Sound:
OVERVIEW- As with the other micro elements/ media language, sound creates ALOT of meaning: especially EMOTION from the audience. Sound helps the audience feel a certain way /EMOTION.
Common emotions from sound:
-Fear
-Empathy
-Enigma (suspense)
-Sorrow/pain
-Tension
- Creates Spectacle (excitement)
Two categories of sound:
DIEGETIC (natural sounds of the diegesis) it is heard by the characters and the audience.
An example of diegetic sound is dialogue; what characters say and how they say it. This is important to emphasizing their character: "I am the abyss" "you may as well cut your own head off"
Another example of diegetic sound is 'sound effects'. These are single sounds that are heard to create verisimilitude (realism). Revving of a car engine, beeping of horns and screeching of tires create a sense of urgency and tension.
These can also include diegetic voice overs (character within the world giving the voice over).
Another example is a sound bridge: Music/dialogue that starts in one scene and carries on into another scene.
NON-DIEGETIC is sound that only the audience can hear. It is added during editing.
This is often used to emphasise the action on screen. Non-diegetic sound is often music, where pace and tempo play an important role in the scene (how loud and fast the music is). The faster and more beats in a song has a physical effect on the audience and increases heartrate. Car chase: very fast paced music, loud up tempo to reflect the car chase. It connotes urgency and adrenaline of the scene.
Examples of non-diegetic sounds are soundtracks (music/lyrics), incidental music (music without words. PACE, TEMPO, PITCH) and sting (very high-pitched single sound, usually starts at the beginning or end of an enigma).
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