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Everything you hear on film is a lie | Tasos Frantzolas | TEDxAthens

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    I want to skip the introduction.
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    I want to start by doing an experiment.
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    I'm going to play three videos
    of a rainy day.
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    But I've replaced the audio
    of one of the videos,
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    and instead of the sound of rain,
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    I've added the sound of bacon frying.
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    So I want you think carefully
    which one the clip with the bacon is.
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    (Rain falls)
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    (Rain falls)
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    (Rain falls)
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    All right.
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    Actually, I lied.
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    They're all bacon.
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    (Bacon sizzles)
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    (Applause)
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    My point here isn't really
    to make you hungry
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    every time you see a rainy scene,
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    but it's to show that our brains
    are conditioned to embrace the lies.
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    We're not looking for accuracy.
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    So on the subject of deception,
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    I wanted to quote one
    of my favorite authors.
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    In "The Decay of Lying,"
    Oscar Wilde establishes the idea
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    that all bad art comes from copying
    nature and being realistic;
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    and all great art comes
    from lying and deceiving,
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    and telling beautiful, untrue things.
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    So, I want to make this clear -
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    when you're watching a movie
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    and a phone rings,
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    it's not actually ringing.
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    It's been added later
    in postproduction in a studio.
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    All of the sounds you hear are fake.
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    Everything, apart from the dialogue,
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    is fake.
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    Not the only thing that's fake
    in Hollywood, by the way.
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    Laughter)
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    When you watch a movie and you see
    a bird flapping its wings --
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    (Wings flap)
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    They haven't really recorded the bird.
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    It sounds a lot more realistic
    if you record a sheet
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    or shaking kitchen gloves.
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    (Flaps)
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    The burning of a cigarette up close --
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    (Cigarette burns)
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    It actually sounds a lot more authentic
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    if you take a small Saran Wrap ball
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    and release it.
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    (A Saran Warp ball being released)
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    Punches?
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    (Punch)
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    Let me play that again.
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    (Punch)
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    That's often done by sticking
    a knife in vegetables,
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    usually cabbage.
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    (Cabbage stabbed with a knife)
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    The next one -
    I'm not going to play the video
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    but it's breaking bones.
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    (Bones break)
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    Well, no one was really harmed.
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    It's actually ...
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    breaking celery or frozen lettuce.
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    (Breaking frozen lettuce or celery)
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    (Laughter)
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    Yeah. Thanks to my three friends
    who are laughing.
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    Making the right sounds
    is not always as easy
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    as a trip to the supermarket
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    and going to the vegetable section.
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    But it's often a lot more
    complicated than that.
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    So let's reverse-engineer together
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    the creation of a sound effect.
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    One of my favorite stories
    comes from Frank Serafine.
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    He's a contributor to our library,
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    and a great sound designer for "Tron"
    and "Star Trek" and others.
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    He was part of the Paramount team
    that won the Oscar for best sound
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    for "The Hunt for Red October."
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    In this Cold War classic, in the '90s,
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    they were asked to produce the sound
    of the propeller of the submarine.
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    So they had a small problem:
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    they couldn't really find
    a submarine in West Hollywood.
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    So basically, what they did is,
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    they went to a friend's swimming pool,
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    and Frank performed a cannonball.
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    They placed an underwater mic
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    and an overhead mic
    outside the swimming pool.
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    We recreated the sound.
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    So here's what the underwater
    mic sounds like.
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    (Underwater plunge)
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    Adding the overhead mic,
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    it sounded a bit like this:
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    (Water splashes)
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    So now they took the sound
    and pitched it one octave down,
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    sort of like slowing down a record.
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    (Water splashes at lower octave)
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    And then they removed
    a lot of the high frequencies.
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    (Water splashes)
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    And pitched it down another octave.
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    (Water splashes at lower octave)
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    And then they added
    a little bit of the splash
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    from the overhead microphone.
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    (Water splashes)
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    And by looping and repeating that sound,
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    they got this:
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    (Propeller churns)
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    So, creativity and technology put together
    in order to create the illusion
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    that we're inside the submarine.
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    But once you've created your sounds
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    and you've synced them to the image,
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    you want those sounds to live
