Cirencester Deer Park School - Music Technology
Foley
Sounds used to match action in visual media (for example, the sound of footsteps synchronised to a character walking onscreen).
Ambience
Sound present to give a sense of location (for example, background in a forest might include animal noises, wind through trees etc).
Dialogue
Words spoken by characters on screen. Dialogue is an example of diegetic sound, this is sound that the characters in the scene can hear. Other examples of this might be characters in a scene listening to the radio.
Voice-overs
An example of this would be a narrator telling the story. This would be an example of non-diagetic sounds as the characters in the scene wouldn't hear the voice-over.
Underscore
This is music used to set mood or place in a scene. It is called underscore as it tends to be quieter than dialogue and sound effects. The word score means to write out music. Underscore is non-diegetic as the characters don't hear the accompanying music.
Spot effects
Spot effects are sound effects that are artificially loud to add emphasis to particular moments.
Here is a good movie that covers types of sound effects
Physical Props
The use physical props (objects) to record Foley and create material for manipulation. An example of this would be hitting a metal pipe to replicate swords clashing.
Environmental Sounds
The recording of background sounds for use as ambience.
Sound Synthesis
Using basic synthesis techniques (for example, subtractive synthesis using filtering and envelope shaping) to create sounds for musical and non-musical use.
Digital Sample Manipulation
Using basic sampling techniques (for example, trimming, mapping and looping) to create sounds for musical and non-musical use
Effects Library
These may include sound library websites available on the internet.
Video games
Movies
TV shows
Radio broadcasts
Advertisements
Jingles
Podcasts
Animations
Theatre
Installations