A Background to Sound in Film
When working with sound in film, there are four main aspects to consider, including atmosphere, special effects, dialogue, foley and music. These are referred to as stems and are worked on separately during the three stages of producing sound for film: Pre-production, production, and post-production.
Foley sound effects are captured off-set and may include small rustling of clothes or larger sounds such as doors slamming and car engines (Holman, 2002: 71). The aim of recording foley sound effects is to consider sight on sound localisation, as humans associate locations of sound with visual stimuli (Tabry, Zatorre and Voss, 2013). Therefore, foley sound effects are used to produce a transparent and believable soundtrack for the listener by including sounds in relation to visible events on-screen.
Dialogue in film is often captured through a mix of production and post-production sound, where some dialogue is captured on-set and some is captured later using automated dialogue replacement (ADR). ADR involves recording lines of dialogue in a studio, as some production dialogue may not be usable due to environmental interferences (Hellerman, 2020).
This blog intends to document the process of capturing foley and ADR in a group project for a short film clip, including preparations, equipment, microphone placement and editing. The clip chosen for this project was taken from the film Home Alone (1990).
Essential Preparations (Pre-Production)
Prior to commencing audio recording, preparations must be made to ensure the production process runs smoothly and prevent issues with loss of files or unusable audio. For our group project, I captured the appropriate clip from Home Alone using QuickTime, then used DaVinci Resolve to ensure the frame rate of the clip is the film industry standard of 24fps. This was an essential step, as the ProTools session, used for editing, must match this frame rate to ensure accurate synchronisation between audio and visuals. DaVinci Resolve was also used to add the timecode to the clip, which would later be used to locate points of audio when recording foley and dialogue.
After preparing the clip to the appropriate film standard, it was saved to a named folder, alongside other named folders made in preparation for the foley and dialogue recordings. File management is essential when working on sound in film, as missing files can be detrimental to a project. The workflow must also be efficient due to the pace of the film industry, as regularly discussed in top-tip style websites such as Your Survival Guide to Working on a Hollywood Movie Set (Ponic, 2022).

Lastly, a spotting list and cue sheet were prepared to identify locations and dialogue prior to recording foley and ADR. This ensured good time management and planning of hiring equipment, organising places to record audio, and making sure no on-screen cues were missed.

Capturing Foley (Production)
The process of recording foley sound effects began with identifying the appropriate recording equipment to capture high-quality audio. Such equipment included a Sennheiser mini boom microphone, the Roland R-44 field recorder, and some headphones to listen back to recorded clips. A low-cut filter was applied using the R-44 to eliminate any low frequency rumbles on the audio recordings. Ensuring the clips were clean preserved the quality of the audio, creating an easier editing process and more transparent soundtrack. This enhances the storyline, allowing the viewer to become more immersed in their viewing of it.



Further immersing the viewer, all audio was recorded in stereo throughout, creating a sense of space and dimension, as we can locate sounds according to visual stimuli (Tabry, Zatorre and Voss, 2013). Such localisation is present in three dimensions: horizontal, vertical and depth (Holman, 2014: 30), so stereo sound introduces the horizontal aspect of sound localisation, emphasising space and direction, and enhancing the storyline according to character movements seen on screen.
To create a further sense of space, buzz tracks were recorded for each scene. This refers to low-level audio tracks that represents room tone and atmosphere (Filmmakers Academy, 2021). Using this to create a sense of place can be beneficial to a character, as certain sounds become recognisable to the viewer, therefore enhancing the storyline (Harrison, 2021). Buzz tracks are also useful for masking silences between dialogue clips, creating a seamless soundscape and atmosphere that is believable to the viewer.
When recording specific foley sound effects, a clear pick-up of the sound was ensured by pointing the directional mini boom microphone on-axis to the sound source. By exploiting the deaf end of the microphone, soundwave reflections were prevented from entering the diaphragm of the microphone, which can result in phase cancellation due to soundwaves arriving at the microphone at different times (Farnell, 2010). As a result, clear audio was captured of the desired sound source, that could be easily edited in post-production.




Finally, our group made sure to announce takes verbally on each audio recording. This made file management and trialling different takes easier in the post-editing process, as each take could be easily located and identified.
Capturing ADR (Production)
Like the foley recording process, parent folders were made prior to capturing ADR in the studio. This ensured that files could be properly organised and missing files prevented. Before recording, cues were also added to the timeline of the clip in ProTools, alongside pips for the voice actors to follow when speaking their lines. Making such preparations before entering the studio made the recording process time efficient and simple, an essential part of working in the film business due to its fast pace.
When ready to enter the studio, acoustic panels were used to absorb unwanted reverberations. This created a dead sound that could later be manipulated with post-editing techniques to create a sense of space, such as the use of reverb. Using a high quality shotgun microphone and limiting the influence of background noise produced clean audio tracks by preventing variations in room tone, which are harder to mask in dialogue than foley, as dialogue is generally the focus of the narrative due to the information it portrays to the viewer and its role in character development (Kozloff, 2000).

