I'm still thinking about the scene. It's for a funny bit in a commercial.
Ah, so we're talking comedy. Again though, we still need to narrow it down a bit, to give an example, let's say we're talking black comedy. You could play the scene where you had the sound of a cat's scream coming from one speaker (with distance and perspective), which gets gets the attention of the reporter, then a cat (dummy of course) flies past, behind the reporter, with accompanying panning doppler effect of the scream to the other speaker, then (out of shot) the sound of a crash/breaking glass/debris, etc., as the cat hits a window. Alternatively you could have the same thing but played more straight by having the reporter continuing with his/her report, ignoring the cat, it's scream and impact. In this case you would mix all the cat stuff a bit lower in the mix. The more convincing the wind noise with movement and bits of debris flying, cables rattling, etc., the more shocking and blacker the comedy. The other comedy extreme would be more cartoon like sound FX, which could be made funny but not so black. I'm not suggesting you actually do any of this, just giving you an example to illustrate the need to plan for sound design before you start filming because in at least one of the examples I've given, the reporter needs to react to the sound (even though it won't actually be there until post production) of the cat or maybe pretend to ignore the sound.
I'd like to emphasise the point I'm trying to make because it is one of the most obvious differences between high budget films and indie films. Indie filmmakers tend to see sound design (if they see it at all) as a purely post production process but many high budget films use sound design as a collaborative art, not just as a reactive technical skill. In other words, from pre-production onwards, the film is designed for sound as much as the sound is designed for the film! In the first example I gave, you could have a master shot which establishes the presence of a window (for the cat to hit, out of shot later), cables, chains or other objects which will make an interesting, emotive sound (in post) in high winds. There are many, many other (more subtle) examples of how a film can be designed for sound and how it can be done at either no extra cost or to actually reduce costs of the production process! One of the reasons I came on this forum was to try and get indie filmmakers to start thinking about sound more like high budget films do, to use it collaboratively to make more imaginative films, even with extremely restrictive budgets. Think about the implications of this for a minute! .... In the example I gave, the audience would get the full dramatic effect of an impact with breaking glass and flying debris but without any of the costs associated with actually faking a cat impacting with and breaking a window and trying to capture it on camera!
Food for thought?
G