In this deconstruction, I am going to split the different sounds from the film into appropriate categories by linking the time frame from this clip.
The Score:
'The score' is the music composed separately for the film, composed by Orchestra's/artists/ect and linked into the movie.
Time: 1:29-1:35
This section is pretty self-explanatory, this music is used to create a mood/feel for the audience, it builds up tension and creates a foreboding feel for the battle.
Dialogue&ADR:
'Dialogue and ADR' or 'Automatic Dialogue Replacement' is a process used to to increase the authenticity of dialogue throughout the movie. It is where the original sound from the movie (e.g talking) is replaced by the actors Voice acting over the top of their performance, and/or re-enacting the scene off-set.
Time: 0:00-0:04
At the very start, we have an instant example of a great use of Dialogue & ADR. This tone of voice, which would have been incredibly hard to pick up on recording devices on-set, would not have the clear, defined horror feel inflicted on the audience... as you would barely be able to hear them whisper. However in the studio this can be replicated to bring an incredible effect.
Sound Design:
'Sound Design' (not to be confused with Foley) is a technique used to create new sounds, and bring them into existence, usually through using Software, and usually not physical objects/body.
Time: 0:14
Here, the sound of the Mythical "Nazgul" is unable to be reproduced, especially as it's an imaginative creature... therefore it's sound must be created using imagination as well. This is extremely important as it brings the creature to life, if it was replicated using the sound of a goat, it wouldn't quite add the same effect.
Foley:
'Foley' (not to be confused with Sound Design) is when a sound from real life (e.g horses running) is replicated by either using physical objects, or your own body/voice. This is usually used to create, unusually more authentic sounds than the actual substance itself.
Time: 0:44-0:46
In this example, with the large space on the set, and the distance being moved. Hearing the actual noise of the horse trotting/breathing like that would be almost impossible to pick up, and it would not feel real at all. A reproduced sound here creates a clearer picture and adds to the essence of the scene.
Ambiance/Atmosphere:
'Ambiance/Atmosphere' is crucial to setting environmental mood, when in a forest Ambiance sound can be used for the wind in the tree's, the crickets in the summers field. It creates mood for the setting, which is key for an authentic film.
Time: 3:12 to 3:14
Here is when the horses/Rohirrim are charging towards the orcs, this would be easily to reproduce using Foley, and Foley is used here, but I think a majority of this scene is 50/50 with Ambience, the noise of the actors swords/spears clanking against the horses, and the background horse footprints. Whilst no doubt some are Foley, I think this is a good example of the ambiance creating a feel of a large-scale battle.
The Purpose of the Soundtrack
The use of the soundtrack in this particular scene is incredibly well-thought out. Whilst not only establishing a mood and emotion through correct usage, it also gives the audience many other sensations and ideas throughout.
The purposes of a soundtrack is hugely variable, whether it be to 'entice the imagination of the audience' or to 'indicate a geographical location'. In the link below we can see the soundtrack links closely to 'geographical location'.
http://www.youtube.com/watch?v=1IVKeUWW_Z4
- The Lion King opening
This scene's music clearly gives the audience (alongside the video) an enhancement to Geographical location (Africa). This is really important to add emphasis, this closely links in with the use of music to define a characters persona; whilst they're both individually produced, they have direct links to cultural backgrounds. For example in the Lord of the Rings footage, the 'Rohirrim' are largely nordic based, when Leonnard Rosenman and Howard Shore conducted the score they closely linked the music to enhance the feeling of the specific races and cultural backgrounds (for example, the Horns are based of very Nordic instruments, especially in sound).
Soundtracks can also be used for storytelling enhancing, especially subliminally, if the sad, slow music plays in a childhood memory; the audience is instantly feeling very differently towards what's being shown, especially to how they would feel if happy music was playing. It's very common in romances and tragedies. These previous points link into establishing atmosphere and mood (another key element of a soundtrack), you'll notice horror movies are constantly playing very dark, slow and deep music creating emphasis on a foreboding feeling, which is subliminally picked up by the audience, really adding to the mood.
http://www.youtube.com/watch?v=-Rt3A5nXq8M
- The Grudge bathroom scene
Linking back to my earlier points on 'geographical location', it can also be important to set a 'time and place' i.e feudal age films, the music is based with instruments from the time and place, or music that the audience relates with timing to add a sense of realism. This is important to a movie, realism is really created through this process, making the soundtrack culturally and time specifically correct really gives us a sense of the times the film was set it, and creates an enveloping feeling for the audience.
Soundtracks are most, and usually all of these variables and more. Soundtrack's are really created for the audience, and that differs greatly for which movie the soundtrack is created for. Producers of soundtracks for Comedies will be aiming to give an entirely different mood/atmosphere compared to a film like 'Lord of the Rings'.