Final Draft
How does sound help bring animation to life?
This essay will explore how sound is
used in animation to connect the audience to the animation. The specific topics
this essay will cover include Coraline's Coraline. (2009). use of sound
and juxtaposition, Coraline's use of music and motifs, Doom's id Software
LLC. (2016). use of music to emulate location and feel, and Doom's use of
sound to create power. In this essay Life will be defined as something feeling
real enough that it immerses the audience in the character, scene, gameplay,
feeling, or emotion of the media. This essay will use this definition to
evaluate how much impact the sound has on the immersion of the audience and how
it creates life in these pieces of media.
In the beginning the Other World is
made to seem enticing but quickly becomes twisted with sounds juxtaposing the
actions on screen. This brings the audience close to the protagonist
emotionally as the shift in tone of the strange world makes both uncomfortable,
which is clear in the way she reacts to her surroundings. “A haunting mirror
squeak, weird crickets, [and] a world crumbling around us” Isaza, M. (2010).
are just a few of the sounds the sound designers made specially for the
movie to show how peculiar and distorted this world is. Sounds used and made
either mirror or oppose what is going on on-screen which creates a
discomforting and unwelcoming atmosphere. A lot of the sounds have emotional
impact in context with the scene, often showing how Coraline sees the world.
The sounds of bugs in the Web scene are not only uncomfortable but show
Coraline’s unease with confronting the Other Mother whilst also pushing forth
how corrupted and changed this world has become. This extremely emotion driven
Other World gives the audience a feeling that it has a life of its own. This in
turn gives Coraline life as she reacts to this ever-changing and decaying
world. She acts like a small but headstrong child and the audience becomes
invested in her, and by becoming invested in her they think of her as a living
person as opposed to just a character.
In the real world it's made from the
very start to feel dry, flat and unexciting. Things seem uncomfortably boring
and still. In turn the sound is purposely muted and subtle. The sound here
seems much more of a product of the character and how they perceive the world
around them. This directly opposes the sound, appeal, and atmosphere of the
Other World on purpose, so its deceptive attractiveness is amplified. The
contrast of the Real World to the Other World creates a dissonance between the
two, and the lack of emotion within the Real World acts to make the Other World
seem all the more enticing to begin with and all the more terrifying at the
end. Coraline sees the new place she is moved to as flat and boring and
unappealing, and thus the sounds reflect that. Coraline’s emotions and feelings
about her new situation in the Real World and how they’re presented in the
sound give her a much more real feel to the audience, who can sympathise with
her situation and thus they give her life through the empathetic connection
they have with her.
The music that backs Coraline in her
confrontation with the Other Mother are representative of their character and
create a feeling of tension and pressure between the two. In these scenes where
the Other Mother talks, "the background [opera] music becomes higher and
slightly louder" Day, G. (2016). This then starts a trend where the
music begins to "alternate between opera and the other music... ...between
characters dialogue." Day, G. (2016). This creates a clear divide
between the two characters and puts the audience in Coraline's position as she
argues and distracts the other mother. The clear difference between the two
paints the Other Mother with the personal feelings of Coraline at the time and
creates an emotional investment in the argument. This investment creates a
feeling of life in the argument as, despite the circumstances, the music helps
create the tense atmosphere felt during real arguments. This helps make both
characters feel like people with their own motives and objectives while still
painting the Other Mother as the antagonist through the audience’s connection
to Coraline and her feelings.
The level of music between the Real
World and the Other World creates a motif that is carried through the movie. The
Real world is lower energy and has less emotion while the Other World and its
highly emotion-filled atmosphere is amplified by the music. "In [the]
beginning it sounds very quiet and realistic because it’s a realistic world.
And little by little the music becomes quite scary by the end of the
movie." Coulais, B. and Unknown, A. (2009). While it is subtle,
this shows a clear divide between the two worlds that is evident by the end.
