2016/05/03 04:54:50
Kalle Rantaaho
schnibbelkram
"In MC7, you place the cursor where you want a split to occur, right-click, select Split."
So i dont split the track but the audio file, right? actually i don´t need to do that ,since all the audio files are like single sentences. Also i recorded all the actors seperat. I must puzzle it all together and insert all the sound fX that it becomes an audio drama.
My Pc`s specs:
Windows7
Intel Core i7 2600K @ 3400MHz
16384MB (4 x 4096 DDR3-SDRAM )
Audio Device: Steinberg UR22




Actually, you only split the audio clip, not the track or file. The original audio remains totally untouched.
If you take a split portion of a clip, say, one measure cut out of a clip of ten measures, you can slip edit the one measure to the original length of ten measures.
2016/05/04 04:46:39
Strryder
If I'm understanding you correctly, each actor has a separate track for their dialog that has EQ + Compression + De-Esser, and such, that makes the sound of their character's voice in the play, and these effects will pretty much remain constant for the whole thing.
 
You also want to have different ambient "scene location" effects for each different "location".
 
If it were my project I would not apply the "scene" FX destructively onto all of the actor's separate tracks, I would do it with the mixing console using sends and busses,  something like this...
 
1) Create a subgroup bus and call it something like "Scene Send Master", then at the bottom of each actor's mixer channel, assign them all to this subgroup.
 
2) Create and name an AUX bus for each different scene location, such as "house", "street corner", "cave", "woods" and so on, then place the correct ambient effects in the FX bin for each scene location.
 
Now all of your actor's voices are going to a single "Scene Send Master" control where by selecting the correct send you can send them all at once to the same "location".
 
Hopefully this will help you.
2016/05/04 12:59:10
Beagle
YES - exactly what Strryder said.
2016/05/07 08:19:23
schnibbelkram
@Strryder : sounds awesome,logic and like just what i`m looking for. Since i never did it this way in Magix Music Maker and didn`t dive that deep into MC7 yet, i have one question : HOW DO I DO THAT ? :-)
2016/05/09 05:32:09
Strryder
https://www.dropbox.com/s/77alx7ae862oh85/Audio%20Drama%20Bus%20Setup%202.jpg?dl=0
 
Here's a link to screenshot that shows a basic setup, Note that there are 4 buses..
 
1) "Voices" bus, all of the actor's mixer channels are routed to it, and it is routed out to the master bus.
2) "Sound FX" bus, all of the sound FX mixer channels are routed to it, and it is routed out to the master bus.
3) "Reverb/Cave" bus, has a reverb plugin patched in it's FX bin, (this plugin is set 100% wet, no dry signal), and it is routed out to the master bus.
4) "Master" bus, this has all of the buses routed to it, and it is the main output for the project.
 
The voices bus and the sound FX bus each have a send to the reverb/cave bus, by enabling these sends and adjusting the send levels you can send both the actors voices and the sound FX to the reverb/cave bus.
2016/05/11 05:49:27
schnibbelkram
Thx...i`m trying to figure this out - with the help of the (german) manual...Why do i need 2 busses for Voices and Sound FX ?
2016/05/11 08:56:31
Beagle
do you want the same FX on the voices as you do on the sound FX?  if not, then you need separate busses for each so you can put different FX on each.
2016/05/11 14:06:12
Strryder
I was thinking that it might be a good idea to be able to have the sound FX have somewhat less echo/reverb than the voices when in the cave, just so they would sound clearer, (by setting different send levels for each), and having the two main elements on separate group busses also gives you the ability to quickly and easily adjust the balance between the voices and the sound FX with just two faders.
 
In my example setup, the Voices and Sound FX busses would be considered groups or subgroups, and the Reverb/Cave bus would be considered an aux bus.
 
If you have any other scene locations that require different reverb settings, you can of course setup more aux busses and add more sends to the subgroups, most locations however will probably not need this type of plugin processing, when in a house, or outside in the woods there really wouldn't be any reverb/echo needed right?
 
When do you need to have this project finished by?
 
I hope you can get it done in time.
2016/05/11 15:52:27
schnibbelkram
"I was thinking that it might be a good idea to be able to have the sound FX have somewhat less echo/reverb than the voices when in the cave, just so they would sound clearer"
 
I agree...good idea.
 
Usually i`m playing around with the reverb also in "rooms" and "buildings"; at least a little bit.
 
i thought i would be done with the project months ago, but since Music Maker could not be fixed, i coudn`t even start to edit. It need to be finished before the summer holidays in my state will begin, wich is at the end of july...but at least your sugessted method will make the process definitly faster, as soon a i figured out how to do it :-)
2016/05/18 13:05:14
schnibbelkram
Hey Guys,
if someone (Strryder?) could do a  step by step instruction (maybe with some screenshots), i would be very thankful !
I can`t seem to figure this out on my own.... :-/
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