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Speaker 1: Hello, this is Steven. So for today's
developer commentary number three,

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Speaker 1: I wanted to go over a couple
different things. So we'll talk briefly about
the story

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Speaker 1: I just released, which was Soul
Binder. And then I wanna talk about the upcoming

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Speaker 1: production schedule and a little bit
about what's coming up next. And then I wanna

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Speaker 1: save the rest of the time to talk
about really how I think about sound a-as,

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Speaker 1: as it pertains to story. So we'll
talk a little bit about that at the end, and how
I

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Speaker 1: think about sound design and how it
contributes to the story. So first off, uh,

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Speaker 1: Soul Binder just came out. Uh, as per
usual, there's not a lot of sound design

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Speaker 1: lately, which saddens me, but I
really wanna keep a production schedule. I've
got an

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Speaker 1: arbitrary goal of how many stories to
release in one hundred days, and I really

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Speaker 1: wanna hit that goal. So you'll-- as
I've mentioned in the past, you'll see after

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Speaker 1: these twelve stories are released,
uh, the next two coming up, by the way, are

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Speaker 1: Mortal Steel, which I'm working on
now, uh, that's a fun one, and the last one is

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Speaker 1: Imagiserum. And after that, I'll have
all twelve stories out with two episodes each.

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Speaker 1: Um, and then I'm gonna slow down. I'm
gonna slow down and do some proper sound

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Speaker 1: design, really polish. Uh, and I
think that's where I can kinda strut my stuff,

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Speaker 1: and that'll be a great time for
critical feedback on sound design especially. As
I

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Speaker 1: move away from focusing on narrative,
uh, mostly writing, and I start focusing

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Speaker 1: primarily on production, uh,
directing, I'll have real voice actors. [laughs]

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Speaker 1: So after these twelve stories are
out, I'll probably just release a few developer

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Speaker 1: commentaries to tie you over, maybe
some teaser stuff. And then I'm going to do a

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Speaker 1: full production of one of these
twelve stories. Uh, right now the front runners
are

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Speaker 1: probably Dust, uh, Fractality, maybe
Velaxis. I think those

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Speaker 1: three are all pretty good. I know I'm
gonna do Summoner's Rulebook at some point. I

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Speaker 1: don't know when. Uh, so we'll do a
thirteen-episode season for each of these

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Speaker 1: stories. I'm planning on doing two
full seasons, and then I have something much

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Speaker 1: bigger planned. Uh, so that's enough
about what's coming up. Uh, let's talk about

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Speaker 1: Soul Binder. So Soul Binder came out.
It is one of the sadder stories,

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Speaker 1: uh, but, you know, sadness is a
meaningful emotion as well. Uh, not everything
can

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Speaker 1: be fun and happy, although it
certainly will have its lighthearted moments
like

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Speaker 1: everything. I can't help myself with
that. Uh, it's got a very cool magic system. We

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Speaker 1: got to see a little bit. Um, I won't
give away too much, uh, but the way the magic

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Speaker 1: system works is you can take, uh,
attributes of anything in the real world around

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Speaker 1: you and more or less copy and paste
them onto something else. Uh, there's a lot more

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Speaker 1: to it than that, and you can combine
things in interesting and dangerous ways. Uh,

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Speaker 1: but it's called binding, and I think
it's cool. And it's sort of a backdrop to the,

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Speaker 1: the main story of Estus Darkwater,
who is on a journey north.

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Speaker 1: Yeah. So that's Soul Binder. Uh,
we'll probably hear more of that story at some

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Speaker 1: later date. Uh, yeah. And moving on
to some more

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Speaker 1: general how I think about story and
sound stuff. So I wanted to talk about

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Speaker 1: sound in layers and how I go about
creating sound for a story.

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Speaker 1: So I think about my sound in layers.
First, obviously, I do the voiceover for the

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Speaker 1: narration and all of the characters
first. So what I have at the beginning is

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Speaker 1: basically a long audio track of just
me speaking. In the future, we will have real

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Speaker 1: voice actors, but I will continue to
do the narration. So we're gonna have a

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Speaker 1: voiceover track or voiceover tracks,
and then where I start from there is creating

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Speaker 1: atmospheres. So atmospheres are
really your lowest layer of sound. Uh,

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Speaker 1: if you're an artist, a painter, this
will be like, um, uh... it's like the

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Speaker 1: background layers, you know, painting
the scenery behind it, you know, broad colors.

