A | B | C | D | |
---|---|---|---|---|
1 | Sound | Time Stamp | Creation Method | Sound Design Process |
2 | Melodic Swells | 0 - 2:00 | Electric Guitar/Bass Layers | Overdrive tone electric bass drenched in filtered delay/reverb sends. Grain stretched sustaining bass notes filtered to serve as pad sounding melodic swells. |
3 | Door opening | 0:23 | Empty rice cooker button | Time stretched rice cooker button in small room verb/subtle saturation on FX send for presence. |
4 | Critters running | 0:24 | Baby hiccups/Dropping tacs in a cup/quick 808 snare rolls with grain delay | Recording of my daughter's hiccups, stretched and pitched up for an ominously organic sounding small creature texture. Tacs and things dropped into coffee mug to replicate tiny feet scattering across the floor, layered with programmed 808 snare fill drums for intentionally paced patterns. |
5 | Meat chopping | 0:30 | Watermelon chopped on cutting board | Recording of chopping watermelon over boiling water, pitched up slightly to match timing and desired tone. |
6 | Character lighting the room | 0:35 | Recorded a lighter mixed with striking a match | Layering these two methods created a unique tone matching the environment to scare off creatures, chamber verb fx send for damp tone. |
7 | Rising to surface | 0:40 | Field recording of beach | Field recording of a beach by the ferry boat, low pass filter rising with camera angle. |
8 | Sewer ladder | 0:50 | Soap bottle tapping on toilet | Walking a soap bottle across the top of a toilet tank to capture tunnel like wet reverb, each tap pitched for distance or ladder rung. |
9 | Dragging chair | 1:00 | Dragging kids chair across hardwood floor | Pitched down chair dragging with EQ carving to match the environment of a musky dark bedroom. |
10 | Character jumping | 1:00 | Recorded footsteps on coat/chair drag samples | Footstep samples layered with sections of the chair on hardwood floor, using a longer attack and trimmed down sustain/decay. |
11 | Old piano walk | 1:05 | Grand Piano recording/MIDI layered with Kontact | MIDI programmed muted piano mallets with detuned bow plucks on top of corresponding recording of upright piano gradually detuned and ran through wet reverb FX send. |
12 | Wet kitchen | 1:10 | Boiling water/pots and pans in cabinet | Recording of cooking in kitchen to layer naturally, ran through wet verb FX send to match environment. |
13 | Dangling light fixture | 1:12 | Flinging loose strings on acoustic guitar/Tapping lamp shade | Pulling and snapping back the extra untrimmed strings hanging off of an acoustic guitar. Layered with tapping of lamp shade for impact. |
14 | Climbing drawers | 1:16 | Pulling dresser drawers | Randomized audio container pitching samples of dresser drawers being pulled out slightly. |
15 | Monster in the dark | 1:20 | Field recordings from zoo/hiking/scraping of cutting board/music edits | Footsteps on hiking trail warped and pitched up to resemble monster feet on the ground. Tension grain stretch of music swell gradually transposing up in pitch, FX automation of high/lowpass filter rolling off frequencies as bit crushed/overdrive wetness comes in combined with grain delay randomly spreading frequencies to illustrate a creature becoming closer and larger in size. |
16 | Monster claws in kitchen | 1:24 | Fork on wet cutting board | Wet cutting board from watermelon chops scraped with fork and layered with wet simmering kitchen sounds |
17 | Ambient tension transition | 1:30 - 1:42 | Grain stutter and spread of music swell with pitch delay down | The rising tension as the camera pans away from window created by spreading frequencies from music swell and tape emulation pitching them up slowly, causing the pitch to have a detuned method of catching up with the new input of pitch parameters, resampled and placed accordingly. |
18 | Wet stairs leading down | 1:33 | Field recording of abandoned factory layered with rain on the hood of a car | Combining these recordings and pitching gradually as character progresses down stairs. Low pass sample reuse of toiled tapping to match character movement/distance. |
19 | ||||
20 | ||||
21 | ||||
22 | ||||
23 | ||||
24 | ||||
25 | ||||
26 | ||||
27 | ||||
28 | ||||
29 | ||||
30 | ||||
31 | ||||
32 | ||||
33 | ||||
34 | ||||
35 | ||||
36 | ||||
37 | ||||
38 | ||||
39 | ||||
40 | ||||
41 | ||||
42 | ||||
43 | ||||
44 | ||||
45 | ||||
46 | ||||
47 | ||||
48 | ||||
49 | ||||
50 | ||||
51 | ||||
52 | ||||
53 | ||||
54 | ||||
55 | ||||
56 | ||||
57 | ||||
58 | ||||
59 | ||||
60 | ||||
61 | ||||
62 | ||||
63 | ||||
64 | ||||
65 | ||||
66 | ||||
67 | ||||
68 | ||||
69 | ||||
70 | ||||
71 | ||||
72 | ||||
73 | ||||
74 | ||||
75 | ||||
76 | ||||
77 | ||||
78 | ||||
79 | ||||
80 | ||||
81 | ||||
82 | ||||
83 | ||||
84 | ||||
85 | ||||
86 | ||||
87 | ||||
88 | ||||
89 | ||||
90 | ||||
91 | ||||
92 | ||||
93 | ||||
94 | ||||
95 | ||||
96 | ||||
97 | ||||
98 | ||||
99 | ||||
100 |