Home |
Search |
Today's Posts |
#1
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
I have to dub dialogue on a short film because the original field recording
contains too much trafic noise (we had no control over it). Problem is, I don't know how to make a voice recorded in a home studio sound like it was recorded outdoors. I played with high- and low-pass filters and with an equalizer, but I'm going blindly about it and none of the results are satisfying. Can anyone offer advice? I'm using Adobe Audition. Thanks in advance. jaybee |
#2
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Jacques E. Bouchard" wrote ...
I have to dub dialogue on a short film because the original field recording contains too much trafic noise (we had no control over it). Problem is, I don't know how to make a voice recorded in a home studio sound like it was recorded outdoors. I played with high- and low-pass filters and with an equalizer, but I'm going blindly about it and none of the results are satisfying. Can anyone offer advice? I'm using Adobe Audition. Are you starting with the dialog already recorded? You may be fighting an uphill battle if the recording conditions were not appropriate (dead room, same microphone, same mic and actor positions, etc.) It doesn't seem like "filtering" is what is important here. The first- order factor would be mixing back some "room tone" from the original location to cover the differences. |
#3
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Jacques E. Bouchard" wrote in
message 2.12 I have to dub dialogue on a short film because the original field recording contains too much trafic noise (we had no control over it). Problem is, I don't know how to make a voice recorded in a home studio sound like it was recorded outdoors. It would appear that you have plenty of recordings of background noise from outdoors. ;-) Record the voices close-miced, same mic, in a very dead room. Add in outdoor noise as required to obtain the desired ambience. |
#4
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Richard Crowley" wrote in
: Are you starting with the dialog already recorded? You may be fighting an uphill battle if the recording conditions were not appropriate (dead room, same microphone, same mic and actor positions, etc.) It doesn't seem like "filtering" is what is important here. The first- order factor would be mixing back some "room tone" from the original location to cover the differences. We'll be dubbing this week, and I'm either going to find a dead room or a very quiet outdoor location. The latter would allow me to reproduce the acoustics, but there may be uncontrollable factors (I tried one location and could not identify an annoying rumble until I spotted a highway about a mile away). I did some tests using SoundForge's Acoustic Mirror, but I wasn't impressed. I also heard some good things about Adobe Audition's convolution reverb, and there seems to be a lot of user-created imprints available on the web. I'm looking for something at least close to which I can add room tone (as Arny said, we have plenty of that). I'm also adding back in some car sounds that sound more natural than the real thing - funny how that works, uh? I'm having a hard time explaining to my partner that sometimes art needs to me more real than life itself. ;-) jaybee |
#5
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Soundhaspriority" wrote in
: I don't know, but I can't resist putting in my two cents: 1. The recording room has to be absolutely dead. Small, booth-like, would also help. 2. Roll off the highs at 200 Hz. My guess. Oddly, I can remember at least one major movie where they did not succeed in this. They dubbed a "voice with room tone" into outdoor scenes. Thanks Bob. My Google searches turned up a lot more information once I included "ADR". I read about the importance of the room acoustics and choice of microphone, as well as placement. Rolling off the highs came close, but the voice seems to come from a cheap AM radio. I know I'm missing something here. jaybee |
#6
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
"Richard Crowley" wrote in : Are you starting with the dialog already recorded? You may be fighting an uphill battle if the recording conditions were not appropriate (dead room, same microphone, same mic and actor positions, etc.) It doesn't seem like "filtering" is what is important here. The first- order factor would be mixing back some "room tone" from the original location to cover the differences. We'll be dubbing this week, and I'm either going to find a dead room or a very quiet outdoor location. The latter would allow me to reproduce the acoustics, but there may be uncontrollable factors (I tried one location and could not identify an annoying rumble until I spotted a highway about a mile away). I did some tests using SoundForge's Acoustic Mirror, but I wasn't impressed. I also heard some good things about Adobe Audition's convolution reverb, and there seems to be a lot of user-created imprints available on the web. I'm looking for something at least close to which I can add room tone (as Arny said, we have plenty of that). I'm also adding back in some car sounds that sound more natural than the real thing - funny how that works, uh? I'm having a hard time explaining to my partner that sometimes art needs to me more real than life itself. ;-) jaybee If you can get hold of a copy of Voxengo's Pristine Space, you will have a lot more impulses available to you because it is quite happy to use ..wav files rather than the proprietary ones of Audition. With a pocket recorder and a toy cap pistol you can collect your own while you travel (not in carry-on baggage, of course). d |
#7
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Don Pearce wrote in
news ![]() If you can get hold of a copy of Voxengo's Pristine Space, you will have a lot more impulses available to you because it is quite happy to use .wav files rather than the proprietary ones of Audition. With a pocket recorder and a toy cap pistol you can collect your own while you travel (not in carry-on baggage, of course). Thanks for the tip. This is all very new to me, I'm learning at an incredible pace. I know enough of everything about video production to be a Jack Of All Trades and normally I'd leave this to a pro (like I did for the score), but our deadline is this Friday. Fortunately it's only a 5-minute short. jaybee |
#8
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