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Speaker 1: It's really the backdrop. So
atmospheres are the bottom layer. Uh, they serve
a

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Speaker 1: couple purposes like immersion. So
imagine getting onto a train,

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Speaker 1: and you hear the sound of trains in
the background, and you hear clinking, and you

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Speaker 1: hear people talking. Just from that
sound alone, you can get a sense of

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Speaker 1: place. So it's also important for
clarity. So I can communicate an enormous amount

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Speaker 1: of information simply by playing some
sounds in the background. Uh, so that's what

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Speaker 1: atmospheres are for. They're for
immer-immersion, uh, and for the first few
seconds,

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Speaker 1: especially in a scene, they tell you
where you are, uh, really where the characters

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Speaker 1: are, which is where you are, at least
in your mind. So that's what atmospheres are

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Speaker 1: important for. For the first ten,
fifteen seconds, uh, I play them pretty loud
just

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Speaker 1: so you can hear, "Okay, here's where
they are. They're in a cave. They're on a

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Speaker 1: train. They're climbing stairs,"
right? "They're in a crowd." That sort of thing.

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Speaker 1: Uh, so they're important for clarity
at the beginning, and then they just kind of

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Speaker 1: fall away into immersion. Uh, they
don't ever completely disappear. Uh, I play

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Speaker 1: around with atmospheres for other
reasons as well, uh, but they really provide a

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Speaker 1: sense of place. You know, chatter in
the background, people talking, shopping, doors

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Speaker 1: opening and closing, that kind of
thing. So they're important for that. Uh, and
for

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Speaker 1: the most part, you don't notice them.
So the next layer of sound is, uh,

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Speaker 1: foley. So this is the term for people
picking things up. This is stuff that happens

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Speaker 1: because people are doing things in
the story. Uh, so you don't even notice it in

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Speaker 1: things like film and TV, uh, because
it's just kind of- Just part of the experience.

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Speaker 1: But in sound, especially for an audio
drama or audio drama audiobook,

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Speaker 1: which is really what I'm making,
somewhere between the two, it happens when
people

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Speaker 1: are walking, clapping, picking stuff
up, setting stuff down. So it's

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Speaker 1: kind of boring, but also necessary.
And what's interesting about Foley in a

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Speaker 1: sound-only medium is that I can
choose what sounds I want to play. In film and
TV,

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Speaker 1: they have a little less freedom there
because, you know, somebody picks up a coffee

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Speaker 1: cup and sets it down, you expect it
to make some sound. But because I am painting

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Speaker 1: the scene however I like, I can
choose what to emphasize. So I have a little
more

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Speaker 1: freedom in Foley, and there's a
little bit less of it. But it is important for

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Speaker 1: immersion, but it's also important
for communicating. There are some things which

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Speaker 1: are easier to say. You know, he
grabbed him by the back of the shirt and pulled
him

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Speaker 1: close. And then put his arm around
his neck. That can be easy to say in words.

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Speaker 1: But sometimes it's easier to just say
he slammed him against the wall by making the

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Speaker 1: sound of somebody being slammed
against the wall. And that communicates way more

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Speaker 1: information. I don't have to tell you
how hard he slammed him. I can tell you that

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Speaker 1: by the grunt that they make when they
hit the wall. Do they grunt loud in pain? Do

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Speaker 1: you hear something break? Or is it
just a gentle nudge, a push out of the way? I

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Speaker 1: can communicate all of that with just
a sound, right? I don't have to use words for

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Speaker 1: it. So Foley is useful for that. And
the next layer is

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Speaker 1: sitting on top of Foley, going up in
importance, I guess. They're all important.

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Speaker 1: They serve different roles. Certainly
becoming less prevalent as we go up in layers.

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Speaker 1: There's more atmospheres. There's
less Foley. And even less is spot sounds.

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Speaker 1: So these are the sounds that you
notice immediately. The sound of gunshots or

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Speaker 1: magic happening. These are the cool
spotlight-taking sound effects. So the

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Speaker 1: spot effects, you spend a lot of time
on them because they're cool and they step

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Speaker 1: into the spotlight, which is a
concept I'll talk about in a second. But spot
effects

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Speaker 1: are definitely the most noticeable
ones. They're supposed to sort of

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Speaker 1: break into your conscious attention.
Whereas Foley and atmospheres kind of fade into

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Speaker 1: the background most of the time. They
certainly contribute and you notice when

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Speaker 1: they're not there. And they convey
information. But spot effects are really in your

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Speaker 1: face. You know, this is the sound of
like a creature growling, right? It's immediate

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Speaker 1: and important. And there are very few
of them. But they're kind of what you think

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Speaker 1: about when you think about sound.
Even though they're actually some of the most

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Speaker 1: uncommon sound effects. At least by
volume.

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Speaker 1: So those are the different layers.
And there's also voice modulation. I do this

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Speaker 1: some. So some of it is not so much
creating a new sound as modulating existing

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Speaker 1: sounds. So if a character is in a
cave or in a tiny room or they have a mask on,

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Speaker 1: they're going to sound different. And
that's important for immersion. I don't do it

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Speaker 1: too often, but I do it some. So
that's the last kind of sound design that I'll
talk

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Speaker 1: about. So now that we've got those
pieces of sound, what do we do with them,

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Speaker 1: right?

