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In
defence of vulgarity: What is a sound effect? The dictionary definition, as ever an intriguing
starting point, states two cardinal points around which people have
customarily routed their understanding of sound effects over the years.
Firstly, a sound effect is a sound that is made artificially. It is
not a sound that is to be found in nature, it is, indeed, artificial.[1]
The second point is that it is used to make films/plays/etc. more realistic.
In other words, a sound effect is something that it is used in works
of fiction to add realism. Like all definitions, this one sets boundaries as well as it highlights
features. In this case, a sound effect is not something ‘natural’, it
has to be created. It is not something we use in everyday life, rather
something that works of fiction use to make their representation of
everyday life seem more ‘real’ (I will return to the definition of sound
effect later in the article). The aim of this piece is to ask some basic questions about the nature and
place of sound effects in the cinema. Traditionally, the other two components
of a soundtrack, music and dialogue, have been extensively researched
and their contribution to cinema is routinely acknowledged, both within
the filmmaking profession and amongst scholars and critics. I have dealt
with some of the reasons why this should be the case elsewhere so I
do not wish to reiterate those points here.[2]
Both music and dialogue have understandably been discussed in relation
to their logic ‘source: music and literature respectively. In this sense,
they have both enjoyed the luxury of a body of opinion that largely
indicate them as worthy of scholarly and professional attention, as
providing a film with prestige, and as a source of revenue.[3] But what about sound effects? What is their place in this hierarchy? Is
there a discernable tradition? How are they placed in relation to music
and dialogue? I would like to begin by placing side by side (Fig. 1)
the discourses that have characterised the ways in which both filmmakers
and scholars have understood music, dialogue and sound effects and the
implications of these. For reasons of convenience I will refer hereon
to the practice of creating sound effects as ‘sfx’ and revert to the
fuller definition ‘sound effects’ only when considering instances of
specific sounds.
Fig. 1: Comparison between sfx, music and dialogue, the three key elements
of a soundtrack. On tradition Both music and dialogue can build on well-established traditions concerning
their standing in cultural and critical terms. There would be no question
about their ‘respectability’ and legitimacy because composers and writers
belong to music and literature.[4]
This provides both composers and screenwriters with the opportunity
to call on a tradition of composers and writers who have preceded them.
In so doing, they invoke cultural prestige: the ‘romantic’ composers
of the 1930s, a figure perfectly embodied by Erich Korngold (The
Adventures of Robin Hood, The
Prince and the Pauper, The
Sea Hawk), benefited from being able to cite 19th century
romantic composers as their points of reference and inspiration (Korngold
was in fact the son of a music critic). With sfx the situation is more complex and articulated. There clearly is
not a single origin or tradition. Ben Burtt, Walter Murch, Gary Rydstrom
and Randy Thom are four of the most celebrated and successful sound
designers.[5]
At some point in their career they have all worked under the same roof,
namely that of Skywalker Sound. However, when asked about their sources
of creative inspiration they mention four rather different traditions.
Burtt has the mind of a historian knowing well how the art of sfx has
developed from the early days of King
Kong. In some important sense, movies themselves are Burtt’s key
source of inspiration. Murch has often mentioned how influential the
Musique concrète movement was for him. The main tradition he originally
drew from was therefore a French music movement that encouraged musicians
to think of music in a much ’looser’ way than customary where any sound
can be music and any instrumental sound can become a sfx. Rydstrom has
clearly indicated in interviews that the work of sound pioneers working
in animation has been a major influence on his work. As for Thom, his
background in radio was instrumental in getting started and becoming
seriously interested in sound. Later, close contact with Murch alerted
him to the possibilities of the musique concrète approach. These distinctions
are somewhat artificial: Rydstrom was Burtt’s understudy, just as Thom
was Murch’s. The continuing dialogue amongst sound designers, a defining
feature of the field, ensures that boundaries are rather porous. Cinema,
music, animation and radio are but four of the many traditions sound
designers have drawn from and serve to emphasise the ‘bastard’ origin
of contemporary sfx practices. On critical recognition Whilst this multifaceted origin signals one of sound design’s strongest
suit, namely that of being willing and able to draw inspiration from
other creative media, it also highlights the differences with music
and dialogue. There simply is not a well-documented history of sound,
its origins and traditions to build on from both a creative and critical
perspective.[6]
This lack of scholarly and critical attention to the development of
sfx and its traditions has led to a situation where sound designers
cannot but defer to other critically recognised traditions in order
to gain critical status. This issue is illustrated by the kind of exposure
that Walter Murch has enjoyed over the years in relation to some of
his successful colleagues. Murch has always been very apt at invoking
culturally prestigious traditions. In particular, Musique concrète has
provided him with both a home for his interest in sound in early years
and a platform from which to make his voice heard. Unlike Murch, Gary
Rydstrom has often pointed to animation as the most important source
of stimulation for ideas. Both traditions are rich with exceptional
work and ideas that would help any sound designer in his/her creative
effort. However, whilst Musique concrète has enjoyed over the years
a strong association with intellectual and philosophical French thinking,
animation has traditionally being discounted as little more than a rather
childish, low-level sensual enterprise. One of the key traditional sources of sfx artists, animation has provided
countless examples of experimentation and creativity over the decades
from Warner Brothers Looney Tunes
to Disney films through a myriad of other examples. The skills and talent
of people like Mel Blanc, Daws Butler and Tex Avery have been an inspiration
for many sound designers. However, the term ‘cartoonish’ is routinely
used in everyday language and critical discourses as a pejorative to
indicate something childish and unsophisticated, something ‘unrealistic’.