While recording, the voice actors were able to see the clips playing on a screen to make synchronising the dialogue easier. Each take was then organised into playlists in ProTools. This made auditioning the takes in the post-production process more efficient, as opposed to searching through an abundance of tracks in the ProTools session. A preferences (prefs) track was also used to organise the favoured takes, though this was utilised more in post-production to limit time spent in the studio.
Editing (Post-Production)
The prefs track allowed the organisation of all the best takes of dialogue from in the studio, eventually forming the final dialogue stem. When placing the sounds into the prefs tracks for both dialogue and foley, the attack transients of the sounds were used to align them with on-screen events. In film production, a clapperboard is used to create a significant attack transient, which is used to synchronise audio and visuals. By using attack transients in our project, the audio was synchronised appropriately, creating seamless transitions and transparency within the soundtrack. Further creating a seamless soundtrack, fades were also used on the dialogue and foley tracks to prevent harsh bursts of sound.
The editing of the dialogue tracks included the use of reverb, panning, volume based on the setting and characters’ position on screen. This enhanced the narrative of the clip, as it follows the concept of locating sounds visually (Tabry, Zatorre and Voss, 2013), increasing realism for the viewer and creating a sense of space for the characters. Reverb was implemented using buses, increasing the control of how much reverb is on the track, and including some of the dry signal to maintain the authenticity of the audio.
After editing the dialogue based on location, direction and narrative purpose, this stem was bounced out from ProTools and saved as an audio file that could be imported into a new project alongside the other stems.
The foley sound effects required further editing alongside volume, reverb, and panning. This included pitch shifting and granular synthesis to alter the fundamental aspects of the sounds recorded. Layering these edited tracks allowed the creation of detailed sounds such as the loading gun scene at 1:01, producing believable sound effects for the viewer, therefore enhancing the narrative of the clip. This is a common method of producing sound effects in film, used by famous sound designers such as Ben Burtt, who used a similar technique to create the light saber sound for Star Wars (Star Wars, 2014).
VCA faders were also used as part of our project to efficiently control groups of faders, such as atmosphere tracks, to ensure consistent levels throughout the clip. The stems were then imported into a final ProTools project, where they were appropriately mixed. Here, the group project was concluded, with the results available in the video below:
Summary
To summarise, the production process of sound design in film was accurately followed throughout our group project. The appropriate preparations were made, such as cue sheets and good file management, to avoid any issues later. The foley and dialogue were recorded using skilled techniques to combat reverberations and background noise, resulting in a clean and professional soundtrack for the short Home Alone clip, attached in the clip below:
Bibliography
Farnell, A., 2010. Designing sound. Cambridge, Mass.: MIT Press.
Filmmakers Academy, 2021. Buzz Track. [online] Filmmakers Academy. Available from: https://www.filmmakersacademy.com/glossary/buzz-track/ [Accessed 11 April 2022].
Harrison, T., 2021. Sound Design for Film. Ramsbury, Malborough: Crowood Press, p.48.
Hellerman, J., 2020. What Is ADR and Why Is It Important?. [online] No Film School. Available from: https://nofilmschool.com/what-is-adr-in-film [Accessed 11 April 2022].
Holman, T., 2002. Sound for film and television. Boston, Mass.: Focal Press, p.71.
Kozloff, S., 2000. Overhearing film dialogue. Berkeley: University of California Press, p.33.
Leonard, K., 2019. The Film Slate Explained — An A-Z Guide for 2nd ACs. [online] StudioBinder. Available at: <https://www.studiobinder.com/blog/how-to-use-a-film-slate/#:~:text=The%20%E2%80%9Cclap%E2%80%9D%20of%20the%20clapperboard,where%20the%20clapper%20sticks%20meet.> [Accessed 13 April 2022].
Ponic, J., 2022. Your Survival Guide to Working on a Hollywood Movie Set. [online] ReelRundown. Available from: https://reelrundown.com/film-industry/Your-Survival-Guide-to-Working-on-a-Hollywood-Movie-Set [Accessed 11 April 2022].
Star Wars, 2014. Ben Burtt Interview: The Sound of Lightsabers. [image] Available at: <https://www.youtube.com/watch?v=TJQ3_tipGEY> [Accessed 14 April 2022].
Tabry, V., Zatorre, R. and Voss, P., 2013. The influence of vision on sound localization abilities in both the horizontal and vertical planes. Frontiers in Psychology, 4.















































































