Radio Sound
Effects
A Theoretical
Outline
An assembly of elementary tips about the use
of sound effects in the creation of audio theater.
| Elements
of Sound Design | Using
Sound Effects | Kinds
and Categories | Layering
| Treatments
|
Introduction
Sound conveys meaning. Sound stimulates our visual
imagination: it creates visual images in our minds. Radio Theater
is telling a story by the careful mixing of sounds - both verbal
and non-verbal. As one child said, "I like radio because the
pictures are better."
Radio is a "hot" medium - that is, the listener's imagination and
experience are involved in giving the story depth, substance and
meaning.
Sound effects describe the circumstances of a dramatic audio
situation. They can be used for such things as setting and place,
conveying action, solving certain narrative problems, and evoking
characterizations.
Point
of View (PoV)
Where the listener is hearing from. Often the PoV is that
of the main character. Effects should sound as though they were
being heard by that character. An omniscient PoV means that
it can change from one character or group to another, or even to a
narrator, as necessary.
If the piece's PoV is omniscient, you can use it as a change of
scene: for example, by altering the texture of the ambient sound
background; or you might have the current foreground change to
become background, and begin a new foreground.
Elements
of Sound Design
- Objects - The things we have
to work with.
- Dialogue
- Sound Effects
- Music
- Silence
- Techniques - What we can do with the
objects.
- Mixing - the combination of..., the balance
and control of amplitude of multiple sound elements.
- Pace - Time control. Editing. Order of events:
linear, non-linear, or multi-linear.
- Transitions - How you get from one segment or
element to another.
- Segue - one element stops, the next begins.
"Cut" in film.
- Crossfade - one element fades out, the next fades in,
they overlap on the way.
- V-Fade - First element fades to inaudible before the
second element begins.
- Fade to Black - V-Fade with some silence between
elements.
- Waterfall - As first element fades out, the second
element begins at full volume. Better for voice transitions,
than for effects.
- Imaging - Stereo image. Using left and right channel
for depth. But don't forget the mono listener. Does it work as
well in mono as it does in stereo?
- Treatments - or signal processing. See
Treatments below.
Using
Sound Effects
- Usually in a recording studio the object is to
reproduce the sound as accurately or as cleanly as possible. In
radio theater, and particularly in sound effects, recording
technique often depends on the "degradation" of sound. You are
changing the sound to establish and maintain the picture you want
to create in the mind of the listener.
- Sound effects should be used sparingly. Too many effects, or
too much of one sound, will alter the attention of the listener
away from the story, and will slow the pace of the action.
- Sometimes it is better to skip all the active running
footsteps, and simply go on to the next dramatic scene of action.
"Cut to the chase."
- Real sounds are more convincing than synthesized ones. But
most things do not make the sound we think they make.
- Most effects you hear - especially in the movies -
are actually the result of at least two people, long after
filming, doing something with two or more objects, probably
unrelated to what you are supposed to be hearing.
- A sound effect most often consists of more than one part -
usually several parts. It's like a mini-drama, with a
beginning, middle, and end. It is meant to indicate some action
or event, and it should follow through to complete that
action.
- A door opening isn't just one click of the latch. Answering
the telephone must be more than the simple and quiet click we
actually make picking up the receiver. Rattle, rattle!
- In general, the listener should hear the sound effect before
the dialogue or action refers to it, if it is referred to at
all.
- Acoustic Space - what space does it sound like this is
happening? Does it match the intent?
- Pre-recorded sound effects records and tapes, and
even CDs, are recorded in a particular place and sound
environment. This probably is NOT the same "acoustic space"
that your actor's are, or where you want them to sound like
they are. An effect that doesn't sound like it's in the same
place as the actors can destroy the image you were trying to
build for the listener. Don't have a person walk outside, and
slam a door with lots of reverberations around it.
- I encourage you to make and record your own effects. It
gives you greater choice of sounds, and better control over
them. Record sounds from close up, from various distances, and
perhaps even with different microphones. Also, keep all the
effects you record. You never know when you might need them
again - or someone else will. Most producers have racks of
un-catalogued tapes full of sounds they have recorded.
- Music follows similar rules to sound effects, and may
be used as sound effects.. Sound effects have an action content.
Music has a reaction, or internal, emotional content. So, in
general, you will most often introduce the effects (action) first,
and the music (reaction) after it.
- Thematic Music - up front; use for open and close,
transitions, under credits, etc. Sets the tone of the
work.
- Underscore Music - dramatic subtext; match the mood of the
piece, but not interfere with the other elements of the sound
mix.
- A musical "sting" is made up of more than one note,
probably more than two.
- Music shouldn't be mixed too loudly, or it draws attention
to itself, and away from the action. It may also interfere with
hearing dialogue or effects. Music in frequencies different
from those of human voices, etc., can be mixed louder without
interferring, and can be more strongly integrated into the
sound collage.
- Music is the straightest path to the emotional centers of
the mind. Other sounds - dialogue or effects - must be
translated and understood first. So, dialogue and effects might
be used to set up the situation, and music makes it pay
off.
Kinds
and Categories of Sound Effects.
- Real and Unreal Kinds of Sound
Effects:
- Literal Effects - are intended to sound
like what it is supposed to be. A kind of literal effect is the
"emblematic" or "associative" sound effect. It associates in
our minds with specific events, and tells us clearly what is
happening. Once established, they can be used again to return
to a place, event, or image, easily and quickly.
What are the elements of a sound that create that desired
image, or make that particular association? (Running water: add
to it the sound of moving a shower curtain, and it is
distinguished from burshing teeth or washing dishes.)
