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Everything you hear on film is a lie

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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, or bacon fries)
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    (Rain, or bacon fries)
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    (Rain, or bacon fries)
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    All right.
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    So actually I lied.
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    They're all bacon.
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    (Bacon fries)
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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 just to show
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    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 the Art of Lying,"
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    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 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 is fake.
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    When you watch a movie
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    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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    (Kitchen gloves shake)
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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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    [(Saran Wrap releases)]
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    Punches?
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    (Punch)
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    Oops, 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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    [(Punch: cabbage stabbed with a knife)]
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    The next one --
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    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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    (Celery breaks)
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    (Laughter)
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    Making the right sounds
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    is not always as easy
    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 one the Oscar for best sound
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    for "The Hunt for Red October."
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    So in this Cold War classic,
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    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,
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    what they did is they went
    to a friend's swimming pool,
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    and Frank performed a cannonball,
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    or ["Boba."]
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    They placed an underwater mic
    and an overhead mic
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    outside the swimming pool.
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    So here's what the underwater
    mic sounds like.
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    [(Underwater cannonball)]
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    Adding the overhead mic,
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    it sounds a bit like this:
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    [(Cannonball splash)]
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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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    [(Cannonball splash: lower octave)]
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    And then they removed
    a lot of the high frequencies.
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    [(Cannonball splash
    without high frequency)]
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    And pitched it down another octave.
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    (Cannonball splash: 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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    [(Cannonball splash: overhead microphone)]
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    And by looping and repeating that sound,
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    they got this:
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    [(Submarine propeller)]
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    So you know --
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    creativity and technology put together
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    in order to create the illusion
    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,
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    or reverb,
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    is the persistence of the sound
    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
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    and the walls around the sound.
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    Take for example the sound of a gun shot,
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    which 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 in a bathroom)
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    Or like it was recorded
    inside a chapel or a church.
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    (Gunshot in a church)
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    Or in a canyon.
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    (Gunshot in a 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
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    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,
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    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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    It's silence.
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    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,
    sort of Hollywood movie
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    where it's full of explosions
    and automatic guns.
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    Loud stops being loud anymore,
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    after a while.
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    So in a yin yang way,
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    silence needs loudness
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    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:
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    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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    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,
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    traditionally,
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    there was never a silent moment
    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,
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    as a synonym,
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    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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    (Moroccan market: voices, music)
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    And here's a recording
    of Times Square in New York.
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    (Times Square: traffic, car horns, voices)
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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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    So here's a recording of my
    apartment in Brooklyn.
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    (Ambience: Brooklyn apartment)
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    (Ambience ends)
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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
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    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
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    for millions of years.
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    (Birds chirp)
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    On the other hand,
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    industrial sounds have been
    introduced to us a little more recently.
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    Even though I really
    like them personally--
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    they have been used by one of my heroes,
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    David Lynch,
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    and his sound designer,
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    Alan Splet --
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    industrial sounds often carry
    negative connotations.
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    (Industrial noise)
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    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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    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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    Acousmatic sounds --
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    well, 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
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    that 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
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    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
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    used to sing in rooms
    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,
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    Aphex Twin,
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    famously hid in dark corners of clubs.
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    So I think what all these masters knew
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    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,
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    and Ridley Scott in "Alien."
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    Hearing a sound without knowing its source
    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 of 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 sharpen)]
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    (Record scratches)
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    (Horror sounds)
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    (Woman screams)
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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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    And on a personal level,
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    I fell in love with that
    language a few years ago,
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    and somehow managed
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    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,
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    we want to offer the right tools
    to sound designers,
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    filmmakers,
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    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.
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    So thanks for listening.
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    (Applause)
Title:
Everything you hear on film is a lie
Speaker:
Tasos Frantzolas
Description:

more » « less
Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
16:35

English subtitles

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