    in the world of the story.
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    And one the best ways to do that
    is to add reverb.
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    So this is the first audio tool
    I want to talk about.
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    Reverberation, or reverb,
    is the persistence of the sound
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    after the original sound has ended.
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    So it's sort of like the --
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    all the reflections from the materials,
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    the objects and the walls
    around the sound.
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    Take, for example, the sound of a gunshot.
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    The original sound is less
    than half a second long.
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    (Gunshot)
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    By adding reverb,
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    we can make it sound like
    it was recorded inside a bathroom.
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    (Gunshot reverbs in bathroom)
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    Or like it was recorded
    inside a chapel or a church.
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    (Gunshot reverbs church)
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    Or in a canyon.
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    (Gunshot reverbs in canyon)
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    So reverb gives us a lot of information
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    about the space between the listener
    and the original sound source.
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    If the sound is the taste,
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    then reverb is sort of like
    the smell of the sound.
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    But reverb can do a lot more.
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    Listening to a sound
    with a lot less reverberation
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    than the on-screen action
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    is going to immediately signify to us
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    that we're listening to a commentator,
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    to an objective narrator that's not
    participating in the on-screen action.
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    Also, emotionally intimate
    moments in cinema
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    are often heard with zero reverb,
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    because that's how it would sound
    if someone was speaking inside our ear.
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    On the completely other side,
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    adding a lot of reverb to a voice
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    is going to make us think
    that we're listening to a flashback,
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    or perhaps that we're inside
    the head of a character
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    or that we're listening
    to the voice of God.
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    Or, even more powerful in film,
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    Morgan Freeman.
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    (Laughter)
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    So --
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    (Applause)
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    But what are some other tools or hacks
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    that sound designers use?
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    Well, here's a really big one.
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    I think some people guessed it.
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    It's silence.
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    I didn't really forget
    this part of the talk
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    but I sort of wanted to show
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    that a few moments of silence
    is going to make us pay attention.
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    And in the Western world,
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    we're not really used to verbal silences.
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    They're considered awkward or rude.
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    So silence preceding verbal communication
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    can create a lot of tension.
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    But imagine a really big Hollywood movie,
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    where it's full of explosions
    and automatic guns.
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    Loud stops being loud
    anymore, after a while.
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    So in a yin-yang way,
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    silence needs loudness
    and loudness needs silence
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    for either of them to have any effect.
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    But what does silence mean?
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    Well, it depends how
    it's used in each film.
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    Silence can place us inside
    the head of a character
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    or provoke thought.
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    We often relate silences with ...
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    contemplation,
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    meditation,
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    being deep in thought.
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    But apart from having one meaning,
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    silence becomes a blank canvas
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    upon which the viewer is invited
    to the paint their own thoughts.
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    But I want to make it clear:
    there is no such thing as silence.
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    And I know this sounds like the most
    pretentious TED Talk statement ever.
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    (Laughter)
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    But even if you were to enter
    a room with zero reverberation
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    and zero external sounds,
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    you would still be able to hear
    the pumping of your own blood.
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    And in cinema, traditionally,
    there was never a silent moment
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    because of the sound of the projector.
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    And even in today's Dolby world,
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    there's not really any moment of silence
    if you listen around you.
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    There's always some sort of noise.
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    Now, since there's no such
    thing as silence,
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    what do filmmakers
    and sound designers use?
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    Well, as a synonym,
    they often use ambiences.
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    Ambiences are the unique background sounds
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    that are specific to each location.
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    Each location has a unique sound,
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    and each room has a unique sound,
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    which is called room tone.
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    So here's a recording
    of a market in Morocco.
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    (Voices, music)
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    And here's a recording
    of Times Square in New York.
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    (Traffic sounds, car horns, voices)
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    Believe me, it's a lot better
    to have to listen to Times Square
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    than to have to smell Times Square.
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    Room tone is the addition of all
    the noises inside the room:
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    the ventilation, the heating, the fridge.
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    Here's a recording
    of my apartment in Brooklyn.
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    [You can hear the ventilation, the boiler,
    the fridge and street traffic]
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    [(is that an electric toothbrush or just
    my neighbor having some fun?)]
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    Ambiences work in a most primal way.