In this sense, the fact that cartoons are aimed primarily, though not
always, at children reinforces this perception of the cartoonish as
less of a fully grown adult form and more of a means to an end, namely
that of making children laugh. Conversely, musique concrète provides
sound designers with an immediately recognisable, well-established and
respected tradition originating in music. In this case the term (it
is symptomatic that we do not translate it into English for fear that
it would lose something of its essence: its French language usage suggests
a certain ‘reverence’) is synonym with sophistication and intellectual
cache. What is relevant here is that the two traditions are far less removed from
each other than it would otherwise appear from critical accounts. Musique
concrète and animation both show a substantial willingness to ‘mix things
up’ and to employ sounds in a way that transcends their origin. Thus,
an everyday sound can become a musical note in musique concrète just
as engagingly as a character’s voice can become a source of sfx in animation.
Indeed, the breaking down of boundaries separating sfx, music and dialogue
is one of the most important features of contemporary sound design.
Yet, these links and the potential that they can unlock for both filmmakers
and scholars are largely overwhelmed by the existing critical infrastructure
whereby the intellectual and the sensual are to be kept as separate
and the former must be regarded as superior to the latter. This evidently artificial separation holds a great deal of power over filmmakers
too. The arrangement of credits is perhaps the most visible manifestation
of a commitment to filmmaking practices that almost invariably separate
sfx and other related activities not just from composing and screenwriting,
but also from most other decision-making situations where the involvement
of sound people would ensure a much more effective use of resources. On collective effort A further defining feature of sfx is that of relying on a collective effort.
Although this is true for all filmmaking crafts, composers and screenwriters
have often managed to retain the ‘aura’ of the individual artist. It
is rare in industrial and critical accounts of filmmaking to see the
name of composers like John Williams, Randy Newman or John Barry next
to those of the sound designer, the music editor or anyone of the other
creative personnel who contribute to the way in which music ultimately
functions within any given film. Writers have also enjoyed a similarly
privileged treatment. People like William Goldman, Frank Darabont, Lawrence
Kasdan and others have routinely been identified as the individuals
behind the writing of films such as When dialogue is included in the equation, it often looses out to music
in the opinion of many filmmakers whose views are encapsulated by these
stark words: ‘The purest moments of cinema are
for me when music and image combine without dialogue or other interruptions’.[8]
The situation concerning music is also far from being ‘clear cut’. Although composers employing instrumental,
symphonic ‘traditional’ scores (such as John Williams, John Barry, and
Hans Zimmer to mention just a few) have enjoyed a considerable degree
of critical clout, soundtracks employing more contemporary music, especially
pop or rock music (again, there are many examples, including films ranging
from Velvet Goldmine to The Matrix) have often come under attack
for their lack of sophistication, loudness and vulgarity in a similar
fashion to what I am describing in relation to sound effects. Despite these ambivalent critical attitudes, screenwriting and music composing continue to be largely understood
as enterprises requiring in the imaginary collective little more than
a pen, some paper and preferably a considerable amount of creative ‘genius’.
