By contrast, the contemporary concept of sound
design rests on the following basic assumptions:
>Sound should be integral to all three phases
of film production (preproduction, produc-
tion, and postproduction), not an after-
thought to be added in postproduction only.
>A film’s sound is potentially as expressive as
its images.
>Image and sound can create different worlds.
>Image and sound are co-expressible.
A sound designer treats the sound track of a film
the way a painter treats a canvas. That is, for each
shot, after all the necessary sounds are identified in
terms of the story and plot, the designer starts by
laying in all the background tones (different tones
equal different colors) to create the support neces-
sary for adding the specific sounds that help the
scene to function. According to Tomlinson Holman
(the creator of Lucasfilm’s THX technology),
“Sound design is the art of getting the right sound
in the right place at the right time.”^3 Today, many
directors—Joel Coen and David Lynch, among
others—are notable for their comprehensive knowl-
edge and expressive use of sound.
Prior to the wide acceptance of sound design,
the responsibilities for sound were divided among
recording, rerecording, editing, mixing, and sound-
effects crews; these crews sometimes overlapped
but often did not. In attempting to integrate all
aspects of sound in a movie, from planning to post-
production, the sound designer supervises all these
responsibilities—a development that was initially
resented by many traditional sound specialists,
who felt their autonomy was being compromised. It
is now conventional for sound designers (or super-
vising sound editors) to oversee the creation and
control of the sounds (and silences) we hear in
movies. They are, in a sense, advocates for sound.
During preproduction, sound designers encour-
age directors and other collaborators to understand
that what characters hear is potentially as signifi-
cant as what they see—especially in point-of-view
shots, which focus characters’ (and audiences’)
attention on specific sights or sounds. Sound
designers encourage screenwriters to consider all
kinds of sound; working with directors, they indi-
cate in shooting scripts what voices, sounds, or
music may be appropriate at particular points.
They also urge their collaborators to plan the set-
tings, lighting, cinematography plan, and acting
(particularly the movement of actors within the
settings) with an awareness of how their decisions
might affect sound. During production, sound
designers supervise the implementation of the
sound design. During postproduction, after the
production sound track has been cut along with
the images, they aid the editing team. But
although their results may far exceed the audi-
ence’s expectations of clarity and fidelity, sound
designers keep their eyes and ears on the story
being told. They want audiences not only to
regard sound tracks as seriously as they do visual
images but also to interpret sounds as integral to
understanding those images.
Recording
The process of recording sound for the movies is
very similar to the process of hearing. Just as the
human ear converts sounds into nerve impulses
that the brain identifies, so the microphone con-
verts sound waves into electrical signals that are
then recorded and stored. The history of recording
movie sound has evolved from optical and mag-
netic systems to the digital systems preferred in
today’s professional productions. The digital for-
matoffers greater flexibility in recording, editing,
and mixing and thus is fast becoming the standard.
Of the various types of film sound (which will be
described later in the chapter), dialogue is the only
type typically recorded during production. Every-
thing else is added in the editing and mixing stages
of postproduction.
The recording of production sound is the respon-
sibility of the production sound mixer and a team
of assistants, which includes, on the set, a sound
recordist, a sound mixer, a microphone boomoper-
ator, and gaffers (in charge of the power supply,
electrical connections, and cables). This team must
SOUND PRODUCTION 391
(^3) Tomlinson Holman, Sound for Film and Television(Boston:
Focal Press, 1997), p. 172.