A cliché that is thrown around far too often, but is still very pertinent. In football, you would call sound the 12th man, bellowing support from the stands while the manager (the director) and the players (the actors) get all the media attention. After all, sound is better when it’s invisible, however, in this circumstance I want to talk about the instances where sound makes its debut and scores the winner in the cup final. Sound is, and always should be considered it’s own character. Of course sound design has to be subtle, as Walter Murch puts it ‘sound crosses the Berlin wall of consciousness without alerting the border guards.’ (1991, pg. 11) this means the audience must be aware of it, but never draw attention to itself.
A film I watched recently that uses sound beautifully is Darius Marder’s Sound of Metal (2019), a film that puts sound front and centre as it’s main character. In the film we follow drummer Ruben (Riz Ahmed) as he comes to terms with the fact he is losing his hearing. You may think that a film that follows a deaf protagonist will not need to have stunning sound but what the film does wonderfully is shift perspectives so we can not only hear what Ruben hears but also what the world really sounds like. Sound of Metal sound designer, Nicholas Becker had this to say about the shifting perspective ‘If you see the first part of the film, it’s really about how to create a vocabulary between sound and picture, with the subjective point of view.’ in this he is referencing that we spend the first half an hour of the film almost exclusively inside Ruben’s head, hearing, or rather not hearing what he hears. And what Becker has touched upon is really interesting, that being semiotics.

Semiotics refers to the relationship between sound and picture, and how meaning is communicated in that relationship. In it’s most basic form, sound design bridges the gap between the visual and the aural in a way that can be easily interpreted by the audience. However, there are some great examples of films that bend the rules of semiotics and make the relationship between sight and sound more complex. In The Conversation (1974) another collaboration between Francis Ford Coppola and Walter Murch, the opening scene is a puzzle box when it comes to sound design. It is largely unclear to the audience how what we are seeing and what we are hearing are connected, as the camera eerily zooms in we start to hear distortions which further our bemusement, that is until it is revealed that we are hearing a secret recording of the park. So instead of the usual omniscience you get as an audience member, we are put inside the head of the character. The most famous example of this type of filmmaking comes in Apocalypse Now (1979) yet another Coppola/Murch creation. In another opening scene, we are put inside the head of Captain Ben Willard (Martin Sheen) as he battles with PTSD and once again where the battle between sight and sound is put front and centre.

As to how semiotics relates to my project, which is the kitchen scene from Ratatouille (2007). We spend almost the entire run time inside Remy’s head, so we hear what he hears. This is particularly pertinent in the kitchen scene because things that wouldn’t to be threatening to a human are life-threatening to a rat and the sound design reflects this. Something as simple as a human footstep, is innocuous to a human but for Remy it is earth shattering, creating a big booming noise as it passes by him. Similarly, falling in a sink isn’t an issue for a human, but for Remy he is simultaneously trying to stay hidden from the kitchen staff and trying not to drown. One of the most underrated decisions a sound designers has to make is perspective, who’s perspective are we experiencing the sound from? Because the answer can make all the difference to a scene. If the sound design for Ratatouille was done from an omniscient perspective, we would experience a complete disconnect and furthermore a lack of empathy for Remy, because we would see him for what he is; a rat. When in reality the movie shows us he is so much more than that.
GROBAR, M., 2021. Sound Designer Nicolas Becker Gets Inside Experience Of Deaf Drummer On ‘Sound Of Metal’. Deadline, Jan 7,
Sound of Metal, 2019 Directed by Darius MARDER. USA: Amazon Studios
SHULEVITZ, J., 1991. FILM; When Sound Is a Character. The New York Times, Aug 18, 11














say from personal experience that this is very true. If I am going to be typing something that is quite long I will listen to piano music, usually without lyrics so it almost feels like I am playing the piano when I am typing. Personally, I get distracted by anything that has lyrics or is too electronic when I am trying to work, so I purposely listen to classical music. They go on to explain how music driving spatial attachment at various levels. The way I interpret this is that music can bring back memories and remind you of a certain time or place. An alternative viewpoint is that tone of music can influence how you feel or can influence how you physically move. This moves us onto how they attempt to prove this hypothesis.
start by comparing this technology to the visual AR (augmented reality). They recognise the shortcomings that audio can have in comparison in that ‘audio information cannot augment reality to the same extent however with subtle changes can create a seamless experience’ (2019). So where visual AR attempts to transport you to another world, audio attempts to add light and shade to try and enhance the real world. However, audio can be just as immersive, they explain it as ‘an acoustic envelope’, so although visual AR can take you to another place altogether, the audio creates a smoother transition into that world. Although visual AR is the one that has become more mainstream I would argue that the audio is actually more important. I think that visual AR would not survive without audio but audio AR can survive without visuals.
down. It also challenges users to improvise running routes in order to avoid zombies. The app provides a map however the main element is the zombie sounds that are triggered when you encounter a zombie or are being chased by one. Reading this reminded me of another game that required users to get out and about in order play, ‘Pokémon Go’ which was a massive phenomenon when it was released by Niantic in July of 2016. Although this app leaned more into the visual AR than the audio it’s geo-locative gamification is something that was highlighted in the journal. Gamification is something I really wanted to lean into when creating our app as well. I think our story being a murder mystery would really benefit from gamification elements to help drive the story forward.
them personally. Finally temporality of existence, this is about time and more importantly about lack there of it. Death essentially. We need to know that the characters in the story are at risk. That’s why I’ve never liked Superman, he’s pretty much invincible, an alien, who looks like a human who can’t die, what’s interesting about that? All narratives have to come to an end, that’s what temporality of existence means.
world must be situated in a certain time and that limitation of time can be used to create tension’ (pg.29b) for example Bill and Ted’s Excellent Adventure (1989) works solely due to the fact that they must submit their assignment by the end of the day. Thirdly, the mental dimension, ‘some participants in the event must be intelligent agents’ (pg.29c) this means that characters must have thoughts and feelings to challenge and react to the events of the story world. Finally, formal and pragmatic dimension, which is the one I disagree with the most, as it states that ‘the sequence of events must form a unified causal chain and lead to closure’ (pg.29d) which I don’t think is necessarily true, closure isn’t always needed, it can be disappointing for audiences but if it is grounded in truth then closure can be ignored.
Now, as to how this relates to my particular project. My story is called ‘The Story of Will Trodd’ and is a murder mystery adventure set in the late 1950s. So in terms of the first 5 aspects of narrative I spoke about my story has problem solving as it is a murder mystery. It has conflict as you encounter the characters alongside the main character. There is small interpersonal relationships between characters like the sailors. The main characters is forced to undergo change and learn new things as you travel through the story world. And ultimately the temporality of existence is front as centre because someone dies. As we are limited to the 6-8 minute run time it is difficult to cram in all the complexity that Ryan speaks about and its difficult for me as first time fiction writer but I’ve tried to draw inspiration from movies and Tv shows I have watched and hopefully the end result is as good as I think its going to be.