Their importance in the filmmaking hierarchy is also mirrored by their
position in a film’s credits, often the result of decades of contractual
disputes.[9]
In the case of sfx, however, the idea of individuals going about their
craft in splendid isolation is an unfeasible proposition. Although there
are individuals, such as the four mentioned above, who have achieved
a higher status than most of their colleagues, the general understanding
of sfx design and mixing is that it is a collective effort involving
many different people who will bring their own creative effort to the
mix. In this sense, it is far more difficult to invoke (prestigious)
concepts such as authorship and individual genius than it is in the
case of music and dialogue. Since historically critical attention and
prestige has focussed on the individual effort, collective creative
endeavours are easily marginalised. On the technical vs. artistic The former aspect influences also another important dimension, namely the
distinction between the technical and artistic portions of a soundtrack.
The word technology comes from the Greek and means the logic organisation
of skills. In this sense, all aspects of human enterprise ought to be
seen as employing (hopefully) technology. However, the more contemporary
understanding of the term focuses primarily on the use of machinery,
indeed the term technology has come to be understood as a substitute
for advanced machinery. This has obvious connotations involving labour
relationships and human development. Technology/machinery has often
been represented as the ultimate evil, the hydra-like monster capable
of devouring job after job that used to be the domain of humans. Indeed,
many of cinema’s most memorable films have built their narratives around
this concept. Films such as Metropolis, King Kong, Modern
Times all the way to The Matrix
follow this seemingly elementary paradigm: technology is bad for jobs
and working conditions, and it is bad for humanity. Technicians have
thus come to be understood as the lesser part of the creative process,
though an important one nevertheless. Technicians operate machines and
this is a mechanical, indeed repetitive job (again, this is the legacy
of industrial labour relations where workers are seen as though enslaved
by machines and doomed to a life of mindless, repetitive work). The
term technician has therefore come to signify in the mind of scholars,
critics and most filmmakers a job where creative ability and inventiveness
take back stage to machinery and its ability to, effectively, ‘do the
job for them’. This is opposed to the understanding of the artist as
employing human resources (his or her mind, ears, etc.) to create his/her
art (this is yet another crucial distinction in that it somewhat elevates
the notion of ‘doing someone’s job’ into something else, something more
valuable, that is, ‘creating art’). Any consideration of the simple
truth that technology is of fundamental importance to composers and
writers too, just as it is to directors, editors and any other filmmaking
job, is not enough to shift the basic paradigm: art and technology are
two separate entities; those who engage primarily with the former are
called artists, those who deal with the latter are technicians. To state the obvious, music and dialogue are perceived as being an almost
entirely artistic On the sensual vs. the intellectual One of the most enduring views of sfx is that it works at an emotional
and sensual level rather than at an intellectual level. Dialogue, on
the other hand, is commonly indicated as the portion of the soundtrack
that deals more directly at an intellectual level, in particular in
the sense of being the most crucial source of story-propelling information
for the audience. In short, sfx are understood as customarily providing
ambience, mood, scope and size, but not information, characterisation
and plot development, something traditionally understood as the domain
of film dialogue. Asked which element amongst effects, dialogue and
music is the most important in films, veteran supervising sound editor
Norval Crutcher (Terms of Endearment,
Witness, Sea of Love) shows no hesitation: ‘The
dialogue. Sound effects and backgrounds are only enhancements to the
movie. The dialogue-that’s what we go to the movies for.’ Music would appear to fluctuate between sound effects and dialogue, although
again mostly operating on a sensual/emotional plane. In the former case,
the emphasis is on music’s twofold potential: ‘Unlike
a closed, non-referential mathematical system, music is said to communicate
emotional and esthetic meaning as well as purely intellectual ones.’[10]
In the latter instance, the view is that: ‘The function of the music
is to "tell" the audience how to feel, from moment to moment’.[11]
and that: ‘Music best enhances a film when it
evokes and modulates a specific emotional response in the audience to
the unfolding story without the audience being aware of it.’[12] However widely shared as this view of the role of sfx as opposed to that
of music and dialogue may be, it is virtually impossible to prove it
in any meaningful way other than through resorting to issues of personal
taste. Characterisation takes place at many levels: the main protagonist’s
house décor, the clothes he/she wears, the way he/she speaks, but also
the ambient sound of his/her apartment, the sound his/her car makes
(or shoes, clothes, watch, whatever comes handy) will all add up in
the mind of the audience as a way of learning about character. How can
it be possible then to differentiate between the sensual/emotional and
intellectual? The only way this becomes possible, in critical terms
at least, is by reiterating another dogmatic position: sensual
engagement and intellectual involvement are two separate things.