This creates life in a different way, as the music emulates the location and
mirrors the emotions therein. As the Other World becomes more unsettling and creepier
the audience begins to long for the safety of the Real World while becoming
enthralled by the unnerving fantasy of the Other World. This gives the Other
World a sense of life by giving it a distinct, unnatural atmosphere that the
audience hears and feels grow through the movie and directly juxtaposes the
Real World. This life is made by the connection the audience makes with the
Other World and how they become fearful and disturbed by it.
Mick Gordon made his ‘instrument’ with
the corrupted hell energy shown in Doom 2016’s concept art in mind and uses
that to make music that fits perfectly in Doom’s universe. This gives a feeling
of power and distortion that befits the locations the Doom Slayer, and thus the
audience, find themselves in. After receiving concept art “where they had these
giant rock structures that were being held together with this evil force of
energy. This Hell energy.” Gordon, M. (2017) he thought “what would this
energy sound like, and how could I use that in the music?” Gordon, M. (2016).
He used this idea to then make an array that sent sine waves through a total of
4 different channels that had devices such as pedals, splitters, compressors,
and more and then mixing it together. This corruption of the sine wave was to
emulate that concept of Hell energy running through electronics. This resulted
in distorted, aggressive, unique, and powerful music that fit the Doom
franchise well, especially with the lore of Doom 2016. This music fits Mick
Gordon’s description of doom as being “claustrophobic” “tactile” and “at you” Gordon,
M. (2016) and brought the audience a sense of life as the sound seemed part
of the environment just as much as the guns they fired or the demons they
killed.
There was one problem with relying
solely on The Doom Machine, however. That was that it had nothing that
connected to previous Doom games. To combat this, Mick Gordon suggested
changing the brief to allow the use of guitars. Thus, he was able to start
incorporating old tracks and pieces of tracks from the original games. “That
original E1M1 riff is iconic. It is Doom. I wanted to find a way to make that
bigger and bolder” Gordon, M. (2016) and to do that he had to include
the guitars. But using just a normal guitar didn’t fit Doom well enough, and so
he used a 9-string guitar Gordon, M. (2016) and mixed it with the sound
of the original game’s chainsaw sound effect Gordon, M. (2017). This
attention to detail was kept throughout the process to include homage to Doom’s
original soundtrack. This was all done to give the game the life the fans
wanted. This game was made by fans for fans and by including solid reference to
the original games they created a consistent nostalgic feeling for any
long-time fan playing. This immediately links the game closely to the previous
games played by those fans who have massive connections to them. By doing this
Doom gets a part of the life the whole franchise has and becomes bigger than it
would be on its own as the fans are far more invested in it.
The demons are meant to sound visceral
in both life and death. This is to immerse the player in the danger of the
situation while showing your power in the game through your ability to kill
these monstrosities. “for every glory kill, there is that sense of satisfaction
triggered by the grotesque sounds breaking bones or ripping flesh.” Bhattacharya,
A. (2016). That empowering satisfaction of killing their foes is exactly
what id Software wants the player to feel. It makes the player feel like they
are there themselves, in amongst the carnage of demons made of flesh and metal
and controlling it. Its effect is twofold, creating a sense of power through
the ease at which the player brutalises the demons while at the same time
immersing them through their investment in the bloody, visceral orchestra they
conduct. The screams and roars of the monsters only drive them further in their
all-encompassing fever to hear their final screams. It plants the players
firmly in the position of the Doom Slayer, whose job and existence revolves
around these demons right before him. This form of life is far different from
others, fuelled by the adrenaline of the situation the character, and by
extension the player, finds themself in. The monsters before them are real and
threatening to interrupt the flow of violence they have so far ridden. They
feel not only the power of the demons through the intensity of the sounds as
they target them but feel the power of themselves as they hear the same demons
crumple and break and shatter with each successful kill.
While the demons give life to the
player’s surroundings and environment, the weapons give life to the character
themself. It is the main way they interact with the environment and challenges
around them. Every shell fall, every rocket fire, every minigun spool, and
every B.F.G. 9000 charge has a level of power and energy few games replicate,
all with the sole purpose of making the player feel like the strongest thing
that walks into any room, which as the character of the Doom Slayer, they are.
