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Suggested Activites by Chapter

Click on the tabs below to view the content for each chapter.

Chapter 1: Suggested Activities

  • Listen to a short section of a dialogue driven sequence of a film. Make a drawing of the screen and map out where you hear individual sounds being placed in the stereo field.
  • Take a non-compressed broadcast wave and listen to it first through computer speakers and then through professional speakers. Discuss how the monitors influence the quality of the soundtrack.
  • Listen to the panning of the SFX only version of Sam provided in the online content area. Do the sounds match the on-screen positions?

Chapter 2: Suggested Activities

  • Capture a portion of an animation without sound. Add new sounds or score to change the perception of the scene. Screen the examples in class and discuss the theoretical application used in each example.
  •  Screen animations from your personal film collections and capture examples that represent unique design approaches. Screen the examples in class and discuss theoretical application used in each example.
  • Screen a variety of films with the purpose of identifying visual edits. Analyze the used of sound design to support these visual edits.
  • Listen to either Pasttime or A Trip to Granny’s first without image and then with image. Discuss how this listening approach helps the animator learn to perceive and respond to the subtle aspects of sound design.

Chapter 3: Suggested Activities

  • Watch a scene driven primarily by dialogue and pay particular attention to the lip sync. Discuss how the body movements other than the lips create the impression of lip sync. 
  • Listen to scenes involving narration and principal dialogue and discuss how they are treated differently.
  • Take the dialogue files from Pasttime and create exposure sheets for the announcer as if he were to appear on camera.

Chapter 4: Suggested Activities

  • Take a short section of an animated film and replace the music with a variety of cues that change the intention or emotion of the scene. Discuss how the changes influence your perception of the scene.
  • Listen to existing film cues and try to determine what music could have been used as temp tracks.
  • Listen to various animations from different time periods and production companies and discuss how they differ.

Chapter 5: Suggested Activities

  • Watch animated shorts with and without sound and discuss where the sound pulled your attention or guided your perception at any point.
  • Participate in an in-class spotting session to develop a list of sounds needed for a specific animation project.

Chapter 6: Suggested Activities

  • Select a scene from an animation that suggests opportunities for Foley. Acquire props that best represent the on-screen footsteps and props. Play the animation in class without sound and perform the props to picture. If possible, record the session.
  • Listen to radio plays and discuss how the sounds help the audience visualize the scene. Try to identify what props might have been used.

Chapter 7: Suggested Activities

  • Develop a production schedule for an animation that includes soundtrack development.
  • Bring in a sound designer and composer and discuss workflow and production standards. 

Chapter 8: Suggested Activities

  • Listen to a variety of films to identify sounds that are futzed to imply on-screen playback devices. Describe the differences between the futzed sound and an unedited version.
  • Listen to a feature animation and try to identify where and how sound has been manipulated to support the picture.
  • Use the audio folder for Pasttime provided in the online content area to rebuild the soundtrack. Feel free to record original dialogue and SFX or to cut sound from other sources.

Chapter 9: Suggested Activities

  • Play a mix in a picture-editing program. Experiment with changing volume levels through the software and through the speaker volume. Discuss which combinations yield the most effective playback of the soundtrack.