I have to dub dialogue on a short film because the original field recording contains too much trafic noise (we had no control over it). Problem is, I don't know how to make a voice recorded in a home studio sound like it was recorded outdoors. I played with high- and low-pass filters and with an equalizer, but I'm going blindly about it and none of the results are satisfying. You don't. You can't remove room effects, you can only add them. Your recording has a lot of small short-time reverberation, that makes it sound boxy. A recording outside won't have that. Can anyone offer advice? I'm using Adobe Audition. Take a portable rig out into the backyard and loop the dialogue there. --scott -- "C'est un Nagra. C'est suisse, et tres, tres precis." |
#9
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Soundhaspriority" wrote in
: Jacques, my reply had an oxymoron. I meant to say, roll off the lows at 200 Hz. The logic is, with no room boundaries, there's no bass reinforcement. I figured that's what you meant. 200 MHz is about the cutoff where I thought it sounded closest, but it still bugged me. I'm going to do more tests with the microphone farther away from the actor and deadening the room even more. jaybee |
#10
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]() |
#11
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
(Scott Dorsey) wrote in : Take a portable rig out into the backyard and loop the dialogue there. That was my original intention - in fact that's what I was hoping to achieve when I recorded sound with video. But nature doesn't cooperate: birds, barking dogs, far-away traffic, airplanes, etc. all create unwanted noise. Why is unwanted? The image is clearly of someone outside. So ambient outdoor noise, as long as it's at a reasonably low level, adds a sense of realism. My only options are recording in the Mohave desert (unlikely) or a controlled studio environment, which requires shaping the acoustics. You're going to need a room that is very dead, then. This is expensive but exists. Skywalker Sound has a nice one. For the most part, it's cheap and easy to make a place very dead at high frequencies, but it gets exponentially more difficult and expensive the lower you need to go. --scott -- "C'est un Nagra. C'est suisse, et tres, tres precis." |
#12
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Scott Dorsey wrote:
Why is unwanted? The image is clearly of someone outside. So ambient outdoor noise, as long as it's at a reasonably low level, adds a sense of realism. Well, you probably don't want the sound of jet planes or even automobiles if it's a Wild West scene, or you don't want crickets in the winter. -- If you e-mail me and it bounces, use your secret decoder ring and reach me he double-m-eleven-double-zero at yahoo -- I'm really Mike Rivers ) |
#13
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Mike Rivers wrote in
: Scott Dorsey wrote: Why is unwanted? The image is clearly of someone outside. So ambient outdoor noise, as long as it's at a reasonably low level, adds a sense of realism. Well, you probably don't want the sound of jet planes or even automobiles if it's a Wild West scene, or you don't want crickets in the winter. Not only that: the mic used to record the actors won't pick up traffic noise accurately, so instead of hearing passing cars you hear passing noise. And since they're on the same track as the dialogue, you have no control over the volume or whether it covers up an actor's line. It's a bit like having to rely on natural daylight for shooting: you can't control clouds, and you can't control the setting sun. jaybee |
#14
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
It's a bit like having to rely on natural daylight for shooting: you can't control clouds, and you can't control the setting sun. But a good photographer will wait for the right conditions, or figure out how to use existing conditions creatively. Film sound people, however, don't usually have the luxury of the time to wait or the flexibility to be creative with the script. Best to record in a quiet room and then mix in "outdoor ambience" in post-production. -- If you e-mail me and it bounces, use your secret decoder ring and reach me he double-m-eleven-double-zero at yahoo -- I'm really Mike Rivers ) |
#15
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
On Oct 21, 12:30*am, "Jacques E. Bouchard"
wrote: I have to dub dialogue on a short film because the original field recording contains too much trafic noise (we had no control over it). Problem is, I don't know how to make a voice recorded in a home studio sound like it was recorded outdoors. I played with high- and low-pass filters and with an equalizer, but I'm going blindly about it and none of the results are satisfying. Can anyone offer advice? I'm using Adobe Audition. Thanks in advance. jaybee One possibility, I don't know how practical: Record your new dialogue in a dead room. Then, run a speaker and a mic (if possible, same mic as used on outdoor recordings) OUTSIDE and mic the playback of the new dialog. That should give it an outdoor sound. Then, add some ambience noise (birds, wind, traffic) and have it overlap the edit points. |
#16
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]() |
#17
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Scott Dorsey wrote:
wrote: One possibility, I don't know how practical: Record your new dialogue in a dead room. Then, run a speaker and a mic (if possible, same mic as used on outdoor recordings) OUTSIDE and mic the playback of the new dialog. That should give it an outdoor sound. Then, add some ambience noise (birds, wind, traffic) and have it overlap the edit points. The problem is that the outdoor sound is pretty much deadness. If you can record the dialogue in a dead room, and add a little outdoor ambient noise, it will sound outdoors. The problem is.... really dead rooms are hard to find. When I need to test something in a dead space, I'll usually take it outside. --scott Outdoor is never completely dead. You need one fairly strong return at about 10mSec to simulate the reflection off the ground and then you have it. d |
#18
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
On Oct 21, 9:30 am, "Jacques E. Bouchard"
wrote: "Soundhaspriority" wrote om: Jacques, my reply had an oxymoron. I meant to say, roll off the lows at 200 Hz. The logic is, with no room boundaries, there's no bass reinforcement. I figured that's what you meant. 200 MHz is about the cutoff where I thought it sounded closest, but it still bugged me. I'm going to do more tests with the microphone farther away from the actor and deadening the room even more. jaybee 200MHz? Wow, you really have great ears! G |
#19
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Don Pearce" wrote ...
