
Today we used Foley to create a lot of our sound effects. What I found most interesting was that you can actually use a lot of different objects to recreate certain effects, and these objects can be ordinary objects or objects for a specific purpose say, like a mannequin. I think what makes Foley a lot of fun and a huge creative process for us, not to mention a key factor in sound designing for animation films or even in action movies, is you don't have to be limited to using certain sounds to represent another sound.
By definition, Foley is to create sound in a different method; rather than merely slamming the door to create the sound or slapping someone to create that sound. Foley is used to replace the sound recorded on set at the time, like the slap or the slam of the door, which is called field recording. I think the most common example I know is that in action movies the fight scenes are usually staged by stunt doubles so no noise actually is recorded when filming as they are only acting like they're hitting each other when reality they haven't even touched each other. So Foley needs to be used to add the sound effects to show and make the audience feel that they're hitting each other. The whole point is to emphasize the visual effect or action, to heighten the tension and to create a dramatic feeling as well. Another benefit to adding sounds to the scene after all the filming has been finished is that the sound designers can have complete control over how each sound will be heard by the audience, so the sound quality is improved from the original sound that was captured during the filming process. These sounds can also be altered to suit what the director wants, so the diagetic sounds don't have to be limited to what is actually heard when filming.
For the sound effect of Jerry knocking on the Bulldog's eye, Cara recorded her knocking on a mirror. I never would have thought the mirror would be an option, I was thinking perhaps a wooden table. The sound had to be clear and light so I think the mirror was a good choice. For the sound effect of the Bulldog walking, we walked around hitting things to see what would fit. The Bulldog was big and heavy so the sound had to be low and reverberate slightly. In the end we decided on the glass because it echoed when we hit it, gave a louder sound than hitting on the floor and a lower sound than hitting on the wood (but we were very careful when making the sound!). I think the best sound effect we created today was our idea of using velcro to represent the sound of Jerry getting stuck on the cactus and Tom trying hard to pull him away. It had that resistance when you pulled the velcro, and the great thing about this was that we could change the speed in which we pulled the velcro in order to fit the scene.
I spent the lesson editing the clips Marshall and Cara made and trying to fit them in order to be in sync with the actions in the film. I find I enjoy this process a lot more than going out in the "field" and doing the "making". I am a perfectionist so I think that's an advantage here, where I don't mind paying attention to the smallest details, trying to cut those down, to make them flow smoothly from one section to the other. It's a lot of work trying to make everything fit because most of the time they sound recorders will record a series of sounds in one go, and you have to go in and cut the sections in between each action and place them on the timeline or have a space between them to make the sounds come out at the same time as it happens on screen. Sometimes you might not have the right sound you're looking for at that specific moment, but the rest of it will sound very good. Then I have to cut that clip into different sections, duplicate some other clip, insert that in between the two and cut out the extra silence in between to make everything fit again. I like this because I like the satisfaction of putting everything together and being able to manipulate the sound, and also because I find it very rewarding after you've worked so hard you are able to see your result when you play the film.

