Friday 31 May 2013

Portfolio Piece 3- Monty Python 'The Why Factor'

Available at: http://www.youtube.com/watch?v=4j-00UmSlBk

Animation as a visual medium; is very different to that of standard film with visuals from cameras. Sound Design can help bring realism to the fictional world created by the animator. For 'The Why Factor' video, I worked with Kamil Burniak a third year animator. He had been granted permission to animate a 20-30 year old Monty Python sketch. Kamil also gave me a sample of 5 different short scores of music and the original sketch audio. He set the sketch in a tunnel, and wanted me to insert any sound effects that were present through the animation and manipulate the audio already given to me to make it all more realistic to the setting. On the surface, the narrative appeared quite stereotypical of a modern day Reality TV singing competition. But the way in which he has presented the judges through the animation actually makes the whole piece more satirical and the fact it was originally recorded 20 years ago, ironic. For this reason I made sure sound effect of the judge filing her nails was present from start to finish. It highlights how little the judges think of the act, which plays up the way in which real reality TV shows mock or ignore bad contestants. One of Kamil's requests was in regard to the introductory music. He wanted it to sound like it was coming out of the radio; which was located inside the tunnel, and he wanted the volume to increase as the camera zoomed closer to the source. In Pro Tools I used a combination of a 4 band EQ (see fig 1) and D-verb.


Fig. 1



The EQ was automated so that when further away from the source (at the start) it would be more muffled. This was achieved by increasing the Low Pass Filter for baseness but also increasing the high pass for a tinniness synonymous with an older style 'radio' sound. As the camera panned closer, I increased the slope angle of the High Pass filter making it louder. I then used a 'Small Church' reverb setting and automated this so that it was a little less intense when inside the tunnel. This was because the music became a little 'muddy' when the reverb mix level was set to 100%. Changing this to 62% instead meant that you could still get the atmosphere of the music being played in a tunnel without losing the music clarity.
From personal experience, animators early into their career don't always realise the importance of sound design. Countless times it has been hard to find animation work because they do not advertise a need for help and feel that they can do it themselves. Trying to sustain a sound design career early on may not be easy if animation work is not being promoted. As with video editors, the animators that do use sound designers will tend to be working up to their deadline and pass it on to us at the last minute which is highly ineffective when trying to record your own foley which is often necessary when trying to help build the world that their animation is representing. Kamil however, gave me a reasonable amount of time to work on it which meant that I was able to record the majority of the foley myself i.e. ambiences, nail filing, finger tapping, tape playing, drips and head scratching to name a few. I only resorted to sourcing sound effects for parts of the train.

The animation was intended to go on the Monty Python website and blog but there had been talks in the early stages of it being put onto DVD. With this in mind I used the PhaseScope plugin to monitor the volume levels. Mixing to BBC PPM 6, was useful because it meant that I could see where any effects were too loud and therefore unacceptable for any possible broadcast. The final part of the animation saw a train speeding down the tunnel. I wanted a cacophony of sounds from a quiet train in the distance to the whoosh of it getting closer. I layered two of the same train sounds on each other, one starting before the other, to make it seem more calamitous which was enhanced by using the D-Verb Small Hall reverb plugin in Pro Tools. There were 4 tracks in total to allow for sound layering and when played back, the approaching train effect constantly peaked at 7 or more on the PhaseScope meter. I tried lowering the volume but this wasn't effective. The sound was supposed to get louder as it got closer to the judges, to facilitate a realistic awareness of space as the train got closer. I considered remixing the entire project to a lower volume but I decided to compress the sound effects that were causing the peaking. Muting each of the train tracks to find the culprit it was denominated down to the two layered approaching train effects. There were two sharp train rail 'screeches' that sent the PPM Meter soaring. I used the Pro Tools Compressor/ Limiter Dyn 3 Plugin, and altered the Threshold level; “how loud the signal [had] to be before compression [was] applied” (Vincent, 2012), the Ratio “how much compression [was] applied' (Vincent, 2012) and the Knee ”how the compressor [reacted to signals once the threshold [was] passed.” (Vincent, 2012) (See Fig 2). Compressing the audio signals meant they maintained their volume but lost some of their intensity which had caused them to peak on the PPM Meter. After these were inserted on the track, the PPM PhaseScope meter registered 6 as its highest peak and I didn't have to re- mix anything.

Fig. 2



There were occasions where I was unable to control things for example the dog. It one of the few sound effects within the original Monty Python voice recording. It had been panned harshly to the right despite the vocals all being full stereo. A quote by author Brent Edstrom on this subject said that “Panning is often used to provide some breathing space between signals that share a similar range of frequencies”(2011, p108). This may have been true but I think it more likely that the original video footage of the sketch placed the dog in the right hand corner and the animation didn't account for this. The character's spoke throughout the parts when the dog made noises and therefore anything added had to be identical and this was the case for the shotgun reload and shotgun bang. Older projects I have completed; such as a Radio Drama production of Doctor Faustus, enabled me to understand working with panning. I proceeded to record myself impersonating the dog as closely as possible in stereo; which surprisingly matched up pretty well! I then panned this to the left ear, but because the right ear was the original it was still slightly different in one ear to the other. I split my recording into mono left and right, panning the 'left' track harshly to the left, the right track to the right (to blend with the original) and then kept the stereo recording panned centre to try and cover all bases. This gave a much better sound than I had expected!

EDSTROM, B. (2011) Recording On a Budget. New York. Oxford University Press Inc. P108

VINCENT, S. (2012) The Beginners Guide to Compression. Online. United States of America. Available at: http://audio.tutsplus.com/tutorials/mixing-mastering/the-beginners-guide-to-compression/ Accessed May 3rd 2013.

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