Functions of Found Sound in a Horror Film Soundtrack

Demonstrating how found sound can be used to create musical cues and atmosphere in the short horror film, Slake.

Synopsis
In a world where vampires are all but extinct, a few wanderers remain. Moving from place to place, they attempt to evade the clutches of a mysterious organisation looking to investigate these remnants of a failing species—for they have begun to exhibit signs of weakness akin to the fragile humans on which they prey.  Meanwhile Slake, after finding himself in the right place but for too long a time, does his best to balance his new-found thirst with his old habits.

Sound Design Replacement Project | Dark Souls

Sound effects created using Foley recordings and some sound library content. Also performed vocalisations, added ambience and spatialisation with field recordings and reverb/delay effects.

Lettuce Play!

Among the various sound effects recorded for this project, the decimation of fruit and vegetables was one of the most effective—and fun. This classic Foley technique provided the gut-wrenching gore sounds consisting not only of lettuce but capsicum and melon-hacking. These sounds were layered together for added texture and effect. After an initial whoosh-sound to indicate the incoming blade, the chopped lettuce and capsicum provided the visceral slice, followed by some melon-flesh spatter on a stone floor to simulate blood and guts dripping in the game environment. As the vanquished drops to the floor, so too did half a dissected melon, providing an impactful closure to the melee.

Voicing the Undead

Using my own voice, I recorded vocalisations for the undead enemies. Some were sighs of exertion as they swung their weapons, while most others were death rattles. Pitching the final recordings down a little helped to make the vocalisations sound more monstrous and gritty. By automating the volume while sending pre-fader to an auxiliary reverb bus, the undead groans could be spatialised within the context of the game environment as well as reflecting the changing distance from the player-character.