Functions of Sound in Storytelling

Functions of Sound in Storytelling

In this blog’s word graphic you see twenty storytelling jobs that sound can perform in almost any kind of artistic medium that has a sound component … certainly in film, video, and games.
Some of Sound's Jobs in Storytelling:

help define a character        Draw attention to a detail, or away from it

suggest a mood or evoke a feeling        set a pace     

clarify the plot   heighten ambiguity or diminish it    describe an acoustic space

smooth otherwise abrupt changes between shots or scenes   
emphasize a transition for dramatic effect    
connect otherwise unconnected ideas, characters, places, images or moments
indicate a geographical locale         startle or soothe                  
heighten realism of diminish it        foreshadow events
indicate a historical period          create themes
indicate changes in time     exaggerate action of diminish it

One Sound Can Accomplish Many Tasks

A given sound is usually doing several of these tasks at once. Being aware of all these roles sound can play is useful not only when figuring out what kind of sound to play where, but also when collaborating with directors, editors, etc. to plot out a plan for how sound is going to function in the project.

Podcast Spotlight: The Sonic Legacy of Sesame Street

In Episode 328 of the Tonebenders Podcast, host Timothy Muirhead sits down with Dick Maitland, Sesame Street’s 25-time Emmy award winning Foley artist & sound designer, and Steve “Major” Giammaria, who joined later as re-recording mixer, to explore the hidden sonic world behind one of television’s most beloved institutions.

From the very first seasons to today, Sesame Street’s soundscape has played a crucial role in giving life to its characters, environments, and emotional impact. Maitland recalls performing live foley and sound effects on set in the early days of filming, a hands-on, craft-driven workflow that helped shape the show’s signature auditory feel.
 
Maitland also dives into the importance of signature sounds, those tiny sonic markers that anchor a character or environment. These sounds were always carefully considered, in order to make the puppets feel real. Together, Maitland and Giammaria, alongside host Muirhead, map out the show’s sonic evolution across decades, spotlighting key decisions over time.
 
If you’ve ever wanted to learn more about how Sesame Street was conceived and maintained over time, this is a must-listen.
 
You can listen to the full podcast episode here to dive into the full story.
 
As proud sponsors of Tonebenders, Sound Ideas is honoured to support content that celebrates the depth and discipline of sound design. Whether you’re building immersive worlds, crafting character cues, or designing rich ambiences, our sound libraries give you the tools to bring your vision to life.

Cacayanga or Useful Noise

Cacayanga or “Useful Noise”

Cacayanga is a term invented by Alejandro Iñárritu.  One quick way to define it might be“useful noise,” but it’s more specific and interesting than that.
 
When the bear in “The Revenant” is standing over Hugh Glass (Leonardo DiCaprio), extremely close to the camera, and she pulls away, her paw rises off the moist mossy ground and gently scrapes across his clothing as she momentarily leaves him alone. As many of you know, the visual image of the bear is entirely computer graphics, so there was no production sound for this or any of her other action. The foley and effects work for the bear was tough as hell to get the way Alejandro wanted it. What wound up in the film is pieces from lots of different recording sessions, some on foley stages and some outdoors, mostly in a redwood forest at Skywalker Ranch.

When Standard Foley Fails, Look for "Useful Noise"

The attempts we made at doing “standard” foley all failed. It all sounded “too clean, too much like it came out of a library” for Alejandro. By that, he meant it sounded too predictable. It wasn’t truly believable or compelling. The sounds we got for the bear moving that WERE believable were all done in a very non-standard way… basically just randomly stepping and dragging and throwing stuff around in this forest that lucky for me is about a hundred yards from my studio. The sounds that sold the bear movement were complex. A moist scrape, a quick series of quick twig snaps, a squish, and a mushy thud were nearly simultaneous elements of a single move of her paw in that forest that lasted two seconds. It was real, and alive, and it didn’t sound like “foley” too often sounds like… artificial.
 
The off screen trees creaking and unseen chunks of snow heard dropping from trees in the movie were definitely cacayanga. But so were those improvised and unanticipated elements of bear movement that we luckily caught and dragged into service.
 
None of this means that I think we should record and use only brand new sounds for every project. There is plenty of gold in sound effects libraries too (especially Sound Ideas). We just need to use the pieces we find in ways that feel fresh and unique.
 