It is possible to make this claim, so the argument goes, precisely because
the intellectual engagement of an audience is closely linked to the
script. But which composer would willingly suggest that his/her music
is not attempting to engage an audience fully, at both an emotional
and intellectual level? What actor would happily agree that the way
he/she delivers his/her lines make no difference to the sensual impact
it will have on an audience? Similarly, what sound designer could claim
that his/her selection of sounds that are to be heard in any given scene
does not aim at engaging audience members at both an intellectual and
emotional level? I am being self-consciously polemical here for a reason:
the separation of the sensual and the intellectual is a highly political
choice. Blockbusters and Hollywood cinema at large have often been differentiated
from European cinema on this count: Many sound designers and composers have highlighted the lack of dialogue (often giving rise to adversarial relationships) amongst screenwriters, composers and sound designers, whilst also highlighting that area as being potentially one of the most fruitful to explore, as these words form Gary Rydstrom emphasise: ‘I like it when the composer can have the time to come to the final mix, as long as they are not there just to… well, you don’t want to do this, but sometimes you feel like you are there to ‘protect’ your work which is not really important. You should be there to see how it is all coming together and see what you can do to make it better. I think one of the areas that can most improve in making a soundtrack is for the sound effects department and the music department to work better together, because that relationship between sound effects and music is such an important one for the mix.’[13] Practical reasons are usually invoked to explain why this situation is
so widespread: often the people responsible for the three ‘sections’
come on a project at different times, they work in different locations
and by the time they finish their contribution they move on to a different
project. However persuasive this explanation may be, it is useful to
remember that, as Rydstrom’s words above remind us, these obstacles
are not inevitable. The current modus operandi of mainstream cinema
relies on the assumption that images are the business and art of a filmmaker.
All work practices are then arranged accordingly. Put simply, things
could be different. There is a scenario that can be contemplated whereby
those in charge of film production would understand that the relationship
between what the writer does and what the sound designer will be able
to achieve is a much closer match than what they credit presently (both
figuratively and literally).[14]
Similarly, they may begin to realise the umbilical nature of the relationship
governing the work of a sound designer and that of a music composer.
Until that happens, the working conditions for anyone involved in sound
will remain a kind of ‘lose-lose’ state of affairs: writers are not
aware of their responsibility in terms of the relationship between their
writing and sound, just as composers and sound designers rarely communicate
effectively with the inevitable result of a clash of creative (and often
individual) egos at the final mix. Sfx as vulgar Once again, we return to the original question: what are sound effects?
The very definition of what sound effects actually are and how they
are understood from a cultural standpoint is unclear. It is significant
that the dictionary should feel the need to address this ‘confusion’
directly. In a little inset, titled ‘Which word? Noise/Sound’ the dictionary
states thus: ‘Sound is a general word for anything you hear’ whereas ‘Noise is usually
loud and unpleasant’. Indeed, the definition of noise is ‘a sound, especially
when it is loud, unpleasant or disturbing’. This distinction between noise and sound is an interesting one on many
counts, but especially so in the case of two issues: a) the current
debate around the question of whether movies are too loud and b) the
relative positioning of music and dialogue in relation to sfx within
a soundtrack. The ‘movies are too loud’ diatribe is a rather complex issue that has been
expertly discussed by other commentators.[15]
The key issue with regards to this piece is not whether there are some
movies that are too loud (that is always been the case, not just in
contemporary cinema), but whether the debate surrounding the loudness
issue and the relative artistic merits of sfx is part of a wider critical
framework where sound, technology and popular cinema (especially Hollywood)
are singled-out as the antithesis to quality cinema (the latter being
populated by films that privilege silence over noise, if noise is the
right term of course). In other words, in a critical context such as
the one illustrated above loud becomes shorthand for vulgarity, where
loud is also overwhelmingly associated with sound effects rather than
music or dialogue. The problem with this critical approach is that it
foster an attitude towards films whereby the question ‘does it make
narrative sense for the film to be loud here?” is eschewed in favour
of the over-simplistic “is this film too loud?”. This in turn inevitably
leads to a condemnation of most, if not all, blockbuster, action films
(of all kinds, including war films, adventure films, etc.), and most
animation. Ultimately, this attitude cannot but generate a profound
suspicion of sfx as vulgar, unsophisticated and inferior to music and
dialogue.[16] However, it should be perfectly feasible to imagine
a film where a battle scene is shot from the point of view of a soldier
who is shocked into a state of panic whereby the sound surrounding him
becomes either deafening to the point of being unbearable or it is as
though ‘blocked out’ in an attempt at internalising what is happening
around him/her. The former strategy will most likely require loudness
the latter quietness, but it is a matter of choice, not one of legitimacy
since both approaches could equally function well (for instance, Saving
Private Ryan and The Thin
Red Line have recently both employed exactly one or both of the
approaches described above, despite otherwise being very different films).
