diagetic sound
sound which originates inside the world of a character
[what character can hear]
immerses audience in scene
dialogue
the words a character says
assists with the plot
contrapuntal sound
non-diagetic sound that doesn’t match the atmosphere of the visuals
[lighthearted music over a massacre]
sound motif
sounds that seem to reoccur regularly
indicates the presence of a character, setting or situation
[clock chiming to signal vecna]
voiceover
when someone is talking/ narrating over a scene but we can’t see them
direct address
when a character talks directly to audience, often by looking at the camera
makes something seem comic or informl
engages audience
[ferris bueller, fleabag]
silence
pauses/ gaps in diagetic and non-diagetic sound
good for drawing attention and creating tension
non-diagetic sound
sound which originates outside of the scene which characters can’t hear
[soundtrack, narration]
adds extra info for the audience
asynchronous sound
sound that is not synced up with the visuals
can be amateur mistake
sound effects
sounds that aren’t picked up by a camera but are readded by a foley artist
adds realism and sometimes tension
sound bridge
sound which continues across the cross-cutting of two scenes
good for linking scenes
mode of address
the way a character talks
[formal, slang, accent]
sets tone and clues audience in
score/ soundtrack
non-diagetic music added on top of a scene
can encourage audience to feel a certain way
ambient sound
sounds that would naturally occur
adds realism and sets the scene
[birds, traffic]
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