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Speaker 1: I don't know if you've heard this
before, but it's very easy to make sound design

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Speaker 1: annoying. I'm sure you've heard it,
you know, in some of my stories as I've been

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Speaker 1: practicing. It's very easy to make
the sound like an atmosphere take over

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Speaker 1: everything. It's too loud. It's too
intrusive. And you may not have noticed this

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Speaker 1: consciously. You may have just turned
off the story, whatever you're listening to,

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Speaker 1: without knowing why. Maybe just a
sense of anxiousness. And it's because the

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Speaker 1: background sounds may be too loud or
too intrusive.

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Speaker 1: So that brings up the idea of telling
two stories. I like to think of sound design

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Speaker 1: and the written story as two
different tellings of the

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Speaker 1: same story. And they each contribute
in their own way. So there's two stories.

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Speaker 1: There's the first story, which is the
one that you're being told, like right now.

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Speaker 1: These are my words, or the actor's
words in the case of dialogue. So if you were to

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Speaker 1: print out the script, that would be
the first story. The second story is the story

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Speaker 1: being told by sound. And it's often
in the background, which is the reason it's

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Speaker 1: called the second story. For the most
part, the second story supports the first

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Speaker 1: story in interesting and meaningful
ways. Like I've described, sometimes it is

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Speaker 1: easier to tell the story with the
second story. Instead of saying, wasting all of

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Speaker 1: our time with, he picked up the
coffee cup and set it back down. I can just pick
up

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Speaker 1: the coffee cup and set it back down
with sound. And that's the second story telling

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Speaker 1: the story. So sometimes they tell the
same story. In an action scene, you know, I

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Speaker 1: can say he ran down the hallway, and
then you hear some footsteps going down a

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Speaker 1: hallway, right? So they're both
telling the same story. But there are times when

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Speaker 1: only the first story is happening.
These are like the character's inner thoughts.
Or

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Speaker 1: I'm giving some background on the
world or their past, right? So in that case, the

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Speaker 1: first story is telling one story, but
the second story is either muted, there is no

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Speaker 1: background sound, or it's playing
some sort of atmospheric music, right? It's

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Speaker 1: supporting the first story a little
bit, but for the most part, it's telling a

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Speaker 1: different story. And then there are
times when the first story is not at all

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Speaker 1: important, and the second story is
far more important. Like when a creature is

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Speaker 1: growling at you. It's just easier to
tell the sound, the story with

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Speaker 1: sound, than it is to actually come in
and write it with words. It's kind of lame. So

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Speaker 1: there's a balance there. Most of the
time, the second story supports the first

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Speaker 1: story. But there are times when the
second story becomes more important. That is, it

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Speaker 1: steps into the spotlight. And knowing
when to say something with words and when to

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Speaker 1: say it with sound is a constant
balancing act, which I am still learning.

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Speaker 1: And there are times when redundancy
is annoying. He walked down the hall. You hear

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Speaker 1: walking sound effects. If you do that
every time, it will be so annoying. Trust me.

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Speaker 1: I've done it.

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Speaker 1: It gets obnoxious, right? There
becomes a time when the second story, the sound

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Speaker 1: story, becomes intrusive. It's
ruining your imagination because it's too much
sound.

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Speaker 1: So you want just enough sound to
indicate what is happening, but not so much that

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Speaker 1: it's overwhelming. So that is a
constant challenge, the balance between the
first

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Speaker 1: and second story, knowing which one
has the spotlight. Which one am I focused on?

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Speaker 1: For the most part, it's the first
story. But there are times when you need to move

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Speaker 1: the sound into the spotlight. And
that's something I'm still learning. But it's
very

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Speaker 1: interesting. And it provides really a
second channel of information that you can't

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Speaker 1: get from just audiobooks.

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Speaker 1: So there you have it. I think that's
all I wanted to say about sound. So there's

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Speaker 1: sound in layers in review. I approach
it constructing from the ground up. I start

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Speaker 1: with the voiceover. I add the
atmospheres. And then I add the Foley. Then I
add the

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Speaker 1: spot effects. And then somewhere in
there, I do voice modulation for reverb and

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Speaker 1: other stuff like that. And then the
other concept we talked about is the two

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Speaker 1: stories. There's the first story,
which is the written story, what I sit down and

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Speaker 1: write. And then there's the second
story, the story I'm telling with sound. There

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Speaker 1: you have it. Well, I hope you enjoyed
that. I hope you enjoyed getting a little bit

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Speaker 1: of my thought process. I'd love to
hear your feedback as I improve. Thanks so much

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Speaker 1: for listening. And you'll hear more
from me next week with Mortal Steel.
