Although a sound guy, I had some experience with film as a student, and photography is a pastime I very much enjoy, so I took my DSLR and lenses and got to work.
The video was shot over the course of a few days, following staff around various sites in Staffordshire, making sure I captured footage of the various cleaning duties provided by the company. Once captured the video was then edited and delivered using Blackmagic’s Davinci Resolve 15 app for Windows.
It was decided early on that the video would be cut to background music, so there was no need to capture any sound onsite. The music was created using Propellerhead’s Reason 10 where I played and recorded guitars and bass over a MIDI drum track with additional MIDI piano. The track was then mastered using an online service at Landr.
Working with the Shooting Fish Theatre Company, I recently developed sound effects and composed music to accompany the production of 10:01 The Minute They Came, a psychological thriller conceived and created by FLARE students as part of a community learning initiative in Gainsborough.
The play incorporated fantastical elements that offered an amazing opportunity for a sound designer to get their teeth into: from Wiccan rituals to an alien abduction!
Below is a composition I created for one of the more pleasant Wiccan rituals in the play:
Being my first theatre project, I was keen to see how my experience in film and games would transfer to this medium. One challenging aspect came from working remotely since I would not get the instant visual feedback I’d become used to working with video files. Fortunately, I had frequent correspondence with—and feedback from—the production team which helped immensely. I was also able to sit in on rehearsals towards the end and hear my sounds alongside the action, allowing me to go back and make tweaks where needed. But for the most part, I would work from the script out of my home studio relying on daily feedback to steer my course.
Ambience Environmental ambiences were created to underpin scenes and help describe the world beyond what was immediately visible—whilst in some scenes also functioning to create mood and atmosphere.
In one scene, set during the day at a farmhouse, two of the main characters are engaged in discourse. Much of the drama in the scene comes from the dialogue between the characters, so the ambient sounds of the functioning farm are purely incidental: describing the wider environment in which the drama is taking place, without getting in the way. Despite playing a more passive role, these sounds are important as they help cue the audience into the present location as scenes move from one place to the next. In a film, these changes would be more obvious since there is also a visual shift of location to cue the viewer in. But in theatre, the visual changes are more subtly limited to what you can arrange on a fixed stage during a transition, and so sound can help to bridge that gap when orienting the viewer.
Another scene, set late at night outside the farmhouse, required the ambience to take more of an active role in creating mood and supporting drama. Here, gusts of unrelenting wind created an ominous atmosphere as the characters frantically searched the exterior grounds following an abduction. These sounds would play loud, forcing the character’s dialogue to compete, and functioning as though indicative of a dark, unseen presence in the scene.
Alien Abduction Designing sound for an alien abduction was one of the most creatively stimulating aspects of the project; a sound designer’s dream, indeed! In the play, an infant is lifted from its crib via the machinations of a mysterious white light. Whenever I think ‘alien’ I always consider some kind of synthesis for its ability to create otherworldly, inhuman sounds not possible with conventional instruments. The presence of a bright light also inspired the notion of shimmering, high pitched sounds, as well as the idea of something metallic or mechanical that would allude to a nearby alien craft not actually depicted in the scene—for, as a sound designer, I am concerned with describing that which exists beyond the confines of the frame, or set.
The basis for the abduction sound was indeed metallic: utilising drum cymbals but in an unconventional way. By scraping across the top surface of a cymbal with a drumstick, you can create some interestingly jarring and otherworldly effects that shimmer and sing in a most unsettling way! Synthesis played its part in the way I processed the original cymbal sounds, using granular sampling techniques to stretch and extend the samples, whilst pitching and modulating to address the various layers of the finished composite sound. For example: using an LFO linked to a panner allowed for undulations in the low-frequency layer, suggesting the presence of a large craft complete with propulsion, while slight distortion in the upper layers suggested a sharp, piercing quality to the bright light.
Demonstrating how found sound can be used to create musical cues and atmosphere in the short horror film, Slake.
Synopsis In a world where vampires are all but extinct, a few wanderers remain. Moving from place to place, they attempt to evade the clutches of a mysterious organisation looking to investigate these remnants of a failing species—for they have begun to exhibit signs of weakness akin to the fragile humans on which they prey. Meanwhile, Slake—after finding himself in the right place but for too long a time—does his best to balance his new-found thirst with his old habits.
Sound Design Concept In keeping with the horror tradition of using unusual sounds and instrumentation, it was decided that the score for Slake would be designed from scratch using found sound sources. By definition, found sound offers practically limitless opportunities for unconventional timbres and textures through exploratory interaction with found objects—the scope of which can be further expanded upon with the multitude of editing and manipulation techniques afforded by digital audio processing.
Characterisation The antagonist’s presence was heralded by a stinger created from the low, resonant tones of a metal lampshade that became affectionately known as the “chrome dome.” Striking the dome resulted in a satisfyingly ominous sound that was further enhanced using granular sample manipulation—which added interesting texture and harmony to the original recording.
There was a desire to incorporate the narrative’s themes of addiction and inebriation into the very fabric of the protagonist’s motif. Experimentation with a cocktail shaker (a vessel of intoxication) led to the creation of an instrument that could be tuned and manipulated into a musical performance using MIDI sequencing and was thus used as the basis for the character’s accompanying melodic cues.
Sound effects created using Foley recordings and some sound library content. Also performed vocalisations, added ambience and spatialisation with field recordings and reverb/delay effects.
Among the various sound effects recorded for this project, the decimation of fruit and vegetables was one of the most effective—and fun. This classic Foley technique provided the gut-wrenching gore sounds consisting not only of lettuce but capsicum and melon-hacking. These sounds were layered together for added texture and effect. After an initial whoosh-sound to indicate the incoming blade, the chopped lettuce and capsicum provided the visceral slice, followed by some melon-flesh spatter on a stone floor to simulate blood and guts dripping in the game environment. As the vanquished drops to the floor, so too did half a dissected melon, providing an impactful closure to the melee.
Voicing the Undead
Using my own voice, I recorded vocalisations for the undead enemies. Some were sighs of exertion as they swung their weapons, while most others were death rattles. Pitching the final recordings down a little helped to make the vocalisations sound more monstrous and gritty. By automating the volume while sending (pre-fader) to an auxiliary reverb bus, the undead groans could be spatialised within the context of the game environment as well as reflecting the changing distance from the player-character.