Week 5 — Sound Design
This Week
- Understand how hearing constructs space differently from vision
- Practice field recording and critical listening
- Explore sound in foreground, middle ground, and background
- Work with silence and intimate sound
- Begin thinking of sound as narrative structure, not decoration
Sculpting Space Projects
How We Hear
Vision is directional and selective — we look at one thing at a time, framing and excluding.
Hearing is omnidirectional and continuous.
Sound anchors us spatially and emotionally even when the image is ambiguous.
Acousmatic space — the idea, developed by Pierre Schaeffer and later Michel Chion, that cinematic sound constructs a space far larger than what the camera can show.
The best sound design often works against the image rather than illustrating it.
Glossary
A working vocabulary for talking precisely about what we hear.
- Diegetic Sound
- Sound that exists within the story world — characters can hear it. Dialogue, footsteps, a radio playing in a scene.
- Non-Diegetic Sound/Extra-Diegetic
- Sound from outside the story world, for the audience only. An orchestral score, a voice-over narrator who is not a character.
- Internal Diegetic
- Sound belonging to the story world but accessible only to one character — a hallucinated voice, ringing in the ears, interior thought rendered as sound.
- Meta-Diegetic
- Sound from a narrated or remembered level of the fiction. A character's voice-over narrating past events: diegetic in origin, but displaced from the story's present moment.
- Acousmatic Space
- The full sonic environment implied by a scene — extending far beyond the visible frame in every direction. Visual space is a fragment; sound space is a wide extension of that fragment.
- Room Tone
- The ambient silence of a specific location. Every room has its own acoustic signature. The sound of "nothing" is never nothing.
- Sound Perspective
- The apparent distance and position of a sound source, matching the visual scale of a shot. A close-up warrants intimate, proximate sound.
- Sound Bridge
- Sound that carries across an edit — either the incoming scene's audio begins before the image cut, or the outgoing audio extends into the next shot.
- Foley
- Sound effects created in post-production and synchronised to picture. Footsteps, clothing movement, the handling of objects. Often more expressive than what was recorded on set.
- Sound Counterpoint
- When sound works against the image — a cheerful melody over violence, silence over an expected explosion. Creates irony, complexity, or psychological rupture.
- Motif
- A recurring sonic element that accumulates meaning through repetition, variation, and return.
Core Concepts
- Sound creates space: we hear before we see, and often beyond the frame
- Sound implies off-screen worlds: what we hear suggests unseen causes
- Sound organizes time: rhythm, repetition, duration, anticipation
- Sound establishes subjectivity: whose world are we hearing?
Sound Defines Space
In Jacques Tati's Playtime (1967), dialogue is incidental; what matters is the acoustic environment of modernist Paris. Footsteps on marble, the squeak of a door, the distant murmur of a crowd — each sound places you spatially, tells you where you are and how large the world is.
The Waiting Room — Playtime
Notice how foreground, midground, and background sounds layer independently. Notice which sounds direct your attention, and when sound and image pull in different directions.
Subjective Sound Spaces
Once we understand how sound constructs objective space, we can look at what happens when filmmakers distort or break that construction to express interior states.
Sound as Psychological Space
In David Lynch's Lost Highway, sound is used to sever the connection between cause and effect. The phone call scene is a lesson in sonic non-logic: a voice arrives from a source that cannot exist, and the ambient drone makes the impossible feel inevitable. Sound here is not describing a world — it is describing a state of mind in which the world no longer holds together.
In Nicholas Roeg's Don't Look Now (1973), the opening scene juxatposes interior and exterior, scholarly and playful — held together by a sound design that is almost ordinary: water, footsteps, the mechanical click of a slide projector — but the editing of sound against image is subtly, persistently wrong. Sounds arrive slightly early or linger slightly late. A cut happens and the previous sound continues a beat too long.
This is subjective montage operating through sound rather than image. We are not yet inside a character's breakdown — we are inside a premonition neither character knows they are having.
Silence and Quiet
The Coen Brothers' No Country for Old Men is one of the rare Hollywood films with almost no score. What fills the silence is spatial sound — wind, boots on gravel, the click of a bolt — and the effect is that every small sound becomes enormous. Danger arrives not as music but as the absence of comfort.
At the end of Stanely Kubrick's 2001: A Space Odyssey (1968), astronaut Dave Bowman finds himself alone in a small, white, neoclassical room where small domestic sounds given enormous presence and weight: a fork against a plate, the scrape of a chair, breathing, the rustle of bedsheets. The room has no outside world. The acousmatic space has collapsed to the size of the body. Sound contracts inward.
Exercise — The Study Space
Groups of 3–4
Find a quiet space on campus — a library reading room, an empty hallway, a study lounge. Before any recording, sit together and listen for several minutes. Notice the quality of the silence: what small sounds already exist inside it? What is the acoustic texture of this particular room?
The scene: students are studying. One student cannot concentrate. Small, ordinary sounds from the others begin to intrude — chewing, sipping, the squeak of a marker, tapping, the tinny bleed of headphones, the click of a keyboard. What begins as a quiet, ordinary space builds in subjective intensity until the sounds fill the whole perceptual world of the distracted student.
No dialogue. Body sounds are fine — coughs, sniffles, a sigh. The story is told entirely through sound and reaction.
