• Techniques
  • Processing Recorded Dialogue (Environment Effects) (p.2)
2012/07/05 20:38:19
Jeff Evans
Even though I may refer to EQ ing (filtering really) the ends of the spectrum I think it is also important to think about the range of frequencies in between. I was recently teaching post audio for TV using Pro Tools and the students had to do a voice over read of themselves. After editing they were interested with the EQ stages that could be applied and the fact their own voices could be made to sound quite better than the flat original recording. Even though that was done with a quality mike and pre etc in a nice booth too. Inside a booth or tight space I have been known to mic close up as usual but also from a little distance away to get a different perspective on the voice over. This can help in post mixing when moving from space to space.
 
Each voice has its own character in its own way and it is good to be able to lock in on those frequencies. You can try creating a nice peak and sweep it slowly while the voice is playing back. This might help you locate the frequencies then you need to make a smoother boost curve and use less to just enhance etc.. It is hard to just recommend boosting or cutting at certain frequencies because they vary from voice to voice. It is good to home in on the characteristic sound of each voice which can involve a little boost in the right places to really bring these qualities out more.

If you are rolling off tops for outside uses then you can afford a little boost to keep clarity up there between say 4 and 6 K Hz etc.. I just want to convey the idea that after the correct filtering is applied then some EQ ing can take place for the better. Each character outside can have this EQ on its own track or buss making it all easier to control during post mixing.

Using effects is OK with outside visuals bit be mindful of where you might be. If you are standing between two buildings then some form of delay might be in order but if it's outside in a field with no reflective surfaces anywhere that won't work. That might just need the right EQ and perhaps a very tight convolution space to create a very soft sense of ambience even though it might not be there in real life. It's OK to take poetic license here and there.

The main thing is if you are outside have a look around and see where you are and get that nice stereo atmos effect in there to set it up perfectly. Every outside must have some sort of atmos and you will immediately get a sense you are out there. On shoots I have recorded atmos on serious stereo devices as well as the devices Mike suggests. They are very good now and no one needs to know you are necessarily recording either. They can do that now easily. But if you are doing an animation for example you have to source the effects but they are all there and been done well too. You may need several effects to create the perfect atmos you are trying to create. For example a country fair atmos may be hard to source but all the individual elements are easily available so you can build it up. That is fun and you have control over the effects then on the timeline. World war 2 scenes may be harder to find but all the elements are very available making it easy to build an amazing sound atmos scene. Many mono effects too can be panned and treated for stereo effect later. When the atmos is wider the dialogue sits well right in the centre and does not fight the atmos anywhere near as much. Atmos can often benefit from a little EQ itself and compression to keep it under control and then finally automated for best effect.
2012/07/05 21:07:45
Danny Danzi
TysonC


And Danny, I really like your ideas regarding ambient noise and how to get that "outside" sound.

I'll probably be using audio I find on the internet for the ambient tracks, but I think it'd be fun to try and record my own as well.  I think I'll get two uni-directional mics and put them a few feet apart facing away from each other.  Then I could pan each one hard left/hard right and record.  I'd like to see what that would sound like.  Maybe it would even give me some nice ambient sound.  Just gotta go do this in a few different places and see what comes up.

Thanks again, guys!  I'll keep this thread in my bookmarks and refer back to!  I'll probably also put up some examples for criticism purposes.

Have a good one!

Oh definitely try it for yourself before you go the samples route. It's a bit more challenging, but really fun too...and you'll come up with some trippy sounds because of it. I didn't know if you'd want to go that route...but yeah, if you have the time and don't mind the trial and error, definitely go for it and make it as real as possible. Make sure you keep us posted on how you make out, what you did and if you can share some samples, that would be great too! Good luck Tyson! :)
 
-Danny
2012/07/06 07:35:13
The Maillard Reaction

Nothing says "we're outside" like the red shouldered hawk from this library :-) :



http://www.sound-ideas.com/index.html





Convolution reverb is especially great at helping match dialog and sound cues from different sources to an interior scene.



Now a days, one of the best ways to get ambient beds for spacial cues is to carry one of these around and grab stuff as you find it:




Have fun.

best regards,
mike

2012/07/08 05:28:13
TysonC
Wow, that pocket recorder seems a lot better than my idea of carrying around a laptop, a mixer, and an interface xD

Haha, I'll have to pick one of those up when I can part with the $!
2012/07/09 12:18:03
Kalle Rantaaho
The way I see it:
When I worked in the radio theatre the studio for outdoor scenes was always the dead one, reverb was only used when very loud voices were used . Normal conversation was recorded with dead acoustics and necessary background noise added.
That's how it is, when you are outdoors. Only in a silent city, between the houses, or in a stony valley or a cave can you hear any reverberations using normal conversation volumes.
Except for the examples I mentioned, if there's a slightest bit of reverberation in normal volume speech it positions the actors inevitably in a closed/limited space.
12
© 2025 APG vNext Commercial Version 5.1

Use My Existing Forum Account

Use My Social Media Account