Home › Forums › Imagination Forum – Theme Park Attraction Design & Imagineering › Sound Design.. “Foley” Sound and related?
(migrated from the old forum)…
Any thoughts from the experts here? I’m not a professional in the attraction industry, but I would imagine it’s not unlike doing sound for other media (such as radio drama).
Technology wise for my own attempts at sound design. I used various ‘free’ tools ( much as something like a DAW is probably used professionally), the tools being LMMS, Audactiy and a rather powerful synthesiser called ZynAddSubFX. By massive de-pitching a certain sample I was able to get a ‘chittering’ insect sound without the need to try and find actual recordings
I would assume that for a large number of sounds, pre-recorded sample libraries are used. (I can well envisage a large organization like Disney or Universal having vast FX libraries of purely spot FX.).
However, when you don’t have existing sounds ( I mean no one’s been able to record the sound of an extra-dimensional jellyfish, sucking current from a power line, for example..), some form of creative synthesis would be used? I am thinking musiqe concrete techniques play a part, although on modern computers, such effects are far easier to do than having to work with tape loops…)
You’re right, it’s much the same thing no matter the application. Sound libraries are great for starters, manipulating them as needed, but a lot is still built-from-scratch. A friend of mine in game design will record stuff in the field or a room, then bend it every which way with plug-ins. It’s great fun pounding a piece of raw steak, or grunting into the mic like you’re getting punched while folks in the hallway wonder whether they should call 911. And no, tape loops aren’t around much, but the concept is the same. And far easier. It’s about being creative with the tools you have and learning various tricks along the way.