The dictionary deals directly with the relationship between sfx and dialogue
and music when attempting to differentiate between the different ‘meanings’
of the word sound and its use. A first definition, that could clearly
be seen as applying to sfx states that sound is: ‘something that you
can hear: a high/low sound; a clucking /buzzing/scratching sound; the
different sounds and smells of the forest; she heard the sound of footsteps
outside’. A further definition that would seem to apply to sfx is under
the heading of sound ‘From television/Radio’. Here the dictionary states
that sound is: ‘what you can hear from a television, radio, etc., or
part of a film/movie: Could you turn the sound down? – The sound quality
of the tapes was excellent – a sound engineer’ Two main features emerge from these definitions. Firstly, there is no immediate
perceived need to identify the agency of these sounds. They come from
somewhere out there (a forest, a bird, etc.) or from a piece of machinery
(a television, a radio). Secondly, the connotation of sound in these
definitions is one concerned with its physical and technical properties,
not its artistic qualities. Thus, the sound quality of the tapes was
‘excellent’ but no mention of the actual sound itself is felt to be
necessary. Indeed, the reference to the ‘sound engineer’ immediately
works to link the physical and mechanical reproduction of sound with
a ‘technical’ job. The most striking contrast to these definitions comes
when the dictionary attempts at defining sound under the heading ‘of
musicians’. Here sound is defined as ‘the effect that is produced by
the music of a particular singer or group of musicians: I like their sound.’ In this case, the
emphasis is squarely on the artistic qualities of the sound produced
and the effect that it has on an audience. Sound thus becomes less than
a mere physical phenomenon and becomes a synonym for human creativity.[17]
In other words, in cultural terms music is a different kind of sound than
sfx. This is an obvious statement, but whereas the former is understood
as originating from the need for expressing a ‘style’ thus emphasising
the role of people behind that ‘sound’, the latter is seen as an inevitable
ordinary occurrence. The snag, of course, is that sfx are neither inevitable
nor ordinary. Any situation/scene will require a process of selection;
as I discussed more in depth elsewhere (insert reference) the process
of selecting which sounds will actually be used in any given scene is
one of the primary tasks for a sound designer. It is unfeasible (and
undesirable) to try to use all sounds that could possibly be mapped
onto what is being seen on the screen so a selection is inevitable since
confusion, rather than clarity, would ensue. This process of selection
is indeed one of the most highly creative areas of the job of sound
men and women: even before a single sound is created, recorded, mixed
creative decisions are made that will influence how a film will ultimately
sound and the soundtrack’s relationship to the image track. Yet, over
the decades since the introduction of synchronised sound, effects have
indeed been understood as ‘obvious’, as this quote from Alberto Cavalcanti,
one of the most sympathetic filmmakers where sound is concerned, emphasises:
‘The doorbang, the telephone bell, the roar of the aero engine, the
wheels of the train, the rushing of the waterfall. Such obvious sound
images pass practically unnoticed. By now they are quite banal.’[18] Part of the problem could be traced back to the primacy in contemporary
western culture that forms of verbal communication have historically
enjoyed over non-verbal forms of communication. Complex verbal communication
(i.e. a language) – or deviation from it, as in the case of abstract
thinking - is what distinguishes us from animals; the ability to express
oneself clearly and effectively is a highly sought after skill amongst
all employers; the inability to communicate properly verbally is also
cited regularly as one of the key reasons for the success or failure
of relationships of all kinds (parental, marital etc.), and so on. Clearly
the fact that language has a structure and rules works in favour of
identifying verbal communication as having a rigour and sophistication
that are not easily matched in non-verbal forms of communication. In film sound, dialogue employs verbal communication, music uses both verbal
and non-verbal (but crucially has a recognised ‘grammar’ of its own
in terms of structure and phrasing) whereas sfx would appear to be a
purely non-verbal form of communication.[19]
Hence, audiences are asked to engage at an intellectual level mostly
by dialogue, music occupying a potentially similarly primary position,
although in practice often providing emotional engagement for audiences.
