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Unit 38: Soundtrack Production for the Moving Image 1.1 Describe the relationships between components of sound and pictures with some appropriate use of subject terminology. ADR: ADR stands for “Automatic Dialogue Replacement”. It is also known as dubbing and is when you re-record audio to replace bad audio. For example, an actor will re-record their lines in a studio as the audio you get on location won’t be the best. Diegetic Sound: This is all the audio that exists within the story and the environment, whether it is on screen or not. For example, dialogue on camera or a conversation in the background. Non-diegetic Sound: Any audio that doesn’t exist in the story or environment. For example, voice - overs and music. Ambient Sound: Background noise present in the location. For example, wind and crowds. Foley: Re-recording audio by mimicking. For example, replacing footsteps with recordings of someone stamping on a similar surface with similar shoes. Hyper-real Sound: Audio that is exaggerated. For example, enhancing footsteps to make them audible. Sound motif: Sound effects associated with a particular character or setting. Walla: Sound effect imitating the murmur of a crowd in the background.

Audio terminology

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Page 1: Audio terminology

Unit 38: Soundtrack Production for the Moving Image

1.1 Describe the relationships between components of sound and pictures with some

appropriate use of subject terminology.

ADR:

ADR stands for “Automatic Dialogue Replacement”. It is also known as dubbing

and is when you re-record audio to replace bad audio. For example, an actor will

re-record their lines in a studio as the audio you get on location won’t be the best.

Diegetic Sound:

This is all the audio that exists within the story and the environment, whether it is

on screen or not. For example, dialogue on camera or a conversation in the

background.

Non-diegetic Sound:

Any audio that doesn’t exist in the story or environment. For example, voice-

overs and music.

Ambient Sound:

Background noise present in the location. For example, wind and crowds.

Foley:

Re-recording audio by mimicking. For example, replacing footsteps with

recordings of someone stamping on a similar surface with similar shoes.

Hyper-real Sound:

Audio that is exaggerated. For example, enhancing footsteps to make them

audible.

Sound motif:

Sound effects associated with a particular character or setting.

Walla:

Sound effect imitating the murmur of a crowd in the background.