film music Flashcards

(30 cards)

1
Q

FM what do the different pitches and melodies show:
1. leaps and chromaticism

A
  • leaps (disjunct melodic movement) and chromaticism for weirdness and antagonist
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

FM what do the different pitches and melodies show:
2. stepwise (conjunct melodic meovement0 and diatonic

A
  • happiness
  • protagonist, good characters
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

FM what do the different pitches and melodies show:
3. rising melodies

A
  • increasing tension
  • triumph
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

FM what do the different pitches and melodies show:
4. falling melodies

A
  • decreasing tension
  • defeat, hopelessness
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

FM what do the different pitches and melodies show:
what is the “big theme” often played on

A

sweeping strings

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

FM what do the different pitches and melodies show:
5. question and answer

A

good vs evil

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

FM what do the different pitches and melodies show:
6. interval of a fifth

A
  • often used in sci-fi
    -> sound quality to match outer space
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

FM articulation - legato vs staccato

A
  • legato for flowing and happy situations
  • staccato for challenging situations
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

FM articulation - accents

A
  • violence
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

FM articulation - sfz

A

sudden emphasis and shock

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

FM articulation - pizzicato (strings)

A
  • short ditached notes
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

FM articulation - arco (strings)

A
  • using bow
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

FM dynamics - loud vs soft

A
  • loud for bold and powerful
  • soft for timid and weak
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

FM dynamics - crescendos vs decrescendos and diminuendos

A
  • crescndo = increasing threat, triumph
  • decrescendos and diminuendos = subsiding
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

FM - extreme dynamics/ sudden dynamic changes

A
  • enhances action
  • shock the listener
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

FM - texture

A
  • thin = lonely, bleak
  • thick/full = warm
  • thick orchestral sounds = battles and chases
  • homophonic melody and accompaniement = calm, love themes
17
Q

FM - diatonic and chromatic

A
  • diatonic = simple, good characters
  • chromatic = complex, bad characters
18
Q

FM - consonance and dissonace

A
  • consonance = normal situations, good characters
  • dissonance = scary, evil
19
Q

FM - major or minor or 7th chords and atonal - bitonal

A
  • major = happy
  • minor = sad
  • 7th chord = harmonic richness
  • atonal and bitonal = ambiguous, scsi-fi, supernatural
  • sudden changes of harmonies create unextpected moods
20
Q

FM - rhythm - fast, slow

A
  • fast = chases, hectic situations
  • slow = hesitant
21
Q

FM - regular and irregular rhythms

A
  • regular = safety
  • irregular = threatening, unusaual
22
Q

FM - ostinato, syncopation and cross-rhythms

A
  • ostinato =rthythms for repeated sounds
  • syncopation and cross rhytms = tnesion and unease
23
Q

FM - metre

A
  • needs to match and enhance the on-screen action
  • irregular time signatures = unease, tension
24
Q

FM - duration - long, short, pedal notes

A
  • long = western - vast open spaces, scifi- vast open space
  • short = busy, chaotic, hectic, battle, busy crowd
  • pedal notes
25
FM - timbre and sonority
- orchestral, sound effects.
26
composers of video game music
- koji kondo - michael giacchino
27
composers of film music
- john barry - john williams - danny elfman - hans zimmer
28
video game music - how are they produced
- technology - score played by an orchestra and then digitally ocnverted and then integrated into the game
29
video game music - ealry viodo game music
- sound effects, chiptunes (simple melodies style of music), synthesiser technology - smapling allowed sound to be played during the game making it more realistic
30
how is video game music used within video games
- cues, (knwoing when a significatn event is about to occur) - over a game's title screen, bonus ocntnet, entire screenplay