, and is non-diegetic sound. This usually comes in the form of narration, and in movies can be used to explain a character or set up the setting, as well as describing the plot as it goes.
How the Grinch Stole Christmas Scene (At 2:22)
- In this clip, the narrator describes and explores the Grinch's character. It helps the viewer think about the Grinch's motives at the beginning of the film. The Grinch of course cannot hear this.
Foley is the production of sound effects of everyday sounds, or even more dramatic sounds such as monster gurgles or explosions. It is used because on recording, the sound of a real ocean would not sound as dramatic or too calm compared to a reproduction of the ocean sounds, such as manual swishing of water in a carefully crafted pool.
Foley Artist John Roesch, by Wired
- In this video, Foley Artist John Roesch explains the use of everyday objects to make sounds, such as a baseball glove hitting against his hand to replicate the sounds of footsteps, which sound much more vibrant than an actual person walking, for use in a video game.
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