Sfx on the other hand, lacking a recognised structure, a ‘language’
as it were, has to be content with the kind of sensual activities traditionally
linked to non-verbal forms of communication. In other words, sfx can
give you a sense of location, scope, and detail but it cannot engage
you at an intellectual level, that being the realm of dialogue and,
at times, music.[20]
Here again the distinction between verbal and non-verbal, intellectual
and sensual, sophisticated and vulgar appear indefensible, unless of
course we are bound to understanding cinema solely as a means to convey
literal meaning, in which case we could dispense with all sfx and most
music, and rely overwhelmingly, if not entirely, on dialogue. Most importantly, the fact that sfx, music and dialogue interact in a soundtrack
should also render any attempt at separating the three impossible to
defend on scrutiny. When sounds and images are locked in the ‘final
mix’ sound mixers may curse the fact that writers did not think through
the implications of their screenplay and that composers disregarded
the need for integrating sfx and dialogue somewhere in their symphonic
score. They may also be critical of over-zealous or inexperienced director
who wish to have every single image on screen mapped out on to an equivalent
sound. However, no matter what the difficulties, sound people will always
be aware of the fact that, somehow, all these aural contributions need
to coexist on the soundtrack and that this must serve the needs of the
narrative. Conclusion: finding a way out It is imperative to find a way to help sfx out of the critical and professional
ghetto it seems unable to leave if we are to develop a greater understanding
of how cinema works as a fully-fledged audio-visual medium. The current
situation is so deeply rooted in decades of over-simplification and
under-theorisation about sfx and the role of sound in general that it
is difficult to imagine how the situation could be reversed for the
present generation of men and women working in sound. The possibility
for the improvement of the relationship between sound and image need
necessarily to go through a long period of revaluation. This will have
to include greater, improved dialogue between educators and filmmakers.
The present situation is as much a product of scholars and early theoreticians
as it is the ‘logical’ outcome of industrial practices. Indeed, there
is very little logic in the way the present system works: why waste
time and money in post-production when things could work much more smoothly
by simply including sound earlier in the decision making process (i.e.
in pre-production)? The answer is not simply one of money or other practical
issues but one that feeds off the kind of cultural prejudice towards
sound (especially sfx) that I have tried to highlight here. This situation
is compounded by the fact that, as a form of communication, sfx is somewhat
stuck in a limbo. It is not commonly understood as a verbal form of
communication as it is neither necessarily vocal (like spoken language
or dialogue) nor necessarily structured grammatically (like sign language
or music). One simple example may illustrate the situation here. Watching
a foreign language film usually means having to read subtitles. But
subtitles never include a ‘translation’ of sound effects, only spoken
language. The difference is evident when subtitling for the deaf is
available. This includes a description of sound effects as well as dialogue:
descriptive sounds are literally translated in various languages, as
they need to express specific issues/narrative points/etc. to deaf audiences.
In an only apparently paradoxical situation, it would appear that the
deaf community has adopted a more sophisticated attitude to sfx than
the average filmgoer.[21]
In other words, sound effects are regarded as something other than language
or, more puzzlingly, as a universal form of communication not in need
of translation. The rhythms of sound effects vocalisation, such as the
voices of dinosaurs in Jurassic
Park or the ‘voice’ of toys in Mary
Poppins cannot but follow the pattern of the language that film
is shot in: when the little bed side table in the ‘little bit of sugar’
number ‘talks’ to Mary Poppins it
clearly sounds like a thank you not a merci,
a grazie, or a gracias. The sound the little table makes is composed of two distinct
sounds/words, each of roughly the equivalent length of the words thank and you and spoken with the same intonation with which a person would
indeed say thank you. To complicate things further, sfx is not commonly thought of as a non-verbal
form of communication either since non-verbal communication has come
to mean visual (e.g. body language, dance, painting). In other words,
sfx would appear to be without a logical home in the realm of communication:
it cannot be regarded as verbal nor can it be understood as non-verbal.