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    They can speak directly
    to our brain subconsciously.
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    So, birds chirping outside your window
    may indicate normality,
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    perhaps because, as a species,
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    we've been used to that sound
    every morning for millions of years.
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    (Birds chirp)
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    On the other hand, industrial sounds
    have been introduced to us
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    a little more recently.
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    Even though I really like
    them personally --
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    they've been used by one
    of my heroes, David Lynch,
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    and his sound designer, Alan Splet --
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    industrial sounds often carry
    negative connotations.
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    (Machine noises)
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    Now, sound effects can tap
    into our emotional memory.
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    Occasionally, they can be so significant
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    that they become a character in a movie.
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    They are a lot more low maintenance
    than some actors, as well.
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    For example -
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    The sound of thunder may indicate
    divine intervention or anger.
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    (Thunder)
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    Church bells can remind us
    of the passing of time,
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    or perhaps our own mortality.
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    (Bells ring)
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    And breaking of glass can
    indicate the end of a relationship
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    or a friendship.
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    (Glass breaks)
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    Scientists believe that dissonant sounds,
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    for example, brass or wind
    instruments played very loud,
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    may remind us of animal howls in nature
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    and therefore create a sense
    of irritation or fear.
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    (Brass and wind instruments play)
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    So now we've spoken
    about on-screen sounds.
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    But occasionally, the source
    of a sound cannot be seen.
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    That's what we call offscreen sounds,
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    or "acousmatic."
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    The term "acousmatic" comes
    from Pythagoras in ancient Greece,
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    who used to teach behind
    a veil or curtain for years,
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    not revealing himself to his disciples.
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    I think the mathematician
    and philosopher thought that,
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    in that way,
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    his students might focus
    more on the voice,
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    and his words and its meaning,
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    rather than the visual of him speaking.
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    So sort of like the Wizard of Oz,
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    or "1984's" Big Brother,
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    separating the voice from its source,
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    separating cause and effect
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    sort of creates a sense
    of ubiquity or panopticism,
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    and therefore, authority.
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    There's a strong tradition
    of acousmatic sound.
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    Nuns in monasteries in Rome and Venice
    used to sing in rooms
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    up in galleries close to the ceiling,
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    creating the illusion that we're listening
    to angels up in the sky.
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    Richard Wagner famously
    created the hidden orchestra
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    that was placed in a pit
    between the stage and the audience.
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    And one of my heroes, Aphex Twin,
    famously hid in dark corners of clubs.
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    I think what all these masters knew
    is that by hiding the source,
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    you create a sense of mystery.
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    This has been seen
    in cinema over and over,
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    with Hitchcock,
    and Ridley Scott in "Alien."
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    Hearing a sound without knowing its source
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    is going to create some sort of tension.
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    Also, it can minimize certain visual
    restrictions that directors have
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    and can show something
    that wasn't there during filming.
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    And if all this sounds
    a little theoretical,
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    I wanted to play a little video.
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    (Toy squeaks)
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    (Typewriter)
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    (Drums)
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    (Ping-pong)
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    (Knives being sharpened)
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    (Record scratches)
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    (Saw cuts)
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    (Woman screams)
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    (Laughter)
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    What I'm sort of trying
    to demonstrate with these tools
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    is that sound is a language.
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    It can trick us by transporting
    us geographically;
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    it can change the mood;
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    it can set the pace;
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    it can make us laugh
    or it can make us scared.
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    On a personal level, I fell
    in love with that language
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    a few years ago,
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    and somehow managed to make it
    into some sort of profession.
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    And I think with our work
    through the sound library,
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    we're trying to kind of expand
    the vocabulary of that language.
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    And in that way, we want
    to offer the right tools
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    to sound designers,
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    filmmakers,
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    and video game and app designers,
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    to keep telling even better stories
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    and creating even more beautiful lies.
  • 16:46 - 16:47
    So thanks for listening.
  • 16:47 - 16:50
    (Applause)
Title:
Everything you hear on film is a lie | Tasos Frantzolas | TEDxAthens
Description:

Is it bacon frying or is it just the rain? Tasos Fratzolas in his talk deconstructs all the sounds we think we know, explains how our brains are conditioned to embrace the lies and talks about the power of silence.

Tasos Frantzolas grew up in Athens and began producing music at the age of 13. After attending SAE London for Audio Engineering, he enjoyed a brief stint in the UK’s music and post-production industries. In 2006, he returned to Greece to found Soundsnap.com, a sound effects and loop library that has since grown to encompass over one million users and become the most popular sound effects destination worldwide.

This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at http://ted.com/tedx

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
17:02

English subtitles

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