Post-mortem on A Quiet Place 2
- Roy Fry
- Mar 13, 2020
- 7 min read
Replacing all audio assets in Trailer.
Intro
The idea for this exercise was to replace all the audio for a movie trailer. The audio replacement sounds could be foleys, samples, atmos, and sound design. There was a collection of sounds in the asset folder online, so it was great to already have sounds available to try out. We could create also our own theme music if we were not happy with the atmos themes. I personally didn’t create any theme music, as l thought it would take me to long to complete.
My first trailer attempt was to have the trailer blazing with sound all the way through as l thought that was what a trailer is all about. Eye and ear candy for the punters. Well that wasn’t exactly what was required of the project trailer, so l had to turn down my enthusiasm. l had to remember myself that silences are gold and we needed to create tension through silence. Since my initial thoughts on how much work l had left was wrong, it was time to go back to the drawing board and get advice on how to complete the task successfully from the lecturers. My presentation was pretty poor compared to some of the other students.
My interpretation of the horror movie trailer. - A Quiet Place 2.

The opening frame starts with dramatic music. l thought this music would be to use as it had a theme feel about it. I liked synthesizer arpeggiation loops and the general feel of the music, so the music started at the beginning and continued all the way till the end of the third frame titled Day 1.



At timeline 0:13 sec, lady comes into view driving a car, l have a radio static sound with 2 song sounding like the radio is trying to tune in. The first song I used was Maneater by Hall and Oaks, and the other one was Mr Party by The Fry Brothers. I kept the music in the background by using the stock standard EQ3-7 band plug-in set on transistor radio. The V8 is rumbling in the background and l tried to add just a little bit of tyre noise as the car goes to the right at the intersection. It looks like a main street with shops both sides. I pitch shifted the boys voice so there we 2 kids in the conversation with there mother. I found it really challenging to sink the mother’s dialog into the trailer. I think l need more practice at doing this.

Around this timeline 0:30 sec, l created the sound of a bonnet being smashed by the monster. I used a combination of asset samples and a foley sound l created at home. For a more realistic bonnet being smash. I sampled some drops into a watering can, (since it was raining last week) so l could simulate someone jumping on a bonnet. The watering can I used is made out of tin, so the drops dripping into the watering can, create a metallic sort of sound. I added pitch shift, EQ and Distortion plug-ins to get the texture l was after (Pic Below).



Timeline 0:36 sec, I uploaded a lot of samples from a free sample site online. The site I used is called Free Sound. It was great to be able to get the sounds nearly similar to what you hear in your head online. Then it was a matter of shaping the sound to what you want. The car horn sound that I upload sounded great, so l didn’t have to make any alters with EQ’s or other plug-ins.

Timeline 0:39.8 sec, used the same car horn sample as previously. This time l panned the sound to the right and decreased the volume to give the impression the smash up pickup truck was being left behind, when the car was driving past.

The car being smashed by a bus scene, at approximately 0:45 sec on the timeline, l tried to give the senses of the impact being loud enough to grab the attention of the lady driver. I wanted it loud but not overbearing. I’ve noticed that you can use volumes levels to help tell the story. The car being hit by the bus was from the asset folder. I panned the impact sound to the left to put the audience in the driver’s seat.

0:49.9 sec, reversing scene, I was trying to mix 2 sample sounds together to get the V8 whining diff sound. This is when I miss my old V8 ute (damn it) You can upload reversing samples online, but they wanted a fee to use it, so I gave it a go to create my own.

Timeline 0:54.1, We are coming to the end of this part of the trailer. This part ends with the monster growling as it crawls out of the smashed windscreen of the bus. For this, l used the monster and atmos sounds from our asset folder online plus added EQ’s (EQ3 7-Band), Distortions (Air) and Compressor / Limiter (D3 CL) Pic Below of tracks layout from Edit Window


This slide is used to lead you into the next part of the trailer. For this I put in some atmos music, while we wait for the second part of the trailer to begin.

