"It's rare that scenes last more than 2 or 3 minutes, so sound helps segue from one scene to another"
About this Quote
The key word is “segue,” a term borrowed from music and radio rather than literature. That choice tips his intent: he’s thinking in rhythm, not in plot. Dialogue overlap, a rising cue, a motif that starts before the cut, ambient noise that bleeds across locations, a sonic sting that tells you what to feel before you’ve even processed where you are - these are not decorative touches. They’re infrastructure. Sound is how you make the audience feel like they’re moving forward instead of being yanked around.
The subtext is slightly corrective, too. Visual storytelling gets the credit; sound does the labor. Hopkins is staking a writer’s claim in a medium that often treats audio as postproduction polish. In a landscape shaped by commercials, channel-surfing instincts, and streaming-era attention economics, he’s arguing that sonic design is narrative design: the hidden hand that keeps fragmentation from feeling like chaos.
Quote Details
| Topic | Movie |
|---|---|
| Source | Help us find the source |
| Cite | Cite this Quote |
Citation Formats
APA Style (7th ed.)
Hopkins, Stephen. (n.d.). It's rare that scenes last more than 2 or 3 minutes, so sound helps segue from one scene to another. FixQuotes. https://fixquotes.com/quotes/its-rare-that-scenes-last-more-than-2-or-3-99069/
Chicago Style
Hopkins, Stephen. "It's rare that scenes last more than 2 or 3 minutes, so sound helps segue from one scene to another." FixQuotes. Accessed February 3, 2026. https://fixquotes.com/quotes/its-rare-that-scenes-last-more-than-2-or-3-99069/.
MLA Style (9th ed.)
"It's rare that scenes last more than 2 or 3 minutes, so sound helps segue from one scene to another." FixQuotes, https://fixquotes.com/quotes/its-rare-that-scenes-last-more-than-2-or-3-99069/. Accessed 3 Feb. 2026.




