Audio Components - Dialogue
Dialogue can be included into a piece of video in a number of different ways, for example, voiceovers, interviews or ADR. Overall, dialogue is a key element towards helping your audience understand a character or story as it allows filmmakers to reveals characters emotion or thoughts. However, when a character is revealing their own personal feelings, this is usually done by using a voiceover.
So, voiceovers are utilised in nearly every type of media and genre of film. Voiceovers are generally used to either tell a story, narrate, express the mind of a character and what they are thinking or provide information relevant to whats on screen. Voiceovers are most commonly used in factual programmes like documentaries but are also regularly used in films. Voiceovers within documentaries allow the filmmaker to provide information to the audience in a way that is easy to understand. This is done by accompanying the information with relevant visuals, therefore the narrator is explaining and detailing whats going on on-screen. Documentaries usually use visuals that include archive footage or re-enactments of the relevant topic, which makes it even easier to understand the overall story or topic. This is contrasting to films, as voiceovers are usually to express the feelings of a character. Films that involve a lot of voiceovers will usually open with the protagonists voice, potentially foreshadowing or hinting some of the contents of the film. A recent example we could use is 'You', which is widely known for it's constant use of voiceovers to reveal the main characters emotions.
From the opening scene, we are already introduced with a voiceover. The voiceover describes the first impressions that the main character receives from 'Beck', which already gives us the idea that he is interested and intrigued by her. This also gives the audience the idea that he following series will be based mainly around these two characters, potentially involving a romantic atmosphere.
Another way dialogue is utilised is through interviews. Interviews, as well as voiceovers, are primarily used in documentaries or factual programmes. This is because interviews involves the collection of information from experts or witnesses, therefore they are suited more towards factual programmes. Interviews could be seen as similar to voiceovers, where information is provided, however interviews are usually unscripted, whereas voiceovers are. Audio is collected by using techniques that hide microphones, creating a more tidy and professional look to the overall interview. Shotgun mics are commonly used outside the shot and are usually positioned to point directly towards the sound source (interviewee). Small microphones can also be placed onto the interviewees clothing. Interviews can be used to explain a story, for example, within documentaries. Documentaries that are based around a particular person and their story, usually include the subject explaining their experience. Visuals then demonstrate the relevant story or information that the subject is providing in the interview. An example we could use is 'Demi Lovato: Simply Complicated'.
The majority of the documentary is an interview, which provides information of the perspective of Demi Lovato and her experience with drug abuse.
When it comes to games, dialogue allows you to be more knowledgeable about a character within a film and what's happening within the overall plot. Many video games have multiple modes of how you can play the game like story mode, campaign, online or mini games. Dialogue is included in story modes and usually contain a voiceover of the character you're playing, along with other characters. Voiceovers are usually played whenever you reach a checkpoint within the game and a short piece of dialogue is shown, where you are usually given the option to skip. 'Grand Theft Auto' is a great example of a game that includes dialogue as the story mode within the game, follows three characters that eventually meet within the storyline.
Although dialogue is essential in the auditory element of film, there are many other audio components that are also important towards creating a high-quality experience for the viewer such as ambient sound. Ambient sound relates to the audio that a certain location is creating. This could include sound created by the environment (wind, grass etc.) or by background noises (traffic, crowds etc.). But why is it so important? Ambience is important towards setting a scene and making viewers feel more inside a film, due to the simulation of a particular environment being created by simply using sound. Ambience can either be captured during recording (using the original sound) or added on in post-production. Professional film makers tend to use ADR to add on ambience, especially in single camera productions. Adding on ambience in post-productions provides audio continuity between shots while also preventing any awkward or unnatural silences. Adding on ambience is also handy when you are unable to record in your desired location. Here's an example of the ambience of a crowded interior environment.
This example can be used during any type of scene that takes place in a crowded, interior area. Ambience can also be edited to fit the atmosphere of a scene (e.g. adding more reverb).
Within films, sound sources could be stationary or moving, meaning you will have to decide whether your sound will do the same. Stationary sound relates to the constant quality of audio throughout your whole production, whereas moving sound relates to how the pitch, volume and position of audio changes to simulate a moving object. This type of audio is created through mono and stereo recording. Within professional production, filmmakers will usually aim towards creating the best auditory experience for the viewer, by making them feel more immersed and inside the film. Simulating moving sound sources is great towards this, as it creates a more realistic feel to a film. A technique called 'panning' is commonly used in professional productions and describes the distribution of sound signals from one side to another. These sound signals follow a particular object that is seen on-screen and can change volume, depending on where the object is going. An example of panning is an object travelling from one side of the screen to the other, in the following example, the object will be a car.
As you can tell, the audio of the car has been distributed from the right hand side to the left hand side. Overall, the positioning of audio during panning will depend solely on where the object is placed on-screen. This is a great technique when it comes to enhancing the realism of a film as it simulates how people naturally pick up sound in reality. Panning does not effect the volume or pitch of a sound but is solely all about the positioning of sound from left to right. Other than panning, various techniques can be used to simulate moving sound e.g. the volume. When an object moves away from the screen, the volume of sound coming from the object will decrease, whereas if it was to come closer, the volume of sound will increase. The following example utilises these techniques to their full extent and showcases how simulating moving sound can increase the quality of your audio and create a better auditory experience for the viewer.