What is it then? How are we to approach it? How are we to study and
understand it? How are we to use it? I
am not equipped to answer these questions as adequately as they deserve
to be. It will require a great deal of research and experimentation
on the part of both scholars and filmmakers before we can reach a fuller
understanding of how sound effects work, their grammar and structure,
and their ultimate impact on narrative and on audiences. However, a
few things are clear even at this early stage. Firstly, we - and by ‘we’ I mean scholars and sound professionals
alike - need to begin mapping a history of sfx in terms of its origins,
influences, traditions and not simply from a technological perspective.
Secondly, we need to engage in a constructive dialogue that may help
us understand better how sfx actually works. Finally, and most importantly,
we need to ensure that this work feeds into a wider attempt at reconciling
sound and image: the separation of the two, a scission that can be traced
all the way back to the early days of cinema, has always been closely
linked to the inability to understand cinema as an audio-visual medium.
Without a proper understanding of how sound functions such a proposition
is doomed to remain in the realm of good intents. In defence of vulgarity There remains one thorny issue, namely the understanding of sound effects
as an expression of the crude, the mechanical/repetitive, the unsophisticated,
that is, as an expression of vulgarity. I do not wish to suggest that
the problem for sfx is that of changing people’s perception to ‘elevate’
sfx out of the vulgar and into the sophisticated. Nor do I wish to attempt
a similar operation concerning the distinction between the technical
and the artistic and simply reiterate the claim that sound designers
are not technicians but artists. Quite the reverse: leaving aside the
fact that value judgment concerning what is vulgar changes dramatically
from one generation to the next, the importance of the vulgar in the
culture of every nation is well-documented and it is only when linked
to issues of social acceptance that it becomes a problem. Just as old
dialects are constantly being revaluated in cultural terms precisely
because of their vulgar origins (where vulgar takes its original meaning
of ‘coming from the people’) and for their ability to provide an insight
into the vernacular of a people, similarly the vulgar nature of sfx
should not necessarily be looked at as a negative. Indeed, sfx could
arguably be understood as one of the last remaining opportunities to
explore the vernacular of cinema, unencumbered by decades of superimposition
of structures and grammars of sorts. Similarly, I would like to suggest
that claiming that sound designers are artists may be counterproductive
mainly because in so doing we immediately devalue the role and importance
of technology and technique in favour of personal expression and style.
This distinction is, yet again, a fictitious one: in cinema, there cannot
be personal expression without technology just as there cannot be style
without technique. In distancing themselves from technology and technique,
sound men and women may in fact be eschewing the very backbone of their
profession and, as a consequence, effectively discounting their work.
If recognition is to come for their work it is not going to come by
reminding the public what they are not. One of the reasons why film is still regarded as a visual medium is not
because of some intrinsically universal quality but because of the image
crafts’ ability to allow audiences to appropriate and make their own
the vernacular of those crafts. Thus, scholars and critics feel right
at home when using terms that professionals use: pan, close-up, frame,
dolly, p.o.v, etc. This is the antithesis of sound where, music aside,
scholars, critics and everyday audiences are at a loss as to how to
talk about the most basic aspects of the soundtrack. In other words,
whereas the image crafts have been successful in allowing their specialist
language (their vernacular) to permeate through the boundaries of their
profession, the same cannot be said for sound, especially in the case
of sfx. The latter therefore suffers from a lethal combination of cultural
exclusions. Its modus operandi and specific language (two key elements
for the understanding of any practice) are unknown to the public at
large but also to scholars and critics, for the most part at least.