Cacayanga is a sound or set of sounds that seem authentic, but embody a mystery that pulls you deeper into the story in part because they aren’t immediately identifiable.
 
Useful noise.

Podcast Spotlight: Inside the Sound of Horror

Director Zach Cregger’s latest film, Weapons, has made waves both critically and at the box office, thanks in large part to its innovative sound design. In the latest episode of the Tonebenders Podcast, the host, Timothy Muirhead, dives deep into the audio magic behind the film, featuring insights from Luciano Vignola (Supervising Sound Editor & Re-Recording Mixer), Filipe Messeder (Sound Designer & Re-Recording Mixer), and Jake O’Brien (Dialogue Editor).

Listeners get a front-row seat to what makes horror sound so effective. The episode explores the art and science of jump scares, discussing why certain sounds provoke tension and surprise in audiences. The conversation also highlights the role of ambiences and foley in shaping the psychological impact of horror films, showing how subtle layers of sound can manipulate emotion and immerse viewers in a scene.

Beyond technique, the episode sheds light on the collaborative process in post-production. This Tonebenders Podcast episode is a fascinating look at how meticulous planning, creativity, and teamwork come together to create a cinematic experience that resonates long after the credits roll.

Listen to the Full Episode


Want to hear all the insights and stories from the Weapons sound team? Tune into the full episode for a deep dive into the craft of creating sound for horror.

As proud sponsors of the Tonebenders Podcast, Sound Ideas is thrilled to support conversations that celebrate sound design. Our libraries provide professional-quality sounds, from cinematic ambiences to detailed foley, giving creators the tools to bring their own projects to life. Whether you’re building tension, creating a cinematic world, or experimenting with unique sonic textures, Sound Ideas has you covered.

Sonic Beds Put Me to Sleep

Sonic Beds Put Me to Sleep

I confess I don’t like continuous beds of background sounds (ambiences) in films, unless there is a good story reason to have them in a sequence. I know this is a controversial idea. Lots of sound designers/editors LOVE creating sonic beds, and/or they believe that authenticity and naturalism demand sonic beds. I disagree.

My point is not that there should never be any background sounds. Of course there should, in most cases. The thing I try to avoid is having any non-stop sound element, one with no pauses. In many cases, that kind of relentless bed, usually composed of several continuous, non-stop layers, just clutters up the mix, and its constancy doesn’t contribute anything to story.

Approach sound design with an impressionist mindset

Movie sound design, in my opinion, should be approached in almost all cases with an impressionist mindset rather than an ultra-realist one. What we’re attempting to do is rarely to make a sonic photograph of a moment, where every detail is evident and exactly as you would expect to hear it. Instead, we try to give the audience a strong impression of a place or an action, an impression that will be made even more powerful by omitting or subordinating lots of details. Our tendency is to assume that everything in a scene that could be making a sound IS making a sound. But the way we experience films is absolutely not identical to the way we experience life. A film is much closer to a dream. When we remember our dreams, we don’t remember more than a few details, and they are almost always the most interesting/compelling ones.


The mixes I’ve worked on have received their fair share of criticisms, a lot of them justified, but one compliment I’ve gotten consistently over the years is that my mixes sound “clean,” “precise,” “uncluttered,” with “lots of detail.” That seems ironic, given that I’ve just said I believe in getting rid of tons of details.

The solution is all about choosing the details carefully, rather than splashing buckets of them into the speakers. It’s about featuring the best, most evocative details, and that includes background details. A distant-sounding bird, or car-by, or wave-lap, strategically placed between lines of dialog will read as a background.

But, you say, what about “air?” Don’t we need “air?” Sometimes we do, though less often than you might think, and less complex than you might think. “No Country For Old Men”, directed by the Coen Bros., is a master class in the use of simple, uncluttered air. Hats off to Skip Lievesay and the Bros. I think our team did a reasonably good job on the Bob Zemeckis film “Cast Away” of keeping the ambience on the island simple but powerful.


There are never more than a couple of sounds being heard at once, but they’re evocative and completely plausible as a sonic atmosphere.

Obviously, you should give directors whatever they want if you would like to get hired again. But in my career, “too much sound” has been their critique a hundred times more often than “not enough sound.” Often, the dynamic will be that they will seem to want lots of simultaneous sounds initially, but as post progresses and the mix progresses, less becomes more, especially with those thickly populated background ambiences.