Thursday, April 30, 2015

Creation of the virtual world using diegetic sounds in "Rain Man (1988)"

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Creation of the virtual world using diegetic sounds in "Rain Man (1988)".

When someone walks around with hard bottom shoes inside a concrete filled floor of an empty warehouse, we would almost instantly recognise the origin of the sound, how the sound is made and when the sound was made. We could even distinguish this with our eyes closed. However in the filming world, this can all be conceived differently. Film makers must accurately piece the picture to the sound or vice versa in such a way that the film would simulate that very effect to the audience.

When talking about diegetic sounds, we are talking about sounds that exist in the world of the viewing film. These sounds could be expected to be heard by the characters in the film as opposed to background music or narrator dialogue, even if the characters themselves do not hear it. What makes certain actions within certain scenes feel real is probably due to this effect. Hearing without it would most likely bring about an entirely different viewing experience.

Dustin Hoffman as "Rain Man" watching TV with high volume while kids around him are crying from boredom. 
Although the film may not be famously known for its use of diegetic sounds, the film "Rain Man" does a good job of creating the virtual world for the viewers to experience as the sound is accurately portrayed from on and off-screen object sources. From the picture above, we as viewers cannot tell  much of what is exactly going on but with the accompanying diegetic sounds, it's clear that Rain Man is watching TV while the present room is in audible chaos as kids are crying outside the frame.

"Sounds can interact with images in infinite ways, and strategies used to combine the two fundamentally affect our understanding of film." (Corrigan and White 2012 p.183).

Synchronous and Asynchronous Sound:


Asynchronous sound - Sound of the roulette board spinning behind the camera.

Synchronous sound - Sound and image of the roulette board spinning within the picture frame. 
Both of these sound elements play a crucial role in rendering the virtual world to the audience's mind. We have to hear what we see and still hear if we are close to what we see. The two pictures above show that the sound of the roulette board is heard from different camera shots even if we do not see the object itself in the picture. It is also interesting that the pitch and volume of the sound changes as different shots are shown to further enhance the virtual experience.

Simultaneous and Non-Simultaneous Sound:

Simultaneous sound is sound that in motion with the objects in the picture that it corresponds to. This is when, for example, the sound of the character talking is heard at the same time the character is same character is speaking; or when a gunshot is heard when a gun is being fired. The sounds must intentionally match the objects or characters. Sounds that do not match the objects are to be referred as non-simultaneous sound.

At the end of this shot, there is a sound of an electric garage door opening but the car is still driving towards the house.

The next shot cuts to a close-up of the garage door of where we can identify the origin of the sound.

The above images are probably the only examples from the film where the film makers have used the effect of simultaneous and non-simultaneous sound. As the picture caption states, a sound of a garage door is heard with the idea that it is playing from the future, representing a flash-forward. The picture also shows that the characters are still in driving in the car towards the house. When the next cut is shown, the characters are already standing outside as they wait for the garage door to open.

References:

Book: Corrigan, T,. P, White,. (2012). The Film Experience: An Introduction. Boston. Bedford/St.Martins.

Film: Levinson, B. (Director). (1988). Rain Man [motion picture]. USA: United Artists,. Guber-Peters Company, The,. Stat Partners II Ltd,. Mirage Enterprises.


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