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Sound

Sound. Why does sound matter?. Sound Design is extremely important to the success of a show and for the audience to have a “total” experience. Think of your senses. Interpreting Sound. Listen to the following sound clips and write down the following for each: Time Mood Style Characters

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Sound

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  1. Sound

  2. Why does sound matter? • Sound Design is extremely important to the success of a show and for the audience to have a “total” experience. • Think of your senses.

  3. Interpreting Sound • Listen to the following sound clips and write down the following for each: • Time • Mood • Style • Characters • Costumes • Lighting effects • Clip #1 • Clip #2 • Clip #3 • Clip #4 • Clip #5

  4. Functions of Sound in Theatre • Music • Pre and Post show as well as intermission • Pre-show example: • Post-show example: • Underplaying action • Underscore example: (From Josh’s one-act): • Scene Changes • Almost, Maine transition piece:

  5. Functions (continued) • Effects • Recorded • From A.M.: • Live or Practical • Gun from AMS • Reinforcement • Mics (more later)

  6. How Sound Works • Sound is a compression wave. When something compresses air (a speaker woofer, guitar string, drum, etc) the resulting wave travels until it hits a receptor, which interprets the wave as a certain sound.

  7. How Sound Works • Frequency: The rate that sound travels - creates the pitch • Pitch is the tone of a vibrating body • The higher the frequency, the higher the pitch • Example: My vocal range as seen in wave-form • Intensity: The volume of the sound - measured in Decibels • 20 Quiet Whisper • 70 Normal Conversation • 100 Thunder • 110 Rock Band at 5 ft • 130 Jet Plane at 100 ft = pain

  8. How Sound Works (continued) • Timbre: The quality of sound • Different sounds of the guitar • Acoustics: The absorption and reflection of sound • We don’t want reverberation (bouncing waves) • Example: Drums through different reverbs • We limit this with absorbers - curves, carpet, curtains, anything soft • Example: Zombie Prom

  9. Sound Equipment • Hand Held Mics - used when amplification is not trying to be hid. Public Speakers and Lead Singers mostly. Used in situations where there are not a lot of speakers (less than 5 usually). Can cost between $75 (corded) to $400 (wireless). Can be omnidirectional.

  10. Sound Equipment • Lavolier or Headset Wireless - used when amplification is trying to be hid and/or there is a lot of movement on the performer’s part. Can cost between $150-$400 per.

  11. Sound Equipment • Shotgun Mic - used when amplification is for a large group of people or over a large area (evenly). Can cost between $150-$300 per. Can be omnidirectional.

  12. Sound Equipment • PZMs or ‘Mice’ - used when we want a natural sound to the amplification and we can’t or don’t want to body mic the performers. Can cost between $100-$300 per.

  13. Sound Equipment • CD Player/Tape Deck/Midi Player - used to play back sound (music and/or effects) at a required time. The more money you put in, the more things you can do. • Example: Laptop and Logic

  14. Soundboard • Also known as a mixer. • Take a look at ours • Similar to the lighting board: different channels control different things. • You “mix” the different sounds together to create a balance. • You can also control the quality of sound with EQ. • Low (or bass) • Mid • High (or Treble) • You can also route signals to external devices (typically f0r effects) • Known as auxiliary routing • Effects are sometimes included in the board itself

  15. Cues • Similar to lighting cues • Example: • Almost, Maine script (see pdf)

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