Ambient noise - You're not quite sure where it comes from. Eg. When you record something and you hear a low humming in the background, it's friction off of the speakers. Using this in an animation: Usually when a character has a halo over their head, there is a magical sound that sounds like it's glowing, even though it isn't a sound in real life, it's recognisable in animations.
Humans can't hear silence, we always hear something, whether it's our own breathe or our pulse in our ears.
Archipelagic listening - The philosophy that sound doesn't exist without a listener. In the film industry, people leave sound to people's interpretation of what they think they are hearing. The most common example is people using coconuts to create footsteps or horse clops.
Relocating sound - Places the viewer in the setting. Immersive. Transporting someone to your imaginary setting, so they'll know where the character is, even if they're watching with their eyes shut. Eg. Rushing water; birds chirping; wind blowing and leaves rustling, all indicate the character is in a forest by a river.
How I created my sound: For the aerosol, I used an actual aerosol can. I tried one next to the speaker to drown out the speaker friction, and one a little further away - both short sprays and a longer one. The one near the speaker was too long and had a lot of feedback. The further away one had a little speaker friction, but it was drowned out by the second sound of the fan.
The second track was the water dripping and the fan. In our flat, we have a fan that turns on with the lights, so I stood in the room closest to the fan, and took a bowl of water in with me and a wrung out rag. I could have made the actual tap drip but I feel like it would have been too fast and not as ambient as it's a main water source. Filling the bowl with water helped so that the drips from the rag didn't echo too much or make a 'ping' sound off of the ceramic bowl.
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