We have had humanity being challenged and now it’s about survival. This part sees the family walking out of the house into daylight which is overcast. I wanted to connected beginning intro themes throughout the trailer. I was hoping to capture the feel and mood of the dark surrounding of the scenery with the arpeggiation sequence I used earlier in the trailer, but this time by itself.

Timeline 1:05.6 sec, to create the fire sound, I used samples from the sound library and a foley we created in the Neve Studio. I didn’t add any EQ as the fire sounded pretty go as it is.

For the start of this scene, approximately 1:08.3 sec on the timeline. I want to change the feel into a pleasant country bush walk vibe. So, l went for a more organic sound to give the viewer a sense of calmness. An acoustic instrument like a piano, which l found in the asset folder. I also added wildlife (birds chirping) sounds, which l found online.

The calmness is coming to an end as they start to thread their way through the wired fence. But prior to the family stepping into their living nightmare, I added the foley sound of walking through the bush, which we created in the Neve Studio and had baby noises in the background to create a family feel to the table. I stopped the music and the foley so the silence can bring attention to the next part of their journey. I found the fence sample online. (For the bush walk foley l used EQ – EQ3-7 Band and a Limiter BF-76.


In the tripwire scene, which starts at roughly 1:26 sec, we create all the foleys in the Neve Studio. I personally really like this part of the trailer, as it changes the feel of the scene straight away. The main hero for this part of the trailer, is the kitchen whisk. The bottles falling down and rattling was also created in the Neve Studio. Pic Below


I’m still using silence as a medium for suspense. To draw the audience to when she says run. The baby sounds are to bring the humanity feel to this silent moment.

Timeline 1:33.3 sec. At this scene its panic mania and the family are running for their lives. I added tribal music which l found online. I wanted to give the family the connection that they are tightly knitted family and they all move as one unit, like a tribe. I put the music dead centre at this point.

At the end of this scene, l put the left and right pan faders to sit at 45 degrees to open up the stereo width.

At timeline 1:36.9 sec I have at the sound of people running. So, the tribal drums are left and right, and the running is in the centre. I also got the running sound online.

This scene is building up to silence again. I added atmos at 1:37.8 sec to help with the tension of the scene.

Just before the silence happens again, I use a sample sound in to bring in the silence. A reverse explosion sample is added to finish at the same time the music stops about 1:41.4

He indicates silences so let’s keep it silent.

At timeline 1:46.2 sec a monster growls before the actors see the monster climbing down the wall. It gives the impression there as a predator on the house.

The flicking of the light (1:50.0 sec) starts the third part of the trailer. During the few scenes I only use the dialog of the man, woman and baby to set the mood. As it is a personal conversation between the man and the woman. l Really having trouble with the female dialog. I did the best l could. (only dialog in these scenes below)




During the next scenes I added music and explosions. The music is supposed to give the feeling hopelessness and confusion of what is going on. The human race is doomed. I used explosions to indicate key points in the scenes.


Monster smashing through wall - Explosion

Being chocked - Explosion

Burning timber falling - Explosion

Shutting kids in cellar – Door shut Explosion

Monster punching through door - Explosion

Iron door shutting - Explosion

After the shot gun is pumped and loaded to fire, the music that started at timeline 2:03.4 sec ends at 2:27.0 sec.

Bring in the original music from the start to play out the trailer. The music starts at timeline 2:27.0 sec and finishes at 2:36.8 sec

End frame and last Explosion 2:23.6 sec
Conclusion
This was differently a challenge for me. I’ve managed to create some spaces for silences throughout the trailer. I think it is a lot better than the original trailer l presented in the S6 studio. I still have a lot of work to do on my editing skills, as l had a couple of clicky noises that took me ages to fix up. But l still did ok

I managed to get it to the LUFS to -14 level. It took a bit of adjusting, but it didn't stay there for long. I think the better you do your mixing levels, the better the outcome for your mastering. Today l had a distortion in my audio because l had set my limiter to load for mastering. I had bit crunch happening. When l submitted my trailer version tonight, l didn't master it, as l need to do more research on mastering and as Guy about. Doing the trailer has been a great experience and I learning more skills.
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