Week 5 — Sound Design

This Week


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 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:

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:

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:


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

Critical Questions


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: