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Sound effect - Wikipedia
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</div> </a> <ul id="toc-Film-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Notable_early_uses_of_sound_effects_in_film" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Notable_early_uses_of_sound_effects_in_film"> <div class="vector-toc-text"> <span class="vector-toc-numb">3</span> <span>Notable early uses of sound effects in film</span> </div> </a> <ul id="toc-Notable_early_uses_of_sound_effects_in_film-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Video_games" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Video_games"> <div class="vector-toc-text"> <span class="vector-toc-numb">4</span> <span>Video games</span> </div> </a> <ul id="toc-Video_games-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Sound_effects_in_theater" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Sound_effects_in_theater"> <div class="vector-toc-text"> <span class="vector-toc-numb">5</span> <span>Sound effects in theater</span> </div> </a> <ul id="toc-Sound_effects_in_theater-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Recording" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Recording"> <div class="vector-toc-text"> <span class="vector-toc-numb">6</span> <span>Recording</span> </div> </a> <ul id="toc-Recording-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Processing_effects" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Processing_effects"> <div class="vector-toc-text"> <span class="vector-toc-numb">7</span> <span>Processing effects</span> </div> </a> <ul id="toc-Processing_effects-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Aesthetics" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Aesthetics"> <div class="vector-toc-text"> <span class="vector-toc-numb">8</span> <span>Aesthetics</span> </div> </a> <ul id="toc-Aesthetics-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-Techniques" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#Techniques"> <div class="vector-toc-text"> <span class="vector-toc-numb">9</span> <span>Techniques</span> </div> </a> <ul id="toc-Techniques-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-See_also" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#See_also"> <div class="vector-toc-text"> <span class="vector-toc-numb">10</span> <span>See also</span> </div> </a> <ul id="toc-See_also-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-References" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#References"> <div class="vector-toc-text"> <span class="vector-toc-numb">11</span> <span>References</span> </div> </a> <ul id="toc-References-sublist" class="vector-toc-list"> </ul> </li> <li id="toc-External_links" class="vector-toc-list-item vector-toc-level-1 vector-toc-list-item-expanded"> <a class="vector-toc-link" href="#External_links"> <div class="vector-toc-text"> <span class="vector-toc-numb">12</span> <span>External links</span> </div> </a> <ul id="toc-External_links-sublist" class="vector-toc-list"> </ul> </li> </ul> </div> </div> </nav> </div> </div> <div class="mw-content-container"> <main id="content" class="mw-body"> <header class="mw-body-header vector-page-titlebar"> <nav aria-label="Contents" class="vector-toc-landmark"> <div id="vector-page-titlebar-toc" class="vector-dropdown vector-page-titlebar-toc vector-button-flush-left" > <input type="checkbox" id="vector-page-titlebar-toc-checkbox" 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mw-list-item"><a href="https://bn.wikipedia.org/wiki/%E0%A6%AC%E0%A6%BF%E0%A6%B6%E0%A7%87%E0%A6%B7_%E0%A6%86%E0%A6%AC%E0%A6%B9%E0%A6%A7%E0%A7%8D%E0%A6%AC%E0%A6%A8%E0%A6%BF" title="বিশেষ আবহধ্বনি – Bangla" lang="bn" hreflang="bn" data-title="বিশেষ আবহধ্বনি" data-language-autonym="বাংলা" data-language-local-name="Bangla" class="interlanguage-link-target"><span>বাংলা</span></a></li><li class="interlanguage-link interwiki-ca mw-list-item"><a href="https://ca.wikipedia.org/wiki/Efectes_de_so" title="Efectes de so – Catalan" lang="ca" hreflang="ca" data-title="Efectes de so" data-language-autonym="Català" data-language-local-name="Catalan" class="interlanguage-link-target"><span>Català</span></a></li><li class="interlanguage-link interwiki-cs mw-list-item"><a href="https://cs.wikipedia.org/wiki/Zvukov%C3%BD_efekt" title="Zvukový efekt – Czech" lang="cs" hreflang="cs" data-title="Zvukový efekt" data-language-autonym="Čeština" data-language-local-name="Czech" class="interlanguage-link-target"><span>Čeština</span></a></li><li class="interlanguage-link interwiki-da mw-list-item"><a href="https://da.wikipedia.org/wiki/Lydeffekt" title="Lydeffekt – Danish" lang="da" hreflang="da" data-title="Lydeffekt" data-language-autonym="Dansk" data-language-local-name="Danish" class="interlanguage-link-target"><span>Dansk</span></a></li><li class="interlanguage-link interwiki-de mw-list-item"><a href="https://de.wikipedia.org/wiki/Soundeffekt" title="Soundeffekt – German" lang="de" hreflang="de" data-title="Soundeffekt" data-language-autonym="Deutsch" data-language-local-name="German" class="interlanguage-link-target"><span>Deutsch</span></a></li><li class="interlanguage-link interwiki-es mw-list-item"><a href="https://es.wikipedia.org/wiki/Efecto_de_sonido" title="Efecto de sonido – Spanish" lang="es" hreflang="es" data-title="Efecto de sonido" data-language-autonym="Español" data-language-local-name="Spanish" class="interlanguage-link-target"><span>Español</span></a></li><li class="interlanguage-link interwiki-eu mw-list-item"><a href="https://eu.wikipedia.org/wiki/Soinu_efektu" title="Soinu efektu – Basque" lang="eu" hreflang="eu" data-title="Soinu efektu" data-language-autonym="Euskara" data-language-local-name="Basque" class="interlanguage-link-target"><span>Euskara</span></a></li><li class="interlanguage-link interwiki-fa mw-list-item"><a href="https://fa.wikipedia.org/wiki/%D8%AC%D9%84%D9%88%D9%87%E2%80%8C%D9%87%D8%A7%DB%8C_%D8%B5%D9%88%D8%AA%DB%8C" title="جلوههای صوتی – Persian" lang="fa" hreflang="fa" data-title="جلوههای صوتی" data-language-autonym="فارسی" data-language-local-name="Persian" class="interlanguage-link-target"><span>فارسی</span></a></li><li class="interlanguage-link interwiki-fr badge-Q70893996 mw-list-item" title=""><a href="https://fr.wikipedia.org/wiki/Effet_sonore" title="Effet sonore – French" lang="fr" hreflang="fr" data-title="Effet sonore" data-language-autonym="Français" data-language-local-name="French" class="interlanguage-link-target"><span>Français</span></a></li><li class="interlanguage-link interwiki-ga mw-list-item"><a href="https://ga.wikipedia.org/wiki/Mais%C3%ADochta%C3%AD_fuaime_(scann%C3%A1na%C3%ADocht)" title="Maisíochtaí fuaime (scannánaíocht) – Irish" lang="ga" hreflang="ga" data-title="Maisíochtaí fuaime (scannánaíocht)" data-language-autonym="Gaeilge" data-language-local-name="Irish" class="interlanguage-link-target"><span>Gaeilge</span></a></li><li class="interlanguage-link interwiki-ko mw-list-item"><a href="https://ko.wikipedia.org/wiki/%EC%9D%8C%ED%96%A5%ED%9A%A8%EA%B3%BC" title="음향효과 – Korean" lang="ko" hreflang="ko" data-title="음향효과" data-language-autonym="한국어" data-language-local-name="Korean" class="interlanguage-link-target"><span>한국어</span></a></li><li class="interlanguage-link interwiki-is mw-list-item"><a href="https://is.wikipedia.org/wiki/Fylgihlj%C3%B3%C3%B0" title="Fylgihljóð – Icelandic" lang="is" hreflang="is" data-title="Fylgihljóð" data-language-autonym="Íslenska" data-language-local-name="Icelandic" class="interlanguage-link-target"><span>Íslenska</span></a></li><li class="interlanguage-link interwiki-it mw-list-item"><a href="https://it.wikipedia.org/wiki/Effetto_(musica)" title="Effetto (musica) – Italian" lang="it" hreflang="it" data-title="Effetto (musica)" data-language-autonym="Italiano" data-language-local-name="Italian" class="interlanguage-link-target"><span>Italiano</span></a></li><li class="interlanguage-link interwiki-he mw-list-item"><a href="https://he.wikipedia.org/wiki/%D7%90%D7%A4%D7%A7%D7%98_%D7%A7%D7%95%D7%9C%D7%99" title="אפקט קולי – Hebrew" lang="he" hreflang="he" data-title="אפקט קולי" data-language-autonym="עברית" data-language-local-name="Hebrew" class="interlanguage-link-target"><span>עברית</span></a></li><li class="interlanguage-link interwiki-nl mw-list-item"><a href="https://nl.wikipedia.org/wiki/Geluidseffect" title="Geluidseffect – Dutch" lang="nl" hreflang="nl" data-title="Geluidseffect" data-language-autonym="Nederlands" data-language-local-name="Dutch" class="interlanguage-link-target"><span>Nederlands</span></a></li><li class="interlanguage-link interwiki-ja mw-list-item"><a href="https://ja.wikipedia.org/wiki/%E5%8A%B9%E6%9E%9C%E9%9F%B3" title="効果音 – Japanese" lang="ja" hreflang="ja" data-title="効果音" data-language-autonym="日本語" data-language-local-name="Japanese" class="interlanguage-link-target"><span>日本語</span></a></li><li class="interlanguage-link interwiki-no mw-list-item"><a href="https://no.wikipedia.org/wiki/Lydeffekt" title="Lydeffekt – Norwegian Bokmål" lang="nb" hreflang="nb" data-title="Lydeffekt" data-language-autonym="Norsk bokmål" data-language-local-name="Norwegian Bokmål" class="interlanguage-link-target"><span>Norsk bokmål</span></a></li><li class="interlanguage-link interwiki-pl mw-list-item"><a href="https://pl.wikipedia.org/wiki/Efekt_d%C5%BAwi%C4%99kowy" title="Efekt dźwiękowy – Polish" lang="pl" hreflang="pl" data-title="Efekt dźwiękowy" data-language-autonym="Polski" data-language-local-name="Polish" class="interlanguage-link-target"><span>Polski</span></a></li><li class="interlanguage-link interwiki-pt mw-list-item"><a href="https://pt.wikipedia.org/wiki/Efeito_sonoro" title="Efeito sonoro – Portuguese" lang="pt" hreflang="pt" data-title="Efeito sonoro" data-language-autonym="Português" data-language-local-name="Portuguese" class="interlanguage-link-target"><span>Português</span></a></li><li class="interlanguage-link interwiki-ru mw-list-item"><a href="https://ru.wikipedia.org/wiki/%D0%97%D0%B2%D1%83%D0%BA%D0%BE%D0%B2%D0%BE%D0%B9_%D1%8D%D1%84%D1%84%D0%B5%D0%BA%D1%82" title="Звуковой эффект – Russian" lang="ru" hreflang="ru" data-title="Звуковой эффект" data-language-autonym="Русский" data-language-local-name="Russian" class="interlanguage-link-target"><span>Русский</span></a></li><li class="interlanguage-link interwiki-simple mw-list-item"><a href="https://simple.wikipedia.org/wiki/Sound_effect" title="Sound effect – Simple English" lang="en-simple" hreflang="en-simple" data-title="Sound effect" data-language-autonym="Simple English" data-language-local-name="Simple English" class="interlanguage-link-target"><span>Simple English</span></a></li><li class="interlanguage-link interwiki-fi mw-list-item"><a href="https://fi.wikipedia.org/wiki/%C3%84%C3%A4nitehoste" title="Äänitehoste – Finnish" lang="fi" hreflang="fi" data-title="Äänitehoste" data-language-autonym="Suomi" data-language-local-name="Finnish" class="interlanguage-link-target"><span>Suomi</span></a></li><li class="interlanguage-link interwiki-sv mw-list-item"><a href="https://sv.wikipedia.org/wiki/Ljudeffekt" title="Ljudeffekt – Swedish" lang="sv" hreflang="sv" data-title="Ljudeffekt" data-language-autonym="Svenska" data-language-local-name="Swedish" class="interlanguage-link-target"><span>Svenska</span></a></li><li class="interlanguage-link interwiki-tg mw-list-item"><a href="https://tg.wikipedia.org/wiki/%D2%B6%D0%B8%D0%BB%D0%B2%D0%B0%D2%B3%D0%BE%D0%B8_%D1%81%D0%B0%D0%B2%D1%82%D3%A3" title="Ҷилваҳои савтӣ – Tajik" lang="tg" hreflang="tg" data-title="Ҷилваҳои савтӣ" data-language-autonym="Тоҷикӣ" data-language-local-name="Tajik" class="interlanguage-link-target"><span>Тоҷикӣ</span></a></li><li class="interlanguage-link interwiki-tr mw-list-item"><a href="https://tr.wikipedia.org/wiki/Ses_efekti" title="Ses efekti – Turkish" lang="tr" hreflang="tr" data-title="Ses efekti" data-language-autonym="Türkçe" data-language-local-name="Turkish" class="interlanguage-link-target"><span>Türkçe</span></a></li><li class="interlanguage-link interwiki-uk mw-list-item"><a href="https://uk.wikipedia.org/wiki/%D0%97%D0%B2%D1%83%D0%BA%D0%BE%D0%B2%D0%B8%D0%B9_%D0%B5%D1%84%D0%B5%D0%BA%D1%82" title="Звуковий ефект – Ukrainian" lang="uk" hreflang="uk" data-title="Звуковий ефект" data-language-autonym="Українська" data-language-local-name="Ukrainian" class="interlanguage-link-target"><span>Українська</span></a></li><li class="interlanguage-link interwiki-zh-yue mw-list-item"><a href="https://zh-yue.wikipedia.org/wiki/%E8%81%B2%E6%95%88" title="聲效 – Cantonese" lang="yue" hreflang="yue" data-title="聲效" data-language-autonym="粵語" data-language-local-name="Cantonese" class="interlanguage-link-target"><span>粵語</span></a></li><li class="interlanguage-link interwiki-zh mw-list-item"><a href="https://zh.wikipedia.org/wiki/%E9%9F%B3%E6%95%88" title="音效 – Chinese" lang="zh" hreflang="zh" data-title="音效" data-language-autonym="中文" data-language-local-name="Chinese" class="interlanguage-link-target"><span>中文</span></a></li> </ul> <div class="after-portlet after-portlet-lang"><span class="wb-langlinks-edit wb-langlinks-link"><a href="https://www.wikidata.org/wiki/Special:EntityPage/Q768807#sitelinks-wikipedia" title="Edit interlanguage links" class="wbc-editpage">Edit links</a></span></div> </div> </div> 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Please help <a class="external text" href="https://en.wikipedia.org/w/index.php?title=Sound_effect&action=edit">improve this article</a> by <a href="/wiki/Help:Referencing_for_beginners" title="Help:Referencing for beginners">introducing citations to additional sources</a>.<br /><small><span class="plainlinks"><i>Find sources:</i> <a rel="nofollow" class="external text" href="https://www.google.com/search?as_eq=wikipedia&q=%22Sound+effect%22">"Sound effect"</a> – <a rel="nofollow" class="external text" href="https://www.google.com/search?tbm=nws&q=%22Sound+effect%22+-wikipedia&tbs=ar:1">news</a> <b>·</b> <a rel="nofollow" class="external text" href="https://www.google.com/search?&q=%22Sound+effect%22&tbs=bkt:s&tbm=bks">newspapers</a> <b>·</b> <a rel="nofollow" class="external text" href="https://www.google.com/search?tbs=bks:1&q=%22Sound+effect%22+-wikipedia">books</a> <b>·</b> <a rel="nofollow" class="external text" href="https://scholar.google.com/scholar?q=%22Sound+effect%22">scholar</a> <b>·</b> <a rel="nofollow" class="external text" href="https://www.jstor.org/action/doBasicSearch?Query=%22Sound+effect%22&acc=on&wc=on">JSTOR</a></span></small></span> <span class="date-container"><i>(<span class="date">October 2019</span>)</i></span></div></td></tr></tbody></table> </div> </div><span class="hide-when-compact"><i> (<small><a href="/wiki/Help:Maintenance_template_removal" title="Help:Maintenance template removal">Learn how and when to remove this message</a></small>)</i></span></div></td></tr></tbody></table> <p class="mw-empty-elt"> </p> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:Various_hard_sound_effects_devices.JPG" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Various_hard_sound_effects_devices.JPG/220px-Various_hard_sound_effects_devices.JPG" decoding="async" width="220" height="146" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Various_hard_sound_effects_devices.JPG/330px-Various_hard_sound_effects_devices.JPG 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/e/ea/Various_hard_sound_effects_devices.JPG/440px-Various_hard_sound_effects_devices.JPG 2x" data-file-width="3008" data-file-height="2000" /></a><figcaption>Various acoustic devices in a Greek radio studio</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_0" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="31" data-mwtitle="SoundFX_Wabern.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:SoundFX_Wabern.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/0/01/SoundFX_Wabern.ogg/SoundFX_Wabern.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/0/01/SoundFX_Wabern.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /></audio></span><figcaption>Deep, pulsating digital sound effect</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_1" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="30" data-mwtitle="Ja_and_Reverb.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Ja_and_Reverb.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/e/e1/Ja_and_Reverb.ogg/Ja_and_Reverb.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/e/e1/Ja_and_Reverb.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /></audio></span><figcaption>Voice saying "Ja", followed by the same recording with a massive digital reverb</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_2" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="9" data-mwtitle="Birds_Polyphonic.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Birds_Polyphonic.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/5/53/Birds_Polyphonic.ogg/Birds_Polyphonic.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/5/53/Birds_Polyphonic.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /></audio></span><figcaption>A blackbird singing, followed by the same recording with the blackbird singing with 5 voices</figcaption></figure> <p>A <b>sound effect</b> (or <b>audio effect</b>) is an artificially created or enhanced sound, or sound process used to emphasize artistic or other content of films, television shows, live performance, animation, video games, music, or other media. </p><p>In motion picture and television production, a sound effect is a sound recorded and presented to make a specific storytelling or creative point <i>without</i> the use of dialogue or music. Traditionally, in the twentieth century, they were created with <a href="/wiki/Foley_(filmmaking)" title="Foley (filmmaking)">Foley</a>. The term often refers to a process applied to a recording, without necessarily referring to the recording itself. In professional motion picture and television production, <a href="/wiki/Dialogue" title="Dialogue">dialogue</a>, <a href="/wiki/Music" title="Music">music</a>, and sound effects recordings are treated as separate elements. Dialogue and music recordings are never referred to as sound effects, even though the processes applied to such as <a href="/wiki/Reverberation" title="Reverberation">reverberation</a> or <a href="/wiki/Flanging" title="Flanging">flanging</a> effects, often are called <i>sound effects</i>. </p><p>This area and <a href="/wiki/Sound_design" title="Sound design">sound design</a> have been slowly merged since the late-twentieth century. </p> <meta property="mw:PageProp/toc" /> <div class="mw-heading mw-heading2"><h2 id="History">History</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=1" title="Edit section: History"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:A_live_rooster_in_the_studio,_1930s..jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/b/b6/A_live_rooster_in_the_studio%2C_1930s..jpg/220px-A_live_rooster_in_the_studio%2C_1930s..jpg" decoding="async" width="220" height="164" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/b/b6/A_live_rooster_in_the_studio%2C_1930s..jpg/330px-A_live_rooster_in_the_studio%2C_1930s..jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/b/b6/A_live_rooster_in_the_studio%2C_1930s..jpg/440px-A_live_rooster_in_the_studio%2C_1930s..jpg 2x" data-file-width="6430" data-file-height="4798" /></a><figcaption>A live rooster in the <a href="/wiki/Yle" title="Yle">Yle</a> recording studio in 1930s Finland</figcaption></figure> <p>The term <i>sound effect</i> dates back to the early days of radio. In its <i>Year Book 1931</i> the <a href="/wiki/BBC" title="BBC">BBC</a> published a major article about "The Use of Sound Effects". It considers sound effects deeply linked with broadcasting and states: "It would be a great mistake to think of them as anologous to punctuation marks and accents in print. They should never be <i>inserted</i> into a program already existing. The author of a broadcast play or broadcast construction ought to have used Sound Effects as bricks with which to build, treating them as of equal value with speech and music." It lists six "totally different primary genres of Sound Effect": </p> <dl><dd><ul><li><i>Realistic, confirmatory effect</i></li> <li><i>Realistic, evocative effect</i></li> <li><i>Symbolic, evocative effect</i></li> <li><i>Conventionalised effect</i></li> <li><i>Impressionistic effect</i></li> <li><i>Music as an effect</i></li></ul></dd></dl> <p>According to the author, "It is axiomatic that every Sound Effect, to whatever category it belongs, <i>must</i> register in the listener's mind instantaneously. If it fails to do so its presence could not be justified."<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Film">Film</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=2" title="Edit section: Film"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>In the context of motion pictures and television, <i>sound effects</i> refers to an entire hierarchy of sound elements, whose production encompasses many different disciplines, including: </p> <ul><li><i>Hard sound effects</i> are common sounds that appear on screen, such as door alarms, weapons firing, and cars driving by.<sup id="cite_ref-:0_2-0" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li> <li><i>Background</i> (or <i>BG</i>) <i>sound effects</i> are sounds that do not explicitly synchronize with the picture, but indicate setting to the audience, such as forest sounds, the buzzing of fluorescent lights, and car interiors. The sound of people talking in the background is also considered a <i>BG</i>, but only if the speaker is unintelligible and the language is unrecognizable (this is known as <a href="/wiki/Walla" title="Walla">walla</a>). These background noises are also called <i>ambience</i> or <i>atmos</i> ("atmosphere").<sup id="cite_ref-:0_2-1" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li> <li><i>Foley sound effects</i> are sounds that synchronize on screen, and require the expertise of a <a href="/wiki/Foley_artist" class="mw-redirect" title="Foley artist">Foley artist</a> to record properly. Footsteps, the movement of hand props (e.g., a tea cup and saucer), and the rustling of cloth are common Foley units.<sup id="cite_ref-:0_2-2" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li> <li><i>Design sound effects</i> are sounds that do not normally occur in nature, or are impossible to record in nature. These sounds are used to suggest futuristic technology in a <a href="/wiki/Science_fiction_film" title="Science fiction film">science fiction film</a>, or are used in a musical fashion to create an emotional mood.<sup id="cite_ref-:0_2-3" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li></ul> <p>Each of these sound effect categories is specialized, with <a href="/wiki/Sound_editor_(filmmaking)" title="Sound editor (filmmaking)">sound editors</a> known as specialists in an area of sound effects (e.g. a <i>Car cutter</i> or <i>Guns cutter</i>). </p><p><a href="/wiki/Foley_(filmmaking)" title="Foley (filmmaking)">Foley</a> is another method of adding sound effects. <a href="/wiki/Foley_(filmmaking)" title="Foley (filmmaking)">Foley</a> is more of a technique for creating sound effects than a type of sound effect, but it is often used for creating the incidental real-world sounds that are very specific to what is going on onscreen, such as footsteps. With this technique, the action onscreen is essentially recreated to try to match it as closely as possible. If done correctly it is very hard for audiences to tell what sounds were added and what sounds were originally recorded (location sound). </p><p>In the early days of film and radio, Foley artists would add sounds in real time or pre-recorded sound effects would be played back from analog discs in real time (while watching the picture). Today, with effects held in digital format, it is easy to create any required sequence to be played in any desired timeline. </p><p>In the days of silent film, sound effects were added by the operator of a <a href="/wiki/Theater_organ" class="mw-redirect" title="Theater organ">theater organ</a> or <a href="/wiki/Photoplayer" title="Photoplayer">photoplayer</a>, both of which also supplied the soundtrack of the film. Theater organ sound effects are usually electric or electro-pneumatic, and activated by a button pressed with the hand or foot. </p><p>Photoplayer operators activate sound effects either by flipping switches on the machine or pulling <i>cow-tail</i> pull-strings, which hang above. Sounds like bells and drums are made mechanically, sirens and horns electronically. Due to its smaller size, a photoplayer usually has fewer special effects than a theater organ, or less complex ones. </p> <div class="mw-heading mw-heading2"><h2 id="Notable_early_uses_of_sound_effects_in_film">Notable early uses of sound effects in film</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=3" title="Edit section: Notable early uses of sound effects in film"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li>1897: A Canadian filmmaker premiered a silent film in which a blacksmith was placed outside of the audience view and made sounds to coincide with the visuals of a blacksmith in the film.<sup id="cite_ref-:1_3-0" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></li> <li><i>Kelly Gang</i> (1906): An Australian premiere of this film was accompanied by a symphony to add sound effects to the film as viewers watched it.<sup id="cite_ref-:1_3-1" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></li> <li>1914: Britain began producing sound effect devices that people could buy to play different sound effects for films at home.<sup id="cite_ref-:1_3-2" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup></li> <li><i>Blackmail</i> (1929): Uses a woman's voice separate from the main actress on screen for screaming scenes.<sup id="cite_ref-:0_2-4" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li> <li><i>M</i> (1931): Uses several street sounds such as car horns and the sounds of a ball to increase tension within the film.<sup id="cite_ref-:0_2-5" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li> <li><i>Spellbound</i> (1945) Uses a Theremin to create one of the first instances of electronically produced sound effects.<sup id="cite_ref-:0_2-6" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup></li></ul> <div class="mw-heading mw-heading2"><h2 id="Video_games">Video games</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=4" title="Edit section: Video games"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>The principles involved with modern <a href="/wiki/Video_game" title="Video game">video game</a> sound effects (since the introduction of sample playback) are essentially the same as those of motion pictures. Typically a game project requires two jobs to be completed: sounds must be recorded or selected from a library and a sound engine must be programmed so that those sounds can be incorporated into the game's interactive environment. </p><p>In earlier computers and video game systems, sound effects were typically produced using <a href="/wiki/Sound_synthesis" class="mw-redirect" title="Sound synthesis">sound synthesis</a>. In modern systems, the increases in storage capacity and playback quality has allowed sampled sound to be used. The modern systems also frequently utilize <a href="/wiki/Positional_audio" class="mw-redirect" title="Positional audio">positional audio</a>, often with hardware acceleration, and real-time audio post-processing, which can also be tied to the 3D graphics development. Based on the internal state of the game, multiple different calculations can be made. This will allow for, for example, realistic sound dampening, echoes and Doppler effect. </p><p>Historically the simplicity of game environments reduced the required number of sounds needed, and thus only one or two people were directly responsible for the sound recording and design. As the video game business has grown and computer sound reproduction quality has increased, however, the team of sound designers dedicated to game projects has likewise grown and the demands placed on them may now approach those of mid-budget motion pictures. </p><p>Some pieces of music use sound effects that are made by a musical instrument or by other means. An early example is the 18th century <a href="/wiki/Toy_Symphony" title="Toy Symphony">Toy Symphony</a>. <a href="/wiki/Richard_Wagner" title="Richard Wagner">Richard Wagner</a> in the opera <i><a href="/wiki/Das_Rheingold" title="Das Rheingold">Das Rheingold</a></i> (1869) lets a choir of anvils introduce the scene of the dwarfs who have to work in the mines, similar to the introduction of the dwarfs in the 1937 Disney movie <i><a href="/wiki/Snow_White_and_the_Seven_Dwarfs_(1937_film)" title="Snow White and the Seven Dwarfs (1937 film)">Snow White</a></i>. <a href="/wiki/Klaus_Doldinger" title="Klaus Doldinger">Klaus Doldingers</a> soundtrack for the 1981 movie <i><a href="/wiki/Das_Boot" title="Das Boot">Das Boot</a></i> includes a title score with a sonar sound to reflect the U-boat setting. <a href="/wiki/John_Barry_(composer)" title="John Barry (composer)">John Barry</a> integrated into the title song of <i><a href="/wiki/Moonraker_(film)" title="Moonraker (film)">Moonraker</a></i> (1979) a sound representing the beep of a <a href="/wiki/Sputnik" class="mw-redirect" title="Sputnik">Sputnik</a> like satellite. </p> <div class="mw-heading mw-heading2"><h2 id="Sound_effects_in_theater">Sound effects in theater</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=5" title="Edit section: Sound effects in theater"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>Gao, Jianliang, Zhao, Yuezhe, and Pan, Lili explained how sound absorption in the stage area influences the acoustics within an opera house auditorium.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Their research, using computer models and scale experiments, revealed that sound absorption significantly affects sound clarity and the time it takes for sound to fade, but not the volume. More absorption led to clearer sounds but quicker fades, showing the intricate dance between stage and auditorium acoustics. </p><p>In his book "Sound: A Reader in Theatre Practice," Brown<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> effectively connects the dots between theory and practice in the world of theater sound. He presents an engaging look into how sound design in theater has evolved, blending historical insights with current philosophical thoughts. Brown argues that the immersive nature of theater sound goes beyond traditional analysis, providing fresh perspectives on how sound interacts with societal contexts.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> </p><p>Brown<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> offers a fresh look at Ovadija's exploration of sound in theater, questioning the traditional focus on visuals over audio. He points out the significant, yet often overlooked, role of sound in shaping theater's impact and experience. Brown pushes for a broader appreciation of sound's essence in theater, beyond just supporting visuals, to acknowledge its deep influence on storytelling and audience immersion. </p><p>Rost explores the criteria for 'good sound' in theater through handbooks and prioritization as guiding principles. These criteria not only dictate the creation and selection of sounds to complement the narrative and mood but also aim to maintain audience focus. Rost's analysis reveals underlying hierarchies in sound selection and emphasizes the need for further research into the historical and practical aspects of theater sound.<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> </p> <div class="mw-heading mw-heading2"><h2 id="Recording">Recording</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=6" title="Edit section: Recording"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><a href="/wiki/File:A_man_is_recording_sound_effects,_1930s.jpg" class="mw-file-description"><img src="//upload.wikimedia.org/wikipedia/commons/thumb/b/bf/A_man_is_recording_sound_effects%2C_1930s.jpg/220px-A_man_is_recording_sound_effects%2C_1930s.jpg" decoding="async" width="220" height="154" class="mw-file-element" srcset="//upload.wikimedia.org/wikipedia/commons/thumb/b/bf/A_man_is_recording_sound_effects%2C_1930s.jpg/330px-A_man_is_recording_sound_effects%2C_1930s.jpg 1.5x, //upload.wikimedia.org/wikipedia/commons/thumb/b/bf/A_man_is_recording_sound_effects%2C_1930s.jpg/440px-A_man_is_recording_sound_effects%2C_1930s.jpg 2x" data-file-width="6928" data-file-height="4864" /></a><figcaption>A man recording the sound of a <a href="/wiki/Saw" title="Saw">saw</a> in the 1930s</figcaption></figure> <p>The most realistic sound effects may originate from original sources; the closest sound to machine-gun fire could be an original recording of actual machine guns. </p><p>Despite this, real life and actual practice do not always coincide with theory. When recordings of real life do not sound realistic on playback, Foley and effects are used to create more convincing sounds. For example, the realistic sound of bacon frying can be the crumpling of cellophane, while rain may be recorded as salt falling on a piece of tin foil. </p><p>Less realistic sound effects are <a href="/wiki/Digital_synthesizer" title="Digital synthesizer">digitally synthesized</a> or <a href="/wiki/Sampling_(music)" title="Sampling (music)">sampled</a> and sequenced (the same recording played repeatedly using a sequencer). When the producer or content creator demands high-fidelity sound effects, the <a href="/wiki/Sound_editor_(filmmaking)" title="Sound editor (filmmaking)">sound editor</a> usually must augment his available library with new sound effects recorded in the field. </p><p>When the required sound effect is of a small subject, such as scissors cutting, cloth ripping, or footsteps, the sound effect is best recorded in a studio, under controlled conditions in a process known as <a href="/wiki/Foley_(filmmaking)" title="Foley (filmmaking)">Foley</a>. Many sound effects cannot be recorded in a studio, such as explosions, gunfire, and automobile or aircraft maneuvers. These effects must be recorded by a professional <a href="/wiki/Audio_engineer" title="Audio engineer">audio engineer</a>. </p><p>When such <i>big</i> sounds are required, the recordist will begin contacting professionals or technicians in the same way a producer may arrange a crew; if the recordist needs an explosion, they may contact a demolition company to see if any buildings are scheduled to be destroyed with explosives in the near future. If the recordist requires a volley of <a href="/wiki/Cannon" title="Cannon">cannon</a> fire, they may contact <a href="/wiki/Historical_re-enactors" class="mw-redirect" title="Historical re-enactors">historical re-enactors</a> or gun enthusiasts. </p><p>Depending on the effect, recordists may use several <a href="/wiki/Digital_Audio_Tape" title="Digital Audio Tape">DAT</a>, <a href="/wiki/Hard_disk" class="mw-redirect" title="Hard disk">hard disk</a>, or <a href="/wiki/Nagra" title="Nagra">Nagra</a> recorders and a large number of microphones. During a <a href="/wiki/Cannon" title="Cannon">cannon</a>- and <a href="/wiki/Musket" title="Musket">musket</a>-fire recording session for the 2003 film <i><a href="/wiki/The_Alamo_(2004_film)" title="The Alamo (2004 film)">The Alamo</a></i>, conducted by <a href="/wiki/Jon_Johnson" title="Jon Johnson">Jon Johnson</a> and <a href="/wiki/Charles_Maynes" class="mw-redirect" title="Charles Maynes">Charles Maynes</a>, two to three DAT machines were used. One machine was stationed near the cannon itself, so it could record the actual firing. Another was stationed several hundred yards away, below the trajectory of the ball, to record the sound of the cannonball passing by. When the crew recorded musket fire, a set of microphones were arrayed close to the target (in this case a <a href="/wiki/Swine" class="mw-redirect" title="Swine">swine</a> carcass) to record the musket-ball impacts. </p><p>A counter-example is the common technique for recording an automobile. For recording <i>onboard</i> car sounds (which include the car interiors), a three-<a href="/wiki/Microphone" title="Microphone">microphone</a> technique is common. Two microphones record the engine directly: one is taped to the underside of the hood, near the engine block. The second microphone is covered in a <a href="/wiki/Wind_screen" class="mw-redirect" title="Wind screen">wind screen</a> and tightly attached to the rear bumper, within an inch or so of the tailpipe. The third microphone, which is often a <a href="/wiki/Stereo" class="mw-redirect" title="Stereo">stereo</a> microphone, is stationed inside the car to get the car interior. </p><p>Having all of these tracks at once gives a <a href="/wiki/Sound_designer" class="mw-redirect" title="Sound designer">sound designer</a> or <a href="/wiki/Audio_engineer" title="Audio engineer">audio engineer</a> a great deal of control over how they want the car to sound. In order to make the car more ominous or low, they can mix in more of the tailpipe recording; if they want the car to sound like it is running full throttle, they can mix in more of the engine recording and reduce the interior perspective. In cartoons, a pencil being dragged down a washboard may be used to simulate the sound of a sputtering engine. </p><p>What is considered today to be the first recorded sound effect was of <a href="/wiki/Big_Ben" title="Big Ben">Big Ben</a> striking 10:30, 10:45, and 11:00. It was recorded on a brown <a href="/wiki/Wax_cylinder" class="mw-redirect" title="Wax cylinder">wax cylinder</a> by technicians at Edison House in London on July 16, 1890. This recording is currently in the public domain. </p> <div class="mw-heading mw-heading2"><h2 id="Processing_effects">Processing effects</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=7" title="Edit section: Processing effects"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>As the car example demonstrates, the ability to make multiple simultaneous recordings of the same subject—through the use of several DAT or <a href="/wiki/Multitrack_recording" title="Multitrack recording">multitrack</a> recorders—has made sound recording into a sophisticated craft. The sound effect can be shaped by the <a href="/wiki/Sound_editor_(filmmaking)" title="Sound editor (filmmaking)">sound editor</a> or <a href="/wiki/Sound_designer" class="mw-redirect" title="Sound designer">sound designer</a>, not just for realism, but for emotional effect. </p><p>Once the sound effects are recorded or captured, they are usually loaded into a <a href="/wiki/Computer" title="Computer">computer</a> integrated with an audio <a href="/wiki/Non-linear_editing_system" class="mw-redirect" title="Non-linear editing system">non-linear editing system</a>. This allows a <a href="/wiki/Sound_editor_(filmmaking)" title="Sound editor (filmmaking)">sound editor</a> or <a href="/wiki/Sound_designer" class="mw-redirect" title="Sound designer">sound designer</a> to heavily manipulate a sound to meet his or her needs. </p><p>The most common sound design tool is the use of layering to create a new, interesting sound out of two or three old, average sounds. For example, the sound of a bullet impact into a pig carcass may be mixed with the sound of a melon being gouged to add to the <i>stickiness</i> or <i>gore</i> of the effect. If the effect is featured in a close-up, the designer may also add an <i>impact sweetener</i> from his or her library. The sweetener may simply be the sound of a hammer pounding hardwood, <a href="/wiki/Equalization_(audio)" title="Equalization (audio)">equalized</a> so that only the low-end can be heard. The low end gives the three sounds together added weight, so that the audience actually <i>feels</i> the weight of the bullet hit the victim. </p><p>If the victim is the villain, and his death is climactic, the sound designer may add <a href="/wiki/Reverb" class="mw-redirect" title="Reverb">reverb</a> to the impact, in order to enhance the dramatic beat. And then, as the victim falls over in slow motion, the sound editor may add the sound of a broom whooshing by a microphone, pitch-shifted down and time-expanded to further emphasize the death. If the film is science-fiction, the designer may <a href="/wiki/Phaser_(effect)" title="Phaser (effect)">phaser</a> the <i>whoosh</i> to give it a more sci-fi feel. (For a list of many sound effects processes available to a sound designer, see the bottom of this article.) </p> <div class="mw-heading mw-heading2"><h2 id="Aesthetics">Aesthetics</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=8" title="Edit section: Aesthetics"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <p>When creating sound effects for films, sound recordists and editors do not generally concern themselves with the verisimilitude or accuracy of the sounds they present. The sound of a bullet entering a person from a close distance may sound nothing like the sound designed in the above example, but since very few people are aware of how such a thing actually sounds, the job of designing the effect is mainly an issue of creating a conjectural sound which feeds the audience's expectations while still suspending disbelief. Sci-fi and fantasy genres can be more forgiving in terms of audience expectations; the listener will not be caught off guard as much by unusual sound effects. In contrast, when creating sound effects for historical accuracy and realism, the listener likely had a lifetime of exposure to some of these sounds and so there are expectations of what they should sound like.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> </p><p>In the previous example, the phased 'whoosh' of the victim's fall has no analog in real-life experience, but it is emotionally immediate. If a <a href="/wiki/Sound_editor_(filmmaking)" title="Sound editor (filmmaking)">sound editor</a> uses such sounds in the context of emotional climax or a character's subjective experience, they can add to the drama of a situation in a way visuals simply cannot. If a <a href="/wiki/Special_effects" class="mw-redirect" title="Special effects">visual effects</a> artist were to do something similar to the 'whooshing fall' example, it would probably look ridiculous or at least excessively melodramatic. </p><p>The <i>conjectural sound</i> principle applies even to happenstance sounds, such as tires squealing, doorknobs turning or people walking. If the sound editor wants to communicate that a driver is in a hurry to leave, they will cut the sound of tires squealing when the car accelerates from a stop; even if the car is on a dirt road, the effect will work if the audience is dramatically engaged. If a character is afraid of someone on the other side of a door, the turning of the doorknob can take a second or more, and the mechanism of the knob can possess dozens of clicking parts. A skillful <a href="/wiki/Foley_artist" class="mw-redirect" title="Foley artist">Foley artist</a> can make someone walking calmly across the screen seem terrified simply by giving the actor a different gait. </p> <div class="mw-heading mw-heading2"><h2 id="Techniques">Techniques</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=9" title="Edit section: Techniques"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1236090951"><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/wiki/Effects_unit#Techniques" title="Effects unit">Effects unit § Techniques</a></div> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_3" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Sfxdrumbeat.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Sfxdrumbeat.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/b/b0/Sfxdrumbeat.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/b/b0/Sfxdrumbeat.ogg/Sfxdrumbeat.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Original sound sample for comparison</figcaption></figure><p> In music and film/television production, some typical effects used in recording and amplified performances are: </p><figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_4" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Echo75mil.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Echo75mil.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/9/9c/Echo75mil.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/9/9c/Echo75mil.ogg/Echo75mil.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>75 millisecond echo</figcaption></figure><figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_5" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Flanger0.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Flanger0.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/0/0a/Flanger0.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/0/0a/Flanger0.ogg/Flanger0.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Flanger</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_6" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Phaser0.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Phaser0.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/3/3d/Phaser0.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/3/3d/Phaser0.ogg/Phaser0.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Phaser</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_7" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Chorus0.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Chorus0.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/b/b3/Chorus0.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/b/b3/Chorus0.ogg/Chorus0.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Chorus</figcaption></figure> <figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_8" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Equalizerlow.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Equalizerlow.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/d/de/Equalizerlow.ogg/Equalizerlow.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/d/de/Equalizerlow.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /></audio></span><figcaption>Equalizer</figcaption></figure> <ul><li><i><a href="/wiki/Echo" title="Echo">echo</a></i> – to simulate the effect of reverberation in a large hall or cavern, one or several delayed signals are added to the original signal. To be perceived as echo, the delay has to be of order 35 milliseconds or above. Short of actually playing a sound in the desired environment, the effect of echo can be implemented using either <a href="/wiki/Analog_signal" title="Analog signal">analog</a> or <a href="/wiki/Digital_delay" class="mw-redirect" title="Digital delay">digital</a> methods. Analog echo effects are implemented using <a href="/wiki/Delay_(audio_effect)" title="Delay (audio effect)">tape delay</a> or delay lines.</li> <li><i><a href="/wiki/Flanger" class="mw-redirect" title="Flanger">flanger</a></i> – to create an unusual sound, a delayed signal is added to the original signal with a continuously variable delay (usually smaller than 10 ms). This effect is now done electronically using <a href="/wiki/Digital_signal_processing" title="Digital signal processing">DSP</a>, but originally the effect was created by playing the same recording on two synchronized tape players, and then mixing the signals together. As long as the machines were synchronized, the mix would sound more-or-less normal, but if the operator placed his finger on the flange of one of the players (hence <i>flanger</i>), that machine would slow down and its signal would fall out-of-phase with its partner, producing a phasing effect. Once the operator took his finger off, the player would speed up until its <a href="/wiki/Tachometer" title="Tachometer">tachometer</a> was back in phase with the master, and as this happened, the phasing effect would appear to slide up the frequency spectrum. This phasing up and down the register can be performed rhythmically.</li> <li><i><a href="/wiki/Phaser_(effect)" title="Phaser (effect)">phaser</a></i> – another way of creating an unusual sound; the signal is split, a portion is <a href="/wiki/Audio_filter" title="Audio filter">filtered</a> with an <a href="/wiki/All-pass_filter" title="All-pass filter">all-pass filter</a> to produce a phase-shift, and then the unfiltered and filtered signals are mixed. The phaser effect was originally used as a simpler implementation of the flanger effect since delays were difficult to implement with analog equipment. Phasers are often used to give a <i>synthesized</i> or electronic effect to natural sounds, such as human speech. The voice of <a href="/wiki/C-3PO" title="C-3PO">C-3PO</a> from <i><a href="/wiki/Star_Wars" title="Star Wars">Star Wars</a></i> was created by taking the actor's voice and treating it with a phaser.</li> <li><i><a href="/wiki/Chorus_effect" class="mw-redirect" title="Chorus effect">chorus</a></i> – a delayed signal is added to the original signal with a constant delay. The delay has to be short in order not to be perceived as echo, but above 5 ms to be audible. If the delay is too short, it will destructively interfere with the un-delayed signal and create a <a href="/wiki/Flanging" title="Flanging">flanging</a> effect. Often, the delayed signals will be slightly pitch shifted to more realistically convey the effect of multiple voices.</li> <li><figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_9" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Fastoverdrive.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Fastoverdrive.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/9/9d/Fastoverdrive.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/9/9d/Fastoverdrive.ogg/Fastoverdrive.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Overdrive</figcaption></figure><figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_10" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Pitchshift12semitones.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Pitchshift12semitones.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/8/89/Pitchshift12semitones.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/8/89/Pitchshift12semitones.ogg/Pitchshift12semitones.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Pitch Shift (Up 1 octave)</figcaption></figure><i><a href="/wiki/Equalization_(audio)" title="Equalization (audio)">equalization</a></i> – different frequency bands are <a href="/wiki/Attenuation" title="Attenuation">attenuated</a> or boosted to produce desired spectral characteristics. Moderate use of equalization (often abbreviated as EQ) can be used to fine-tune the tone quality of a recording; extreme use of equalization, such as heavily cutting a certain frequency can create more unusual effects.</li> <li><i><a href="/wiki/Audio_filter" title="Audio filter">filtering</a></i> – Equalization is a form of filtering. In the general sense, frequency ranges can be emphasized or attenuated using <a href="/wiki/Low-pass" class="mw-redirect" title="Low-pass">low-pass</a>, <a href="/wiki/High-pass" class="mw-redirect" title="High-pass">high-pass</a>, <a href="/wiki/Band-pass" class="mw-redirect" title="Band-pass">band-pass</a> or <a href="/wiki/Band-stop" class="mw-redirect" title="Band-stop">band-stop</a> filters. Band-pass filtering of voice can simulate the effect of a telephone because telephones use band-pass filters.</li> <li><figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_11" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Modulation0.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Modulation0.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/0/08/Modulation0.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/0/08/Modulation0.ogg/Modulation0.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Modulation</figcaption></figure><i><a href="/wiki/Overdriven" class="mw-redirect" title="Overdriven">overdrive</a></i> effects such as the use of a <a href="/wiki/Fuzz_box" class="mw-redirect" title="Fuzz box">fuzz box</a> can be used to produce distorted sounds, such as for imitating robotic voices or to simulate distorted radiotelephone traffic (e.g., the radio chatter between starfighter pilots in the science fiction film <i><a href="/wiki/Star_Wars_(film)" title="Star Wars (film)">Star Wars</a></i>). The most basic overdrive effect involves <i>clipping</i> the signal when its <a href="/wiki/Absolute_value" title="Absolute value">absolute value</a> exceeds a certain threshold.</li> <li><figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_12" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Compression0.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Compression0.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/c/cf/Compression0.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/c/cf/Compression0.ogg/Compression0.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Compression</figcaption></figure><i><a href="/wiki/Audio_timescale-pitch_modification" class="mw-redirect" title="Audio timescale-pitch modification">pitch shift</a></i> – similar to pitch correction, this effect shifts a signal up or down in pitch. For example, a signal may be shifted an octave up or down. This is usually applied to the entire signal, and not to each note separately. One application of pitch shifting is <a href="/wiki/Pitch_correction" title="Pitch correction">pitch correction</a>. Here a musical signal is tuned to the correct pitch using digital signal processing techniques. This effect is ubiquitous in karaoke machines and is often used to assist pop singers who sing out of tune. It is also used intentionally for aesthetic effect in such pop songs as <a href="/wiki/Cher" title="Cher">Cher</a>'s "<a href="/wiki/Believe_(Cher_song)" title="Believe (Cher song)">Believe</a>" and <a href="/wiki/Madonna" title="Madonna">Madonna</a>'s "<a href="/wiki/Die_Another_Day_(song)" title="Die Another Day (song)">Die Another Day</a>".<figure class="mw-default-size" typeof="mw:File/Thumb"><span><audio id="mwe_player_13" controls="" preload="none" data-mw-tmh="" class="mw-file-element" width="220" style="width:220px;" data-durationhint="13" data-mwtitle="Echoreverse75mil.ogg" data-mwprovider="wikimediacommons" resource="/wiki/File:Echoreverse75mil.ogg"><source src="//upload.wikimedia.org/wikipedia/commons/6/63/Echoreverse75mil.ogg" type="audio/ogg; codecs="vorbis"" data-width="0" data-height="0" /><source src="//upload.wikimedia.org/wikipedia/commons/transcoded/6/63/Echoreverse75mil.ogg/Echoreverse75mil.ogg.mp3" type="audio/mpeg" data-transcodekey="mp3" data-width="0" data-height="0" /></audio></span><figcaption>Reverse Echo 75 Milliseconds</figcaption></figure></li> <li><i><a href="/wiki/Audio_timescale-pitch_modification" class="mw-redirect" title="Audio timescale-pitch modification">time stretching</a></i> – the opposite of pitch shift, that is, the process of changing the speed of an audio signal without affecting its pitch.</li> <li><i><a href="/wiki/Resonators" class="mw-redirect" title="Resonators">resonators</a></i> – emphasize harmonic frequency content on specified frequencies.</li> <li><i><a href="/wiki/Robotic_voice_effects" title="Robotic voice effects">robotic voice effects</a></i> are used to make an actor's voice sound like a synthesized human voice.</li> <li><i><a href="/wiki/Synthesizer" title="Synthesizer">synthesizer</a></i> – generate artificially almost any sound by either imitating natural sounds or creating completely new sounds.</li> <li><i><a href="/wiki/Modulation" title="Modulation">modulation</a></i> – to change the frequency or amplitude of a carrier signal in relation to a predefined signal. <a href="/wiki/Ring_modulation" title="Ring modulation">Ring modulation</a>, also known as amplitude modulation, is an effect made famous by <a href="/wiki/Doctor_Who" title="Doctor Who">Doctor Who</a>'s <a href="/wiki/Dalek" title="Dalek">Daleks</a> and commonly used throughout sci-fi.</li> <li><i><a href="/wiki/Audio_level_compression" class="mw-redirect" title="Audio level compression">compression</a></i> – the reduction of the dynamic range of a sound to avoid unintentional fluctuation in the dynamics. Level compression is not to be confused with <a href="/wiki/Audio_data_compression" class="mw-redirect" title="Audio data compression">audio data compression</a>, where the amount of data is reduced without affecting the amplitude of the sound it represents.</li> <li><i><a href="/wiki/3D_audio_effect" title="3D audio effect">3D audio effects</a></i> – place sounds outside the stereo basis</li> <li><i><a href="/w/index.php?title=Sound_on_sound_(technique)&action=edit&redlink=1" class="new" title="Sound on sound (technique) (page does not exist)">sound on sound</a></i> – to record over a recording without erasing. Originally accomplished by disabling the tape-erase magnet. This allowed an artist to make parts of the work sound like a duet.</li> <li><i><a href="/wiki/Reverse_echo" title="Reverse echo">reverse echo</a></i> – a swelling effect created by reversing an audio signal and recording echo and/or delay whilst the signal runs in reverse. When played back forward the last echos are heard before the effected sound creating a rush-like swell preceding and during playback.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup></li></ul> <div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=10" title="Edit section: See also"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <ul><li><a href="/wiki/Onomatopoeia" title="Onomatopoeia">Onomatopoeia</a>, a word that phonetically resembles the sound that it describes</li> <li><a href="/wiki/Wilhelm_scream" title="Wilhelm scream">Wilhelm scream</a></li> <li><a href="/wiki/Stock_sound_effect" title="Stock sound effect">Stock sound effect</a></li></ul> <div class="mw-heading mw-heading2"><h2 id="References">References</h2><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/w/index.php?title=Sound_effect&action=edit&section=11" title="Edit section: References"><span>edit</span></a><span class="mw-editsection-bracket">]</span></span></div> <style data-mw-deduplicate="TemplateStyles:r1239543626">.mw-parser-output .reflist{margin-bottom:0.5em;list-style-type:decimal}@media screen{.mw-parser-output .reflist{font-size:90%}}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap"><ol class="references"> <li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> <span class="reference-text"><style data-mw-deduplicate="TemplateStyles:r1238218222">.mw-parser-output cite.citation{font-style:inherit;word-wrap:break-word}.mw-parser-output .citation q{quotes:"\"""\"""'""'"}.mw-parser-output .citation:target{background-color:rgba(0,127,255,0.133)}.mw-parser-output .id-lock-free.id-lock-free a{background:url("//upload.wikimedia.org/wikipedia/commons/6/65/Lock-green.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-limited.id-lock-limited a,.mw-parser-output .id-lock-registration.id-lock-registration a{background:url("//upload.wikimedia.org/wikipedia/commons/d/d6/Lock-gray-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .id-lock-subscription.id-lock-subscription a{background:url("//upload.wikimedia.org/wikipedia/commons/a/aa/Lock-red-alt-2.svg")right 0.1em center/9px no-repeat}.mw-parser-output .cs1-ws-icon a{background:url("//upload.wikimedia.org/wikipedia/commons/4/4c/Wikisource-logo.svg")right 0.1em center/12px no-repeat}body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-free a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-limited a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-registration a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .id-lock-subscription a,body:not(.skin-timeless):not(.skin-minerva) .mw-parser-output .cs1-ws-icon a{background-size:contain;padding:0 1em 0 0}.mw-parser-output .cs1-code{color:inherit;background:inherit;border:none;padding:inherit}.mw-parser-output .cs1-hidden-error{display:none;color:var(--color-error,#d33)}.mw-parser-output .cs1-visible-error{color:var(--color-error,#d33)}.mw-parser-output .cs1-maint{display:none;color:#085;margin-left:0.3em}.mw-parser-output .cs1-kern-left{padding-left:0.2em}.mw-parser-output .cs1-kern-right{padding-right:0.2em}.mw-parser-output .citation .mw-selflink{font-weight:inherit}@media screen{.mw-parser-output .cs1-format{font-size:95%}html.skin-theme-clientpref-night .mw-parser-output .cs1-maint{color:#18911f}}@media screen and (prefers-color-scheme:dark){html.skin-theme-clientpref-os .mw-parser-output .cs1-maint{color:#18911f}}</style><cite class="citation book cs1"><a rel="nofollow" class="external text" href="https://worldradiohistory.com/UK/BBC/BBC-Annual/BBC-Year-Book-1931.pdf"><i>The BBC Year Book 1931</i></a> <span class="cs1-format">(PDF)</span>. p. 194.</cite><span 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title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Buildings&rft.atitle=The+Effects+of+Sound+Absorption+of+Stage+House+on+the+Acoustics+of+Auditorium+in+an+Opera+House&rft.volume=14&rft.issue=3&rft.pages=718&rft.date=2024-03&rft_id=info%3Adoi%2F10.3390%2Fbuildings14030718&rft.issn=2075-5309&rft.aulast=Gao&rft.aufirst=Jianliang&rft.au=Zhao%2C+Yuezhe&rft.au=Pan%2C+Lili&rft_id=https%3A%2F%2Fdoi.org%2F10.3390%252Fbuildings14030718&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASound+effect" class="Z3988"></span></span> </li> <li id="cite_note-5"><span class="mw-cite-backlink"><b><a href="#cite_ref-5">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFCurtin2010" class="citation journal cs1">Curtin, Adrian (2010). <a rel="nofollow" class="external text" href="https://muse.jhu.edu/pub/1/article/413949">"Sound: A Reader in Theatre Practice (review)"</a>. <i>Theatre Journal</i>. <b>62</b> (4): 706–707. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1353%2Ftj.2010.a413949">10.1353/tj.2010.a413949</a>. <a href="/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a> <a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/1086-332X">1086-332X</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Theatre+Journal&rft.atitle=Sound%3A+A+Reader+in+Theatre+Practice+%28review%29&rft.volume=62&rft.issue=4&rft.pages=706-707&rft.date=2010&rft_id=info%3Adoi%2F10.1353%2Ftj.2010.a413949&rft.issn=1086-332X&rft.aulast=Curtin&rft.aufirst=Adrian&rft_id=https%3A%2F%2Fmuse.jhu.edu%2Fpub%2F1%2Farticle%2F413949&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASound+effect" class="Z3988"></span></span> </li> <li id="cite_note-6"><span class="mw-cite-backlink"><b><a href="#cite_ref-6">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFCurtin2010" class="citation journal cs1">Curtin, Adrian (2010). <a rel="nofollow" class="external text" href="https://muse.jhu.edu/pub/1/article/413949">"Sound: A Reader in Theatre Practice (review)"</a>. <i>Theatre Journal</i>. <b>62</b> (4): 706–707. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1353%2Ftj.2010.a413949">10.1353/tj.2010.a413949</a>. <a href="/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a> <a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/1086-332X">1086-332X</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Theatre+Journal&rft.atitle=Sound%3A+A+Reader+in+Theatre+Practice+%28review%29&rft.volume=62&rft.issue=4&rft.pages=706-707&rft.date=2010&rft_id=info%3Adoi%2F10.1353%2Ftj.2010.a413949&rft.issn=1086-332X&rft.aulast=Curtin&rft.aufirst=Adrian&rft_id=https%3A%2F%2Fmuse.jhu.edu%2Fpub%2F1%2Farticle%2F413949&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASound+effect" class="Z3988"></span></span> </li> <li id="cite_note-7"><span class="mw-cite-backlink"><b><a href="#cite_ref-7">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFBrown2014" class="citation journal cs1">Brown, Ross (2014). <a rel="nofollow" class="external text" href="https://muse.jhu.edu/pub/75/article/577318">"Dramaturgy of Sound in the Avant-Garde and Postdramatic Theatre by Mladen Ovadija (review)"</a>. <i>Comparative Drama</i>. <b>48</b> (4): 441–443. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1353%2Fcdr.2014.0026">10.1353/cdr.2014.0026</a>. <a href="/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a> <a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/1936-1637">1936-1637</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Comparative+Drama&rft.atitle=Dramaturgy+of+Sound+in+the+Avant-Garde+and+Postdramatic+Theatre+by+Mladen+Ovadija+%28review%29&rft.volume=48&rft.issue=4&rft.pages=441-443&rft.date=2014&rft_id=info%3Adoi%2F10.1353%2Fcdr.2014.0026&rft.issn=1936-1637&rft.aulast=Brown&rft.aufirst=Ross&rft_id=https%3A%2F%2Fmuse.jhu.edu%2Fpub%2F75%2Farticle%2F577318&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASound+effect" class="Z3988"></span></span> </li> <li id="cite_note-8"><span class="mw-cite-backlink"><b><a href="#cite_ref-8">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite id="CITEREFRost2016" class="citation journal cs1">Rost, Katharina (October 2016). <a rel="nofollow" class="external text" href="https://www.tandfonline.com/doi/full/10.1080/23322551.2016.1226073">"The shaping of 'good sound' in handbooks for theatre sound creation"</a>. <i>Theatre and Performance Design</i>. <b>2</b> (3–4): 188–201. <a href="/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<a rel="nofollow" class="external text" href="https://doi.org/10.1080%2F23322551.2016.1226073">10.1080/23322551.2016.1226073</a>. <a href="/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a> <a rel="nofollow" class="external text" href="https://search.worldcat.org/issn/2332-2551">2332-2551</a>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.jtitle=Theatre+and+Performance+Design&rft.atitle=The+shaping+of+%27good+sound%27+in+handbooks+for+theatre+sound+creation&rft.volume=2&rft.issue=3%E2%80%934&rft.pages=188-201&rft.date=2016-10&rft_id=info%3Adoi%2F10.1080%2F23322551.2016.1226073&rft.issn=2332-2551&rft.aulast=Rost&rft.aufirst=Katharina&rft_id=https%3A%2F%2Fwww.tandfonline.com%2Fdoi%2Ffull%2F10.1080%2F23322551.2016.1226073&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASound+effect" class="Z3988"></span></span> </li> <li id="cite_note-9"><span class="mw-cite-backlink"><b><a href="#cite_ref-9">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1238218222"><cite class="citation web cs1"><a rel="nofollow" class="external text" href="https://www.asoundeffect.com/inspiring-sound-design/">"How Darren Blondin takes sound to the next level – with sonic contraptions, experiments and custom tools"</a>. 20 June 2018. <a rel="nofollow" class="external text" href="https://web.archive.org/web/20220106162041/https://www.asoundeffect.com/inspiring-sound-design/">Archived</a> from the original on January 6, 2022<span class="reference-accessdate">. Retrieved <span class="nowrap">January 6,</span> 2022</span>.</cite><span title="ctx_ver=Z39.88-2004&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&rft.genre=unknown&rft.btitle=How+Darren+Blondin+takes+sound+to+the+next+level+%E2%80%93+with+sonic+contraptions%2C+experiments+and+custom+tools&rft.date=2018-06-20&rft_id=https%3A%2F%2Fwww.asoundeffect.com%2Finspiring-sound-design%2F&rfr_id=info%3Asid%2Fen.wikipedia.org%3ASound+effect" class="Z3988"></span></span> </li> <li id="cite_note-10"><span class="mw-cite-backlink"><b><a href="#cite_ref-10">^</a></b></span> <span class="reference-text"><a href="/wiki/Jimmy_Page" title="Jimmy Page">Jimmy Page</a> of <a href="/wiki/Led_Zeppelin" title="Led Zeppelin">Led Zeppelin</a> used this effect in the bridge of <a href="/wiki/Whole_Lotta_Love" title="Whole Lotta Love">Whole Lotta Love</a>.</span> </li> </ol></div></div> <div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2><span class="mw-editsection"><span 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style="font-size:114%;margin:0 4em"><a href="/wiki/Cinematic_techniques" title="Cinematic techniques">Cinematic techniques</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:5.0em"><a href="/wiki/Stage_lighting" title="Stage lighting">Lighting</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Background_light" title="Background light">Background</a></li> <li><a href="/wiki/Cameo_lighting" title="Cameo lighting">Cameo</a></li> <li><a href="/wiki/Fill_light" title="Fill light">Fill</a></li> <li><a href="/wiki/Stage_lighting_instrument#Floodlights" title="Stage lighting instrument">Flood</a></li> <li><a href="/wiki/High-key_lighting" title="High-key lighting">High-key</a></li> <li><a href="/wiki/Key_light" title="Key light">Key</a></li> <li><a href="/wiki/Lens_flare" title="Lens flare">Lens flare</a></li> <li><a href="/wiki/Low-key_lighting" title="Low-key lighting">Low-key</a></li> <li><a href="/wiki/Mood_lighting" title="Mood lighting">Mood</a></li> <li><a href="/wiki/Rembrandt_lighting" title="Rembrandt lighting">Rembrandt</a></li> <li><a href="/wiki/Stage_lighting" title="Stage lighting">Stage</a></li> <li><a href="/wiki/Soft_light" class="mw-redirect" title="Soft light">Soft</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:5.0em"><a href="/wiki/Sound" title="Sound">Sound</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Cinematic_techniques#Diegetic_sound" title="Cinematic techniques">Diegetic</a></li> <li><a href="/wiki/Cinematic_techniques#Non-diegetic_sound" title="Cinematic techniques">Non-diegetic</a> <ul><li><a href="/wiki/Narrative" title="Narrative">Narration</a></li> <li><a href="/wiki/Film_score" title="Film score">Film score</a></li> <li><a class="mw-selflink selflink">Sound effects</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:5.0em"><a href="/wiki/Shot_(filmmaking)" title="Shot (filmmaking)">Shooting</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%;font-weight:normal;">Field size</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Wide_shot" title="Wide shot">Wide / Long / Full</a></li> <li><a href="/wiki/American_shot" title="American shot">American</a></li> <li><a href="/wiki/Medium_shot" title="Medium shot">Medium</a></li> <li><a href="/wiki/Close-up" title="Close-up">Close-up</a></li> <li><a href="/wiki/Italian_shot" class="mw-redirect" title="Italian shot">Italian</a></li> <li><a href="/wiki/Two_shot" title="Two shot">Two shot</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%;font-weight:normal;">Camera placement</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><td colspan="2" class="navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Perspective_(graphical)" title="Perspective (graphical)">Perspective</a></li> <li><a href="/wiki/Over-the-shoulder_shot" title="Over-the-shoulder shot">Over-the-shoulder</a></li> <li><a href="/wiki/Point_of_view_shot" class="mw-redirect" title="Point of view shot">Point-of-view <span style="font-size:85%;">(POV)</span></a></li> <li><a href="/wiki/Shot/reverse_shot" title="Shot/reverse shot">Reverse</a></li> <li><a href="/wiki/Trunk_shot" title="Trunk shot">Trunk</a></li> <li><a href="/wiki/Single-camera_setup" title="Single-camera setup">Single</a> / <a href="/wiki/Multiple-camera_setup" title="Multiple-camera setup">multiple-camera setup</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%;font-weight:normal;"><a href="/wiki/Camera_angle" title="Camera angle">Camera angle</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Tilt_(camera)" title="Tilt (camera)">Tilt</a></li> <li><a href="/wiki/Aerial_shot" class="mw-redirect" title="Aerial shot">Aerial</a></li> <li><a href="/wiki/High-angle_shot" title="High-angle shot">High-angle</a></li> <li><a href="/wiki/Bird%27s-eye_view" title="Bird's-eye view">Bird's-eye</a></li> <li><a href="/wiki/Crane_shot" title="Crane shot">Crane shot</a></li> <li><a href="/wiki/Jib_(camera)" title="Jib (camera)">Jib shot</a></li> <li><a href="/wiki/Low-angle_shot" title="Low-angle shot">Low-angle</a></li> <li><a href="/wiki/Worm%27s-eye_view" title="Worm's-eye view">Worm's-eye view</a></li> <li><a href="/wiki/Dutch_angle" title="Dutch angle">Dutch angle</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%;font-weight:normal;">Camera movement</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Unchained_camera_technique" title="Unchained camera technique">Unchained camera technique</a></li> <li><a href="/wiki/Tilt_(camera)" title="Tilt (camera)">Tilting</a></li> <li><a href="/wiki/Panning_(camera)" title="Panning (camera)">Panning</a> <ul><li><a href="/wiki/Whip_pan" title="Whip pan">Whip pan</a></li></ul></li> <li><a href="/wiki/Hand-held_camera" title="Hand-held camera">Hand-held</a></li> <li><a href="/wiki/Shaky_camera" title="Shaky camera">Shaky</a></li> <li><a href="/wiki/Tracking_shot" title="Tracking shot">Tracking</a></li> <li><a href="/wiki/Camera_dolly" title="Camera dolly">Dolly</a></li> <li><a href="/wiki/Steadicam" title="Steadicam">Steadicam</a></li> <li><a href="/wiki/SnorriCam" title="SnorriCam">SnorriCam</a></li> <li><a href="/wiki/Walk_and_talk" title="Walk and talk">Walk and talk</a></li> <li><a href="/wiki/Follow_shot" title="Follow shot">Follow</a></li> <li><a href="/wiki/Dolly_zoom" title="Dolly zoom">Dolly zoom</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%;font-weight:normal;">Lens effects</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Focus_(optics)" title="Focus (optics)">Focus</a> <ul><li><a href="/wiki/Racking_focus" class="mw-redirect" title="Racking focus">Racking</a></li> <li><a href="/wiki/Depth_of_field" title="Depth of field">Depth of field</a></li> <li><a href="/wiki/Shallow_focus" title="Shallow focus">Shallow</a></li> <li><a href="/wiki/Deep_focus" title="Deep focus">Deep</a></li></ul></li> <li><a href="/wiki/Zooming_(filmmaking)" title="Zooming (filmmaking)">Zooming</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%;font-weight:normal;">Other techniques</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Establishing_shot" title="Establishing shot">Establishing shot</a></li> <li><a href="/wiki/Master_shot" title="Master shot">Master shot</a></li> <li><a href="/wiki/B-roll" title="B-roll">B-roll</a></li> <li><a href="/wiki/Freeze-frame_shot" title="Freeze-frame shot">Freeze-frame shot</a></li> <li><a href="/wiki/Long_take" title="Long take">Long take</a></li> <li><a href="/wiki/One-shot_film" title="One-shot film">One-shot</a></li> <li><a href="/wiki/Insert_(filmmaking)" title="Insert (filmmaking)">Insert</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr><tr><td colspan="2" class="navbox-list navbox-odd hlist" style="padding:0"><div style="padding:0 0.25em"> <ul><li class="mw-empty-elt"></li></ul></div><table class="nowraplinks mw-collapsible expanded navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="col" class="navbox-title" colspan="2" style="text-align: center;"><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/wiki/Template:Special_effects" title="Template:Special effects"><abbr title="View this template">v</abbr></a></li><li class="nv-talk"><a href="/wiki/Template_talk:Special_effects" title="Template talk:Special effects"><abbr title="Discuss this template">t</abbr></a></li><li class="nv-edit"><a href="/wiki/Special:EditPage/Template:Special_effects" title="Special:EditPage/Template:Special effects"><abbr title="Edit this template">e</abbr></a></li></ul></div><div id="Special_effects" style="font-size:114%;margin:0 4em"><a href="/wiki/Special_effect" title="Special effect">Special effects</a></div></th></tr><tr><th scope="row" class="navbox-group" style="text-align: center;;width:5.0em"><a href="/wiki/Practical_effect" title="Practical effect">Practical</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="padding:0"><div style="padding:0 0.25em"> <li><a href="/wiki/Aerial_rigging" title="Aerial rigging">Aerial rigging</a> (<a href="/wiki/Wire-flying" title="Wire-flying">wire-flying</a>)</li> <li><a href="/wiki/Air_bladder_effect" title="Air bladder effect">Air bladder effect</a></li> <li><a href="/wiki/Animatronics" title="Animatronics">Animatronics</a></li> <li><a href="/wiki/Bullet_hit_squib" title="Bullet hit squib">Bullet hit squib</a></li> <li><a href="/wiki/Costumed_character" class="mw-redirect" title="Costumed character">Costumed character</a></li> <li><a href="/wiki/Creature_suit" title="Creature suit">Creature suit</a></li> <li><a href="/wiki/Dead-character_costume" title="Dead-character costume">Dead-character costume</a></li> <li><a href="/wiki/Kitbashing" title="Kitbashing">Kitbashing</a></li> <li><a href="/wiki/Miniature_effect" title="Miniature effect">Miniature effect</a> (<a href="/wiki/Hanging_miniature" title="Hanging miniature">hanging</a>)</li> <li><a href="/wiki/Prosthetic_makeup" title="Prosthetic makeup">Prosthetic makeup</a></li> <li><a href="/wiki/Puppetry" title="Puppetry">Puppetry</a></li> <li><a href="/wiki/Pyrotechnics" title="Pyrotechnics">Pyrotechnics</a></li> <li><a href="/wiki/Rubber_mask" title="Rubber mask">Rubber mask</a></li> <li><a href="/wiki/Matte_painting" title="Matte painting">Matte painting</a></li> <li><a href="/wiki/Sugar_glass" title="Sugar glass">Sugar glass</a></li> <li><a href="/wiki/Theatrical_blood" title="Theatrical blood">Theatrical blood</a></li> </div></td></tr><tr><th scope="row" class="navbox-group" style="text-align: center;;width:5.0em"><a href="/wiki/In-camera_effect" title="In-camera effect">In-camera</a></th><td class="navbox-list-with-group navbox-list navbox-odd hlist" style="padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Bipack" title="Bipack">Bipacks</a></li> <li><a href="/wiki/Bullet_time" title="Bullet time">Bullet time</a></li> <li><a href="/wiki/Dolly_zoom" title="Dolly zoom">Dolly zoom</a></li> <li><a href="/wiki/Forced_perspective" title="Forced perspective">Forced perspective</a></li> <li><a href="/wiki/Front_projection" class="mw-redirect" title="Front projection">Front projection</a></li> <li><a href="/wiki/Infrared_photography" title="Infrared photography">Infrared photography</a></li> <li><a href="/wiki/Lens_flare" title="Lens flare">Lens flares</a></li> <li><a href="/wiki/Lighting_effects" class="mw-redirect" title="Lighting effects">Lighting effects</a></li> <li><a href="/wiki/Multiple_exposure" title="Multiple exposure">Multiple exposure</a></li> <li><a href="/wiki/Photographic_filter" title="Photographic filter">Filtration</a></li> <li><a href="/wiki/Rear_projection" title="Rear projection">Rear projection</a></li> <li><a href="/wiki/Reverse_motion" title="Reverse motion">Reverse motion</a></li> <li><a href="/wiki/Sch%C3%BCfftan_process" title="Schüfftan process">Schüfftan process</a></li> <li><a href="/wiki/Shutter_(photography)" title="Shutter (photography)">Shutter effects</a></li> <li><a href="/wiki/Slit-scan" class="mw-redirect" title="Slit-scan">Slit-scan</a></li> <li><a href="/wiki/Tilted_plane_focus" title="Tilted plane focus">Tilted plane focus</a></li> <li><a href="/wiki/Time-lapse" class="mw-redirect" title="Time-lapse">Time-lapse</a> <ul><li><a href="/wiki/Fast_motion" class="mw-redirect" title="Fast motion">Fast motion</a></li> <li><a href="/wiki/Slow_motion" title="Slow motion">Slow motion</a></li> <li><a href="/wiki/Speed_ramping" class="mw-redirect" title="Speed ramping">Speed ramping</a></li></ul></li> <li><a href="/wiki/Stop_motion" title="Stop motion">Stop motion</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="text-align: center;;width:5.0em"><a href="/wiki/Visual_effects" title="Visual effects">Visual</a></th><td class="navbox-list-with-group navbox-list navbox-even hlist" style="padding:0"><div style="padding:0 0.25em"> <ul><li><a href="/wiki/Bullet_time" title="Bullet time">Bullet time</a></li> <li><a href="/wiki/Chroma_key" title="Chroma key">Chroma key</a></li> <li><a href="/wiki/Compositing" title="Compositing">Compositing</a> (<a href="/wiki/Digital_compositing" title="Digital compositing">digital</a>)</li> <li><a href="/wiki/Computer-generated_imagery" title="Computer-generated imagery">Computer-generated imagery</a></li> <li><a href="/wiki/Go_motion" title="Go motion">Go motion</a></li> <li><a href="/wiki/Introvision" title="Introvision">Introvision</a></li> <li><a href="/wiki/Match_moving" title="Match moving">Match moving</a></li> <li><a href="/wiki/Optical_printer" title="Optical printer">Optical printing</a></li> <li><a href="/wiki/Smallgantics" class="mw-redirect" title="Smallgantics">Smallgantics</a></li> <li><a href="/wiki/Split_screen_(filmmaking)" class="mw-redirect" title="Split screen (filmmaking)">Split screen</a></li> <li><a href="/wiki/Stop_motion" title="Stop motion">Stop motion</a></li></ul> </div></td></tr></tbody></table><div> </div></td></tr></tbody></table></div> <!-- NewPP limit report Parsed by mw‐web.codfw.main‐f69cdc8f6‐bgqhr Cached time: 20241122142021 Cache expiry: 2592000 Reduced expiry: false Complications: [vary‐revision‐sha1, show‐toc] CPU time usage: 0.627 seconds Real time usage: 0.814 seconds Preprocessor visited node count: 1527/1000000 Post‐expand include size: 91258/2097152 bytes Template argument size: 8684/2097152 bytes Highest expansion depth: 14/100 Expensive parser function count: 8/500 Unstrip recursion depth: 1/20 Unstrip post‐expand size: 56300/5000000 bytes Lua time usage: 0.392/10.000 seconds Lua memory usage: 6754490/52428800 bytes 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