If you can get hold of a copy of Voxengo's Pristine Space, you will have a lot more impulses available to you because it is quite happy to use .wav files rather than the proprietary ones of Audition. I've been using Audition before it was named "Audition" and I've never encountered "proprietary files" Audition (and Cool Edit before it) handle dozens of different file formats for both input and for output. WAV is most certainly one of them. With a pocket recorder and a toy cap pistol you can collect your own while you travel (not in carry-on baggage, of course). The impulse-response (if any) of an outdoor location would seem to be a second-order effect at best compared to microphone selection, mic placement, and "room tone". |
#20
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Richard Crowley wrote:
"Don Pearce" wrote ... If you can get hold of a copy of Voxengo's Pristine Space, you will have a lot more impulses available to you because it is quite happy to use .wav files rather than the proprietary ones of Audition. I've been using Audition before it was named "Audition" and I've never encountered "proprietary files" Audition (and Cool Edit before it) handle dozens of different file formats for both input and for output. WAV is most certainly one of them. You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. With a pocket recorder and a toy cap pistol you can collect your own while you travel (not in carry-on baggage, of course). The impulse-response (if any) of an outdoor location would seem to be a second-order effect at best compared to microphone selection, mic placement, and "room tone". If you like the acoustics of a particular location, why not capture it - whatever it may be? There is always a chance you can use it later. Provided you record your music dead enough, of course. d |
#21
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Don Pearce" wrote ...
You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. Perhaps you were thinking of Audacity. If you like the acoustics of a particular location, why not capture it - whatever it may be? There is always a chance you can use it later. Provided you record your music dead enough, of course. True. But we seem to be talking about outdoors where there will be little "acoustics" to deal with. Recording "dead enough" and adding back realistic background SFX should be sufficient for the OP's presenting symptoms. |
#22
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Richard Crowley wrote:
"Don Pearce" wrote ... You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. Perhaps you were thinking of Audacity. If you like the acoustics of a particular location, why not capture it - whatever it may be? There is always a chance you can use it later. Provided you record your music dead enough, of course. True. But we seem to be talking about outdoors where there will be little "acoustics" to deal with. Recording "dead enough" and adding back realistic background SFX should be sufficient for the OP's presenting symptoms. Obviously for an outdoor acoustic you need dead air - I was extrapolating and talking generally. d |
#23
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Richard Kuschel wrote in
: On Oct 21, 9:30 am, "Jacques E. Bouchard" wrote: "Soundhaspriority" wrote om: Jacques, my reply had an oxymoron. I meant to say, roll off the lows at 200 Hz. The logic is, with no room boundaries, there's no bass reinforcement. I figured that's what you meant. 200 MHz is about the cutoff where I thought it sounded closest, but it still bugged me. I'm going to do more tests with the microphone farther away from the actor and deadening the room even more. jaybee 200MHz? Wow, you really have great ears! G WHAT? SPEAK UP! jaybee |
#24
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Don Pearce wrote in
et: Richard Crowley wrote: I've been using Audition before it was named "Audition" and I've never encountered "proprietary files" Audition (and Cool Edit before it) handle dozens of different file formats for both input and for output. WAV is most certainly one of them. You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. SoundForge uses proprietary *.imp files. jaybee |
#25
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
Don Pearce wrote in et: Richard Crowley wrote: I've been using Audition before it was named "Audition" and I've never encountered "proprietary files" Audition (and Cool Edit before it) handle dozens of different file formats for both input and for output. WAV is most certainly one of them. You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. SoundForge uses proprietary *.imp files. jaybee It does? |
#26
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
"Jacques E. Bouchard" wrote ...
