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wall-e sound
 

offline TroutMask from New York City (United States) on 2010-06-10 19:43 [#02383379]
Points: 472 Status: Regular



I wanted to see if it was possible to replace every sound
in a particular film's sound fx stem with synthesized
variations that, when mixed, can be relatively convincing in
clarity and quality.

I used WALL-E as my proof of concept. This one-minute video
took about 40-50 hours of work over a two week span. Every
single sound is synthesized - no foley, no sample libraries,
no field/studio recording. The synthesis was all done in
SuperCollider and Pure Data.

WALL-E

What do you guys think?


 

offline hexane on 2010-06-10 20:10 [#02383381]
Points: 2035 Status: Lurker | Show recordbag



amazing stuff man, very detailed!


 

offline Phresch from fucking Trondheim (Norway) on 2010-06-10 20:48 [#02383385]
Points: 9989 Status: Lurker | Show recordbag



the wind sounded pretty authentic. nice work


 

offline jnasato from 777gogogo (Japan) on 2010-06-10 20:51 [#02383386]
Points: 3393 Status: Regular | Followup to TroutMask: #02383379 | Show recordbag



Yah, that's pretty cool! However, my one crit: the high
pitched electronic whining sound is more indicative of
delicate electronics or tiny servos, as opposed to something
with more mass.

So like for the huge door closing scene, it might've benefit
to lower the sound an octave or something like that.

Also, another thing with synthesized sfx is that depth is
lacking, but this can be fixed by layering, layering,
layering.

For example- a boot walking is the thud of the mass of the
person, but the delicate scrapes of cheap plastic rustling
around with pebbles are what add structural information of
the boot.


 

offline Fah from Netherlands, The on 2010-06-10 21:51 [#02383401]
Points: 6428 Status: Regular



That was lovely! Awesome job man.


 

offline TroutMask from New York City (United States) on 2010-06-10 22:42 [#02383431]
Points: 472 Status: Regular



Thanks for the feedback guys!

jnasato, are you into sound design? You're right - I should
have lowered the fundamental a bunch and killed off the
higher freqs for a more convincing sound. I'll have to
revise it some day! =)


 

offline Taxidermist from Black Grass on 2010-06-11 02:27 [#02383482]
Points: 9958 Status: Lurker | Followup to TroutMask: #02383379



As far as I know, most of the sounds in wall-e were
synthesized with a pacarana.


 

offline TroutMask from New York City (United States) on 2010-06-11 02:48 [#02383483]
Points: 472 Status: Regular | Followup to Taxidermist: #02383482



According to the DVD, they pieced together some complex
motor recordings to get the sounds for WALL-E himself. Not
sure about the rest. The guy is the same guy who did Star
Wars (and, thus, invented the light saber sound) so I'd
believe it - other than the pacarana thing.


 

offline JivverDicker from my house on 2010-06-11 02:51 [#02383485]
Points: 12102 Status: Regular | Followup to TroutMask: #02383483



It's a bit late now but synthasauras is great for
synthesized animal hybrid things. He works for Camel audio
now.


 

offline mohamed from the turtle business on 2010-06-11 03:31 [#02383488]
Points: 31145 Status: Regular | Show recordbag



thumbs up

only the wiggle waggle is the less convincing to my ears

this youtube would make a cool huge door LAZY_TITLE


 

offline mohamed from the turtle business on 2010-06-11 03:40 [#02383489]
Points: 31145 Status: Regular | Show recordbag



the wiggle waggle is the less convincing to my ears

i don't know what a wiggle waggle is, i just found out it's
a Herbie Hancock song

i mean when it put himself to sleep, the noise of this
LAZY_TITLE


 

offline jnasato from 777gogogo (Japan) on 2010-06-11 05:44 [#02383494]
Points: 3393 Status: Regular | Followup to TroutMask: #02383431 | Show recordbag



"jnasato, are you into sound design?"

Yah totally, especially with regard to perceived imagery
(with just sound) or perceived emotion through juxtaposition
of sound+imagery.

Like the aforementioned light-versus-heavy servo sound on
the massive door-- such sounds can create massive depth of
narration, and such efficient delivery of information is a
wonderful thing! For example, having repetitive clicks
could indicate wear and tear, or ultra low mechanical rumble
could indicate age and archaic tech, or woooing and epic
strings could indicate the usage of magic, or hissing could
indicate the usage of hydraulics, etc.

With sound+visuals, narrative ability can become immense!
...Watching some clip of horror films with clown music
played over, really made the importance of music/sound
apparent to me.


 

offline Terence Hill from Germany on 2010-06-11 15:39 [#02383513]
Points: 2070 Status: Lurker



nice, congs.

here's the official Terrence Hill layman observation:

regarding your original pitch: why shouldn't it be possible,
i think it certainly is - if you put enough time and skill
into it. Though for many sounds it might be highly
impractical innit, especially if you can use cheap/fast
tricks to create certain hard to synthesize sounds from
recorded material simply by changing playback speed or
something.

also i think proper spatiality is about 50% of the success
of a sound, i.e. placing them into space with
reverberation/filters..

anyway congs, interesting topic


 

offline Advocate on 2010-06-11 19:48 [#02383537]
Points: 3319 Status: Lurker



i appreciate the effort put into this. keep it up bro!

see, this is why i frequent xltronic -- it's for the cool
surprises like this here thread. yo.


 

offline JivverDicker from my house on 2010-06-12 03:03 [#02383629]
Points: 12102 Status: Regular



There isn't any depth/space in the placing of the sound
effects. That's the downside for me. I know people that do
foley for a living and they say stuff like "That's not a
Siemens shaver!" They're not my friends I just know them.


 

offline clark672010 on 2010-06-12 04:34 [#02383643]
Points: 398 Status: Lurker



fantastic!!!


 

offline TroutMask from New York City (United States) on 2010-06-12 12:44 [#02383681]
Points: 472 Status: Regular | Followup to JivverDicker: #02383629



That's interesting. I made a pretty big effort to match
spatial characteristics to picture. Was it more of a
question of depth? This would be quite understandable; the
goal was definitely to make it "hyper-realistic." I did
earlier projects which focused on creating a more
"life-like" image of the sounds but found that this tended
to make the mix "boring."

Speaking of which, the next thing I really want to try is to
do this again, but in surround. I think that opening up the
other four channels would be a very interesting experiment
for a fully-synthesized FX stem - especially in terms of
depth.


 

offline Advocate on 2010-06-12 23:16 [#02383750]
Points: 3319 Status: Lurker | Followup to TroutMask: #02383681



please disregard whatever jivverdicker says. he's
chronically negative you know.


 

offline jnasato from 777gogogo (Japan) on 2010-06-13 00:26 [#02383758]
Points: 3393 Status: Regular | Followup to TroutMask: #02383681 | Show recordbag



Depth is also a narrative tool, though. In a wide shot, if
someone is opening a candy wrapper, super detailed crinkles
gives a sense of intimacy (as if mic is right above) but
also can give some omniscient distancing of the viewer and
the subject due to the sound being inconceivably detailed.
Rolling off the high end of the candy wrapper gives some
z-space depth and a feeling of distance but also feeling of
intimacy (watching from within the scene... realistic sound
from where camera is standing).

So both are valid-- intention dependent!


 

offline JivverDicker from my house on 2010-06-13 00:45 [#02383761]
Points: 12102 Status: Regular | Followup to Advocate: #02383750



If you actually read TroutMasks reply Advocate you will see
he/she understands what I said. It wasn't negative, it was
reply to his request of "What do you guys think?". You
stupid toilet.


 


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