More damagingly, all interested parties seem to share an understanding
of sound’s vernacular as vulgar in the worst possible version of the
term: as crude, underdeveloped and lacking sophistication. Instead of
considering sound effects as perhaps one of the few remaining truly
popular and ‘everyday’ idioms left in contemporary cinema, most scholars,
critics, audiences and, yes, filmmakers see it as the unsophisticated
technical part of filmmaking that is functional at best and downright
objectionable at its worst. [1] It is striking
to note that the term artificial has synonyms such as ‘false’, ‘imitation’,
‘insincere’, ‘unnatural’, ‘contrived’ and ‘hollow’. Artificial then
becomes a way to address sfx as a negative, highlighting its degree
of separation from nature and the original in a reiteration of critical
discourses that have been dominant since Aristotle. [2] See ‘A Cry in the Dark: the Role of Post-Classical Hollywood Film
Sound’ in Steve Neale and [3] Revenue can be generated ‘directly’ in the shape of the marketed music score CD of a given film
or ‘indirectly’ through the additional income often brought about
by winning prizes such as an Oscar for Best Screenplay or Music Score,
etc.). [4] The fact that many composers and writers should
regards film music and screen writing as an ‘inferior’ or secondary
enterprise (often seen as a ‘money cow’) to the more worthy novel
or classical piece is less a direct criticism of the actual act of
composing and writing for the screen and more a reflection of the
continuing debate regarding the merit of popular culture versus high
culture. [5] I am using
the term sound designer in a rather loose fashion in this article
for the purpose of clarity to indicate all sound men and women engaged
in the process of creating sound effects for a specific movie. [6] In this sense
sound and sfx meet at this crossroad of neglect. Indeed, this is another
indication of how the fate of sound and sfx are inextricably linked:
the former cannot hope to be fully understood and appreciated so long
as the latter remains unexplored. To know and write about music and
dialogue is simply not enough. [7] ‘Editor’s
notebook’ in Film Quarterly
(Vol. 12, No. 2, Winter 1958) pp.63-64. Interestingly, the editorial
drew a very strong response that was published by Film
Quarterly in their following issue:
Correspondence & Controversy: Mightier than the Eye?, Jackson
Burgess; Herbert Feinstein, Film
Quarterly (Vol. 12, No. 3. Spring 1959), pp. 63-64 [8] Interview
with Kevin MacDonald, director of Touching
the Void. British Film Institute
available at: http://www.bfi.org.uk/sightandsound/filmmusic/detail.php?t=d&q=28
[9] See the discussion of the credits war between directors and writers
in Lovell, A and Sergi, G. Making
Films in Contemporary Hollywood ( [10] Meyer, Leonard B. Emotion and Meaning in Music.(Chicago: Chicago University Press,
1961) [11] Holman, Thomlinson,
Sound for Film and Television
(New York: Butterworth-Heinemann, 1997) p.xvi. [12] Interview
with Roger Corman, British Film
Institute, available at: http://www.bfi.org.uk/sightandsound/filmmusic/detail.php?t=d&q=10
[13] Interview with Gary Rydstrom in Sergi, Gianluca The Dolby Era: Film Sound in Contemporary Hollywood ( [14] For an effective
and insightful discussion of this issue, see Randy Thom’s Designing a Movie for Sound, available
at: http://www.filmsound.org/articles/designing_for_sound.htm
[15] There are
several articles, news reports and studies on the matter. CBC, Canadian
Broadcasting Company, ran a series of news items and broadcast on
this topic in 2003. It now dedicates a section of its website to the
topic: http://www.cbc.ca/consumers/market/files/health/loud_movies/index.html.
Ioan Allen, vice-president of Dolby laboratories, has written one
of the more eloquent pieces on the issue of loudness (the article
won the Society for Motion Pictures and Television Engineers journal
article of year award in 1999) that can be found at http://www.entservices.com.au/newsletter/news_files/are_movies_too_loud.pdf.
Newspapers have published also several letters from readers and articles.
A representative example of the latter, titled ‘Loud and Louder’,
can be found in The Guardian
( [16] The question is not whether it is legitimate to ask questions concerning the loudness of movies but how those questions are formulated and for what purpose. Is there sufficient evidence supporting claims that movies have become ‘too loud’? Is it clear beyond doubt what ‘loud’ actually means? Indeed, is loudness the most appropriate measurement to ensure correct reproduction as opposed, for example, to distortion? Is ‘loud’ in movies necessarily bad? [17] Interestingly, the Latin word the English word sound comes from, sonus, meant both sound and noise, but also character and style. In other words, the Romans were careful to stress that a sound has character and style, not just physical properties. Indeed, Latin has over sixty words that refer to the concept of sound in some form or other, testifying to the difficulty in finding one single definition of what remains a very complex event. [18] Cavalcanti,
[19] When I use
the term communication I do not mean it in the sense of communicating
‘meaning’ but rather as a way of engaging an audience with whatever
aspect of the narrative is paramount to convey. That can indeed be
meaning, but it could also be emotional, sensual, and so on. [20] It is a relatively
common practice in film soundtracks to employ songs containing lyrics
that refer directly or indirectly to the narrative hence introducing
a verbal component to music. [21] Obviously,
there is little paradox here since the deaf community has historically
been profoundly engaged with sound related issues.
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