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Designing Sound for Animation

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ISBN-10: 0240824989

ISBN-13: 9780240824987

Edition: 2nd 2013 (Revised)

Authors: Robin Beauchamp

List price: $39.99
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Description:

Sound is just as crucial an aspect to your animation as your visuals. Whether you're looking to create a score, ambient noise, dialog, or a complete soundtrack, you'll need sound for your piece. This nuts-and-bolts guide to sound design for animation will explain to you the theory and workings behind sound for image, and provide an overview of the stems and production path to help you create your soundtrack. Follow the sound design process along animated shorts and learn how to use the tools and techniques of the trade. Enhance your piece and learn how to design sound for animation.Maps out the production path for audio in animationPresents practical workflows, techniques and tools for…    
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Book details

List price: $39.99
Edition: 2nd
Copyright year: 2013
Publisher: Taylor & Francis Group
Publication date: 2/26/2013
Binding: Paperback
Pages: 28
Size: 7.25" wide x 8.75" long x 0.25" tall
Weight: 0.990
Language: English

Robin Beauchamp is a professor of sound design at the Savannah College of Art and Design. As a founding member of the department, Mr. Beauchamp designed in the curriculum for the first Undergraduate Program in Sound Design in the World. There he teaches courses in sounde design, music editing and supervision, Foley recording, and mixing. In 2005, he released his first book, Designing Sound for Animation, Focal Press. He is expert certified in Pro Tools Post Production and teaches certification courses for Avid. Mr. Beauchamp continues to work as a freelance sound designer and composer for independent animations.

List of Figures and Tables
About the Author
Credits
Acknowledgments
Introduction
Overview
The Elements of a Soundtrack
Scope of Book
Using This Book
About the 2nd Edition
Online Content
Foundations of Audio for Image
Overview
Perception of Sound
Sound
Hearing Versus Listening
Localization
Acoustics
Rhythm and Tempo
Noise and Silence
Physics of Sound
Sound Waves
Frequency
Amplitude
Timbre
Wavelength
Speed of Sound
Digital Audio
Digitizing Audio
Sampling Rates
Bit-Depths
Audio Compression
Sound Design Theory
Overview
Sound Classifications
Chion Classifications
Diegetic and Non-Diegetic Sound
Narrative Functions
Guided Perception
Drawing the Audience into the Narrative
Directing the Eye
Establishing or Clarifying Point of View
Clarifying the Subtext
Contrasting Reality and Subjectivity
Extending the Field of Vision
Tension and Release
Continuity
Promoting Character Development
Theoretical Concepts Specific to Dialogue
Theoretical Concepts Specific to Score
Theoretical Concepts Specific to SFX
Interpreting Picture Edits
Overview
Shots
Framing
Camera Placement
Camera Movement
Movement of Objects
Perspective Shot (POV)
Insert Shots and Cutaways
Cuts
Transitions
Dissolves
Wipes
Fades
Sound Transitions
Scenes
Parallel Edit
Montage Sequence
Time-Lapse and Flashback Sequences
Conclusion
Dialogue
Overview
Principal Dialogue
Narration
Group ADR and Walla
Developing the Script
Casting Voice Talent
Caricature
Recording Dialogue
The Recording Script
Directing Voice Talent
The ADR Studio
Microphones
Recording Set-Up
Cueing a Session
Preparing Tracks for Lip Sync
Lip Sync Animation
ADR
Evaluating Recorded Dialogue
Dialogue Editing
Designed Languages
Music
Overview
Underscore
Source Music
Songs
Title, Montage, and End Credit Sequences
Workflow for Original Score
Rationale for Original Score
Temp Music
The Spotting Session
Writing Original Cues
The Scoring Session
Workflow for Production Libraries
Production Libraries
Searching a Library
Managing a Project
Developing Cues
Licensing Cues
Workflow for Copy-Protected Music
Overview
Rights Versus License
Synchronization, Master, and Videogram License
Public Domain
Fair Use
Parody
Music Supervision
Historical Trends in Animation Scoring
The Golden Age
The Television Age
The Animation Renaissance
Sound Effects (SFX)
Overview
The SFX Stem
Temp Tracks and Spotting Sessions
The Sound Department
Sound Editors
Commercial SFX Libraries
Searching SFX Libraries
Developing an Original SFX Library
Creating an Original Library
Field Recorders
Field Microphones
Field Accessories
Suggestions for Field Recording
Record like an Editor
Objectivity
Area-Specific Frequency Response
Signal-To-Noise Ratio
Dynamic Range
File Management
The Sound Designer
Performing Design Elements
Foley
Overview
The Foley Stage
Spotting Foley
The Foley Artist
Footsteps
Props
The Cloth Pass
Cueing a Session
The Foley Mixer
Overview
Recording with Preparatory Cues
Playlisting
Looping
Foley Editing
The Production Path
Overview
Preproduction
Overview
Enlisting a Sound Crew
Developing a Soundtrack Budget
Project Management
Production Standards
Release Formats
Production
Overview
Creating Temp Tracks
Production Tasks for the Sound and Music Departments
Postproduction
Overview
Picture Lock
Postproduction Tasks for the Sound and Music Departments
Sound Editing
Overview
Syncing Sound To Picture
Trimming and Cutting
Fades
Compositing Takes
Ring-Outs
Time-Scaling
Pitch Shifting
Vari-Speed
Reverse and Rewind
Sound Replacement
Noise Reduction
Side-Chain Gate
Futzing
Doppler
Looping
Preparing Tracks for Delivery to the Mix
The Final Mix
Overview
The Re-Recording Mixer(s)
Speaker Calibration
Dynamic Range
Configuring the Session
Pre-Dubs
Creating the Stems and Printmaster
The Stereo Mix
Panning
Leveling
Signal Processing
Reverb
Equalization (EQ)
Peak Limiting
The Multi-Channel Mix
The Direct/Ambient Perspective
The "Inside the Band" Perspective
Mastering for Various Release Formats
Bouncing to Disk or Tracks
Encoding
Layback
Case Studies
Bibliography
Index