Task 1 Audio

Diegetic: Sounds that have do have an on-screen source. This can add impact or further understanding of actions on-screen. E.g. If someone was walking, you’d heard their footsteps and how heavy they are.

Non-Diegetic: Sounds are usually background music or sounds that have don’t have an on-screen source. Usually used as a way to set an atmosphere with visuals. E.g. atmospheric music playing while someone is walking.

Equalization/EQ: Usually refers to the frequencies in a sound clip. You can adjust the frequency to make frequencies louder or quieter. For example, unwanted background noise can be canceled out by lowing the frequency. A further example, You record the sound of someone walking but there is someone talking in the background. You’d simply turn down the frequency of the person talking and or turn up the frequency of the footsteps.

Reverb: Usually confused with an echo. But to put simply an echo repeat a sound over and over usually getting quieter with each repeat. On the other hand, a reverb prolongs a sound which it gets quieter and quieter.

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The balance of frequency sounds: Frequency refers to the pitch of a sound, like a bird tweet being a high frequency and someone stomping their foot would be a low frequency. Sometimes frequency can distort a sound which can be useful when creating sound for monsters in video games.

The balance of amplitude sounds: Amplitude refers to the volume of a sound, like a whisper being a low amplitude and an explosion being a high amplitude. This can be useful on what impact a sound is supposed to make.

 

 

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