- Non-literal Effects - are sounds used to indicate an
event, without being "like" the actual sound of it. Especially
for things that don't really make a characteristic sound: what
do ghosts sound like? Or sharks passing under water? Often
music will be used
- Categories of Sound Effects
- Ambiences (atmospheres or backgrounds) -
Provide a sense of place where, and perhaps of time
when, events occur.
- Background sounds which identify location,
setting, or historical time. "Every place on the planet has
it's own voice. And that voice changes with the time of day
and time of the year."
- Interiors are usually reverberant ("wet") to some
degree, indicating the size of an enclosed space.
- Exteriors are usually flat, layered elements of sound in
a non-reverberant ("dry") space. Even voice characteristics
are different outside.
- A good unedited background can cover a choppily edited
dialogue, making it sound real and continuous. Ambiences can
be done with continuous tape carts, tape loops, long
recordings, or other means.
- Discrete (spot) Effects - Indicate individual
events; what, how, and how much.
- Brief individual effects, or composite of
effects, specifically placed and timed for a single
action.
- Foley Effects are incidental naturalistic sounds of
movement and business, recorded to match the action. Foley
effects are Spot effects, but spot effects are not always
Foley effects. Named after Jack Foley, a Second Unit
director for Universal Studios in the 1940's.
- Some Foley effects can be recorded live, on the voice
track. Having the actors themselves make the sound can aid
in timing the effect, and it helps the actor's voice convey
the movement. It can also complicate the recording
session.
- Many spot effects can be made with the mouth, the hands,
or with small noisemakers.
- Wallas - Crowds. "Walla walla" of many people in a
crowded situation, without specific voices or words being
distinguishable.
- Bar wallas differ from Ball Game wallas, and
differ from concert audience wallas, etc.
- Bars, for example, are a difficult environment to
control - like what music is being played, or how loudly, or
when distractions occur. You may have to record a lot of
this background to be able to find enough for you to
use.
- Often a foreign crowd scene works well because you'll
never have English words popping up when you don't expect or
want them to.
- Dialogue - Don't forget that dialogue is sound, too.
The character of the voice indicates a lot about who the
character is. Also think about vocal contrast; choosing voices
that differ enough to be easily identified and differentiated
by the listener.
- Silence. A dramatic element. It can be very
loud.
Layering
Mixing two or more sounds together to
create a combined sound that is more than each of the individual
sounds alone. Often consists of non-specific background
with added "associative" sounds to help identify or differentiate
specifics.
- Restaurant scene might begin with voices and
kitchen noises in background, then add foreground plates,
silverware, and pouring of wine begin to define what kind of
restaurant we're in.
- Wilderness scene might have birds and insects, but you add
distant wolf howls, or close up footsteps, and chain saws, and
the story already begins to unfold without any dialogue.
Treatments
Things you do to sounds; effects generators and
degenerators.
- Treatments with sound or signal processors, allow you
to alter sounds in three domains:
- Amplitude or Volume Domain. Volume control.
- Spectral Domain - e.g., equalizer.
- Time or Phase Domain - e.g., Reverb or Delay.
- Time domain is the long view.
- Phase domain is the short view.
- Combinations of these three.
- Equalizer - Alters the "tone" of the sound. It lets you
choose which frequencies (high, low, or mid-range) of the sound to
enhance or inhibit. (Might be used for vocal contrast in a
'thought' voice filter, or a telephone or mechanical voice.)
- Pitch Control - ("Veri-Speed") - alters the speed of
the tape through the recorder, effecting the speed of the
recording directly, or playback inversely. Slow down or speed up
the sounds. Now done digitally with software effects
modules.
- Gives you control over the sound, allowing you,
for example, to use the same effect over again without it's
being recognizable, or to lower the pitch of the sound to fit
the situation.
- Many good cassette and open-reel recorders have pitch
control built in. There are also "outboard" models that attach
to the recorder you have.
- Minor variations in speed can be done by winding tape
around the recorder's capstan to make it bigger around. Be
careful, though, you don't want to leave glue on the
machine.
- Worldizing - Playing sounds back on speakers, and
recording them again with microphones, makes a significant change
in the texture of the sounds. For example, play back a room
ambience at double speed, recording it on a mic at double speed.
The new recording, played back at normal speed, will at least
double the "size of the room" sound.
- Digital Sampling - A "sample" is a sound recorded as
computer-readable numbers, rather than analog symbols, on an audio
tape. Using the computer, those numbers can easily be altered to
change the sound, or the sound can be reproduced very precisely
and repeatedly. Sampling can be useful for the above reasons, but
once altered, the effects are often not as convincing as real
unmodified sounds.
- Other treatment devices
- Reverb and Delay - repetition of an
original sound.
- Delay, or echo, refers to a discrete repetition
of a sound.
- Reverberation refers to the persistence of sound in a
room after the original sound has ceased, caused by
continuous sound reflections so close together that they
seemingly merge into a single continuous sound.
- Chorusing, Flanging, and Phasing - special effects
in which the original sound is combined with a delayed repeat
signal (or signals), to create wavy multiple voice effects.
Sometimes the processed signal is also fed back into the loop.
Phasing mixes an out-of-phase repeat signal with the
original.
- Binaural recording - the way the human ears actually
hear. It uses a model human head ("Fritz") with an
omnidirectional microphone in each ear. Very
directional. Meant to be heard with headphones to get full
effect.
Created for a college level class in radio production, unit on
radio theater. Material assembled from a variety of sources,
especially from the following people and many more at the Midwest
Radio Theater Workshops: David Ossman, Tom Lopez, Skip Pizzi, Sue
Zizza, Steve Donofrio, Charles Potter, Marjorie Van Halteran, and
Richard Fish. Questions to Jerry
Stearns.







Last updated January 29, 2003