Shooting
Compose at least on shot of about 10 seconds that holds all three performers in the frame simultaneously, placing them in distinct spatial zones:
- Foreground — close, immediate; the sounds that intrude most sharply
- Middle ground — the distracted student; the subjective centre of the scene
- Background — more distant sounds, spatial and ambient
Recording Sound Independently
After the shot, record each sound source as a separate Foley pass — the chewing, the marker, the tapping — in isolation and close up. Record at least 30 seconds of room tone. These separate recordings give you the material to build the subjective mix in the edit: you can bring sounds forward, exaggerate them, make them wrong in scale or presence, as if heard through the distracted student's nervous system.
Editing
Each student edits their own version of the same footage and raw audio. The objective version uses sounds in natural proportion to their distance. The subjective version distorts that proportion — the chewing is too close, too loud, too present; the background recedes until it disappears. The same shot, the same material, but a completely different experience of the space.
Compare results. Notice how the placement and level of individual sounds — not the image — determines whose experience we are inside.
Modes of Sound Design
Sound design is not one thing. Different filmmakers use it in fundamentally different ways. Four modes worth understanding:
1. Narrative
Sound serves story. Off-screen sound implies cause; ambient shifts signal narrative change; silence is punctuation. The audience may not notice the sound — but they would feel its absence. The Conversation, Touch of Evil, A Man Escaped.
2. Abstract
Sound works on the body rather than the intellect. Real sounds transformed beyond recognition, industrial texture, extreme frequency — these create emotional or psychological states that precede understanding. Eraserhead, Under the Skin, Berberian Sound Studio.
3. Interior / Dream / Surrealist
The boundary between diegetic and non-diegetic dissolves. Sound externalises interior states — memory, dissociation, fear. Real sounds are present but wrong: too close, too slow, missing. Lost Highway, Mulholland Drive, Don't Look Now, Come and See.
4. Silence and Intimate Space
The deliberate reduction of sound to its minimum. Quiet, precise, tactile sounds acquire enormous weight. The emotional register is interior — confession, attention, care, dread. A Man Escaped, No Country for Old Men, Jeanne Dielman.
Layering Practice
Whatever mode you work in, the craft is the craft of layering. A useful working structure:
- Layer 1 — Foundation: room tone or continuous environmental bed. Establish this first. Everything else sits on top of it.
- Layer 2 — Foreground events: dialogue, Foley, specific sounds tied to action in frame. These must feel like they belong to Layer 1's world.
- Layer 3 — Off-screen world: sounds that imply space beyond the frame. Distant voices, weather, machinery. These make the scene feel inhabited.
- Layer 4 — Subjective / abstract: sound that expresses interiority or narrative meaning beyond what the scene literally contains. This is where the most creative work happens.
What you remove is as important as what you add. Test the mix at low volume — the essential elements should remain. Everything else may be ornament.
Voice Recording — Basics
We will cover voice in depth in next week's Interview Lab. For now, the fundamentals:
- Distance changes meaning. Close to the microphone is intimate and internal; further away is observational or public. Choose intentionally.
- Breath and pause carry information. Do not edit them out automatically — they are often where the truth lives.
- Record room tone wherever you record voice. You will need it to fill gaps in the edit.
- Avoid recording near air conditioning, refrigerators, or fluorescent lighting. These produce constant low-frequency hum that is very difficult to remove.
- Voice does not need to explain the image. The most powerful voice-image relationships are often oblique or contradictory.
Generated & Synthetic Audio
AI-generated sound, voices, and music are now part of contemporary cinema. These tools should be treated as instruments, not shortcuts.
Use Cases
- Abstract atmospheres and non-human spaces
- Unreliable or disembodied narration
- Soundscapes that evolve procedurally over time
Critical Questions
- What does generated sound suggest about authorship?
- Does it feel embodied or alien — and is that a choice?
- Should the audience recognize it as artificial?
Group Project (15%) DUE April 13th
In this project, students will work in small groups of 3–4 to develop and produce a polished 1–2 minute video work—fiction or nonfiction—built around three core cinematic elements: color for mood, voice (interview or voiceover), and sound to construct spatial and/or subjective space.
While production is collaborative, each student will edit their own individual version of the piece, making independent decisions in post-production. The group shares a concept, a shoot, and raw footage—but each final cut is your own.
Development (Group)
Groups will form around shared interests and begin by brainstorming a concept together. From there, the group will produce a shot list, a basic storyboard, and a script or outline if the work requires one. Production planning should address locations, props, wardrobe, time of day, and any equipment needs beyond what is provided.
Production (Group)
The lab's pro camera and light kit are available for studio interview setups. For location shooting, the available cameras are sensitive enough for natural and practical light, though the light kit can be used on location if needed. Groups are responsible for coordinating their own shoot schedule and dividing roles across the team.
Post-Production (Individual)
Each student edits their own version of the piece independently. Your cut should demonstrate intentional choices across all four areas below. Upload your final video to YouTube or Vimeo and post it to the course blog. Bring your cut to class for screening and discussion.
Evaluation Criteria
Each student's submission will be graded individually on the following:
- Concept & Production Quality: Clarity and ambition of the original idea; quality and care of the filmed material
- Editing: Pacing, structure, and intentionality of editorial decisions
- Sound Mix & Design: Use of voice, ambient sound, and music to build spatial and/or subjective space
- Color Grading & Correction: Consistent and expressive use of color to establish and sustain mood