Shotcraft
Post Sound

Sound Designer

Decides what a film sounds like and builds the effects, atmospheres and textures that carry it.

What they do

On a well-funded show the supervising sound editor starts before the shoot; on most, work begins at picture lock. It opens with a spotting session: watching the cut with the director, taking apart every line and every event, and settling what is naturalistic, what is stylised and what should not be there at all. Then the department is built and split between dialogue and ADR, effects, backgrounds and Foley. On animation there is no location track, so every sound exists because somebody decided it should. Days go in Pro Tools cutting against picture: pulling from libraries, recording originals, building one sound out of four unrelated ones, pitching, time-stretching and convolving elements into the right room. A single door needs a latch, a swing, a body and a space. Designing a creature or a vehicle means deciding what it is made of and what it wants. Track laying means filling the timeline so there are no accidental holes, running atmospheres across scene changes, and organising the session into pre-dubs a mixer can actually work with. There are ADR spots to attend, Foley sessions to cue, and conforms every time the cut moves after lock. Also the unglamorous part: watching a reel for the fourth time listening for one thing.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

Some models now generate synchronised effects and dialogue with the picture, which is useful for previz, temp tracks and short-form work. That output is a finished blend rather than frame-accurate separated stems, so it does not replace a track lay that a mixer can balance, a broadcaster will accept, or a foreign-language version can be built from. Deciding what a scene should sound like, including where it should go quiet, is not the part that generation touches.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Avid Pro Tools sessions cut against picture with burn-in timecode
  • Commercial and personal sound effects libraries
  • Field recorders and microphones for original recording
  • Pitch, time-stretch, granular and convolution reverb processing
  • Spotting notes, ADR cue lists and Foley cue sheets
  • Pre-dub stems delivered to the mix
  • AAF and EDL conform tools for post-lock cut changes

Works with

  • director
  • editor
  • re-recording-mixer
  • production-sound-mixer
  • composer
  • assistant-editor
  • animator

The models that touch this work

The parts of the directory relevant to post sound, rather than all of it.

Also in Post Sound

Sources