Yes, insofar as I know, all the sounds we use in B5 for items we created (PPGs, hyperspace, starfuries, shadow ships, on and on) are original creations. Hyperspace was a real toughie. One thing I wanted was a kind of hollow sound, like when you cup your hands over your ears. So the sound designer put together a LOT of different sounds, including putting a condom over a microphone and putting it deep into his swimming pool. (How he explained the open condom wrappers to his wife later is anyone's guess. "No, really, I needed them to do some sound design.") I kept a fairly tight rein on sound stuff in the beginning, until the sound designers caught what we were after, and now mainly what happens is that when we do the audio spotting for the episode, we stop at a point where a new sound is needed, or we introduce a new locale in the station and have to discuss the audio mapping. We talk about it in general terms, unless I have something terribly specific in mind, and the sound folks go off and do it, and I don't think I've had much of a problem with anything they've done. Sometimes, a sound will consist of various pieces, and when we get in to do the final audio mix, I/we may go through the pieces and if there's a conflict between a sound effect and a music cue (if both are taking up the same space in the low end), we may adjust the sound effect or omit one of the pieces to carve out room in the audio and make sure they don't just mush together. This is particularly true given that often Chris Franke incorporates lots of natural (and unnatural) sounds in his music, and we have to make sure to give emphasis to the right one for the dramatic moment. jms |
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