“Weapon sounds never get ducked by anything, not even VO. So, we started with
that base and worked everything in around the weapons. This is why you feel so
powerful as the Doom marine. Your voice is your arsenal.” Mossholder, C.
(2016) This solid, unwavering direction made a grand impact on how the game
felt. No matter what you, as the player, where the loudest thing at any given
time, overshadowing even the biggest demons or other people talking. Not only
does this reinforce the feeling of power Doom revolves around, but it’s
realistic in itself. With the Doom Slayer’s head inches away from such violent
and destructive weapons it only makes sense that that’s all the player can hear
when they fire even a single shot. This importance over everything pushes the
player further and further into the environment. Not only do they feel
powerful, but they feel powerful in context to the world around them,
outshining everything else in a given instance. The Doom Slayer’s entire being
is power, and so making the player feel just as powerful and important as him
they insert a part of themselves into the Slayer, giving them life through that
connection. The Slayer and the Player are both conductors of destruction made
to feel one in the same, and their arsenal is their orchestra.
After having explored both Doom and
Coraline, two very different animated pieces, this essay has found that sound
often is there to help the audience connect with a place, character, or
atmosphere within the medium. This is especially so in animation as the sound
is constructed separately to the visuals and therefore everything is chosen and
made with a purpose. To answer the question this essay started with, sound
helps animation come to life through immersing and connecting the audience to
what they’re seeing and helping them forget that it’s animation and instead see
it as the whole production it is. Life is immersion and connection. Coraline
connects its audience with Coraline herself and the environment she finds
herself in. Doom connects its audience with the Doom Slayer and the power he
holds and his ability to traverse the energetic and hostile landscape he finds
himself in. In some ways they’re very similar, focusing on characters and
environment, but at the same time they oppose each other. One shows power while
the other shows a lack of it. Both are a part of life and the audience can
connect to either thanks to the help of the sound.
Bibliography
Isaza, M. (2010). The Sound Design of "Coraline".
[online] Designingsound.org. Available at:
http://designingsound.org/2010/07/29/the-sound-design-of-coraline/ [Accessed 19
Feb. 2020].
Coulais, B. and Unknown, A. (2009). An Interview with Coraline
Composer Bruno Coulais. [online] Focus Features. Available at:
https://www.focusfeatures.com/article/an_interview_with_coraline_composer_bruno_coulais
[Accessed 19 Feb. 2020].
Day, G. (2016). Soundtrack analysis – Coraline. [Blog] GEMMA DAY.
Available at:
https://gemmadayblog.wordpress.com/2016/01/21/soundtrack-analysis-coraline-2/
[Accessed 19 Feb. 2020].
Gordon, M. (2016). DOOM: Behind The Music Part 1. [video]
Available at: https://youtu.be/ua-f0ypVbPA [Accessed 6 Mar. 2020].
Gordon, M. (2016). DOOM: Behind The Music Part 2. [video]
Available at: https://youtu.be/1g-7-dFXOUU [Accessed 6 Mar. 2020].
Gordon, M. (2017). DOOM: Behind the Music. [video] Available at:
https://youtu.be/U4FNBMZsqrY [Accessed 6 Mar. 2020].
id Software LLC. (2016). Doom. [Online] PC,
Playstation 4, Xbox One, and Nintendo Switch. Rockville: Bethesda Softworks LLC
Coraline. (2009). [DVD] Directed by H. Selick.
Hillsboro: Laika LLC.
Carney, B. and Mossholder, C. (2016). The Sound Design Of DOOM -
Exclusive Q&A. [online] ADSR. Available at:
https://www.adsrsounds.com/news/the-sound-design-of-doom-exclusive-qa/
[Accessed 18 March 2020].
Bhattacharya, A. (2016). Hellish Sounds Of Doom Showcase Proper Sound
Design.. [online] TechARX. Available at:
https://techarx.com/hellish-sounds-of-doom/ [Accessed 18 March 2020].
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