Sound Design
Pro Tools
Soundtracks
Sound Ideas
Terminology of Sound
100

Type of sound design method that involves pulling multiple sound effects and stacking them. Our audiences then perceive these stacked sfxs as one, complex, sound event. 

What is Layering?

100

True or False:

You should always drop your video file into your Pro Tools Session Folder's "Video Files" folder. This ensures that when you import your video, your Pro Tools session is referencing a file within it's own folder and not somewhere on your computer?

True!

100

These are a layer of sound effects in the Effects branch that are often overlooked. They are key to creating a realistic, lived-in environment for our animations and video games. They create the world we can see and even include things that may be off screen.

What are Backgrounds?
What are Ambience Sounds?

100

These are the sounds for our environments. Often needed to make our visuals feel like they take place in a real location. For animations and video games, they need to be created from the ground up!

What are Backgrounds?

100

The three branches of our Sound Design tree that creates a full soundtrack in our Animation and Games

What are Effects, Dialogue, and Music?

200

A type of sound design method that involve digital manipulating our sounds with audio effects. Can be reverb, compression, and or EQ.

What is Processing?

200

This is a method of saving in Pro Tools. It creates a copy of your full session and saves all the reference audio and video files you're using into folders within your Pro Tools Session Folder. This is ideal when transferring your session to a new computer.

What is "Save Copy In..."?

200

Type of music created specific for our animation or video game. Involves hiring a composer to create music that will be recorded or played with virtual instruments.

What is Score?

200

This term describes the Audio POV of a given scene. It could be with the camera or with our characters. 

What is Perspective? 

200

The Branch of Sound Design that we will focus on in class.

What is Effects?

300

These three frequency band make up our Stool Method of sound design. It involves layering multiple sound effects to cover these three types of frequencies, making our sound effects feel full-bodied.

What are Low, Mids, and High frequencies?

300

True or False:

It is always a good idea to base your sound design on reality. Even if it's a sound that does not exist in the real world, adding layers of natural sounds will make the effect feel more realistic and believable. 

True!

300

Music that exists before the animation or video game used it. Can be pop music that was licensed for the purpose of using it in media.

What is Source music?

300

This is the process of having sound that moves from one speaker to another (from left speaker to right speaker). Often done on the Track Level, you can add dynamic movement to your mix and make sound effects feel like they're coming from unique angles.

What is Panning?

300

This is a term to describe the combination of all of our sounds for an animation or game. Ideally, it will be a balanced blend of all our sound elements, including VO, sound effects, and music.

What is a Mix?

400

This is the name for the type of software that sound designers use. These types of software are designed with music in mind, but can be used to add sound effects too. They include Pro Tools, Logic, Ableton Live, and even Garage Band.

What is a DAW?
What is a Digital Audio Workstation?

400

These are two boxes you must check when doing a "Save Copy In..." to ensure that all the clips in your session will transfer correctly.

What are "Audio Files" and "Video/Movie Files"?

400

This is a term to describe how music in video games can adapt and change to whatever the player is doing on the screen. One common example is music changing from an Overworld Theme to a Battle Theme in RPGs.

What is Dynamic Music?

400

This is a fundamental aspect of sound effects for video games. It's a concept that assumes our players will hear our sound effects multiple times, so we create these to add settle differences and avoid sound fatigue.

What are variations?

400

This is a type of sound effect design that is needed in every animation and video game. It covers every sound that our audience EXPECT to hear when seeing the visuals and often needs to be there for logical reasons. Example: See a dog, Hear a dog.

What is Practical Sound Effects?

500

If we add a fourth leg to our Stool Method of sound design, this would be our extra layer. It can be anything, as long as it's creative and adds character to our sound effect.

What is a Special Layer?

500

These are the two ways of adding audio effects onto our sounds in Pro Tools. The first involves selecting an effect to apply to a full track. The second involves effects clip by clip, but you must render new audio files for the effect.

What is "Inserts" and "AudioSuite Effects"?

Will also take Effect Chain or Track Effects.

500

Adaptive scores in video games often have two ways to change in real time. One of them involves entirely new music being introduced, while the other involves adding in new notes or instrument tracks on top of the existing song. 

What is Horizontal Music?
What is Vertical Music?

500

A type of Audio Effect we put on our sounds to give them a sense of space. It digitally adds reflections of our sound source bouncing around in a location and mixes it with the direct sounds. Can often be thought of as echo.

What is Reverb?

500

This is the process of Re-Recording sound effects for our movies or games to enhance our sounds and make props feel more realistic. Often done in a recording studio with the picture on a screen, performs actions that the character does with props and items to capture the sound in higher detail than we can find in SFX libraries. Most commonly done with Footsteps.

What is Foley?