Don Pearce wrote: Richard Crowley wrote: I've been using Audition before it was named "Audition" and I've never encountered "proprietary files" Audition (and Cool Edit before it) handle dozens of different file formats for both input and for output. WAV is most certainly one of them. You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. SoundForge uses proprietary *.imp files. But surely it is capable of reading and writing WAV regardless of what it (or any other application) does internally. |
#27
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
On Thu, 23 Oct 2008 05:25:16 +0300, "Richard Crowley"
wrote: SoundForge uses proprietary *.imp files. But surely it is capable of reading and writing WAV regardless of what it (or any other application) does internally. And .wav files are not only as common as dirt, but are also "primitive" in the sense that they're a header and a datastream. Any program made since Jesus was a Corporal pretty much needs to be able to read a .wav WRT outdoor acoustics: "If you have to ask, you can't afford it", as the old saying about Rolls Royce's went. Truly quiet, dead, acoustics, like so many things (peace, enlightenment, a really authentic Philly Cheese Steak in the flyover states) comes only with a terrible price. One way of talking about the issue is to say that no acoustic can be mapped into another. Only an artificially "blank" acoustic can be even artificially mapped into a recognizably "real" acoustic. Now, everybody, just change your "pronoun"ciation of "acoustic" to the Flanders and Swann version, and I'll be forgiven my pontificating. Yowza! Much thanks, as always, Chris Hornbeck |
#28
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
Don Pearce wrote in et: Richard Crowley wrote: I've been using Audition before it was named "Audition" and I've never encountered "proprietary files" Audition (and Cool Edit before it) handle dozens of different file formats for both input and for output. WAV is most certainly one of them. You are right - just looked and it does indeed use wav files. Can't imagine what I was thinking of. I must have misremembered something. SoundForge uses proprietary *.imp files. jaybee Thank you - that was it. d |
#29
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
SoundForge uses proprietary *.imp files. Generally when a DAW program uses "proprietary" files, they're not for audio, but rather for project management and organization (where punch-ins and edits go) or they're what draw the waveform graphics. Audacity is a sort of exception - while it saves audio as AIFF files, they're very short, just a few seconds each, and there are a whole bunch of them in even a three minute song. There's also a file that ties them all together. If you want a WAV file of the full song/project, you need to export it, which uses the "info" file to glue together all of the little AIFF files and put the proper headers in place. -- If you e-mail me and it bounces, use your secret decoder ring and reach me he double-m-eleven-double-zero at yahoo -- I'm really Mike Rivers ) |
#30
![]()
Posted to rec.audio.pro
|
|||
|
|||
![]()
Jacques E. Bouchard wrote:
We'll be dubbing this week, and I'm either going to find a dead room or a very quiet outdoor location. The latter would allow me to reproduce the acoustics, but there may be uncontrollable factors (I tried one location and could not identify an annoying rumble until I spotted a highway about a mile away). I think you said you were using Adobe Audition. Pardon me if I misread that. I'm very familiar with Cool Edit Pro, so Audition should be similar. If you can get a fairly dead room, you may still have some boom to eliminate; if nothing else is available, try a walk-in closet with lots and lots of clothes, then cover the remaining surfaces with blankets. Ok, I'm letting my low- budget focus show here. In post, I've had limited success with using the Dynamics effect to expand downward the lower-level content. You can limit the frequency range to, say, 20 -- 200 Hz. Use a curve that is linear diagonal except for a spike where you are considering putting your drop -- this will accentuate the particular sounds that will be affected, allowing you to narrow in on an effective position (though it is difficult to adjust, since a spike will take a few points in the curve). Select a short but representative section of your track to preview the effect on as you adjust the parameters. You want to find the low-frequency reverb at the end of uttered syllables. Ideally, the effect will not have any work to do during continuous utterences. You'll also need to adjust the attack and release times in the detector and actuator so that it works fast enough to catch the trail-off but resumes slowly enough to have a natural sounding recovery. Once you've isolated the right level to place this adjustment, set that point to drop fairly steeply (downward expansion) and to approach the bottom left according to whatever curve you favor. It's totally different from any other dynamics processor interface out there, but it is mathematically reasonable and if you take the time to understand it -- it can be a very useful tool. Unfortunately, this can only remove the LF reverb between and after syllables, but you'll still hear some crossing over when there is no gap. So it's not perfect, but it can help eliminate some of the more noticeable "boom" from your room sound. There are other tricks to try with it. You can also try reversing the wav and applying it in reverse -- with slower attack/release times, this will allow you to keep LF content only in the middle of the syllables where they are loudest. You can also introduce compression above that point to simply reduce the dynamic range of the LF content from there up. You're just *so* much better off using a dead room to start with. If your talent can keep a steady distance and avoid popping, then you can use proximity effect of a directional mic to allow you drastically EQ the lows back down just to get it to sound normal again, which in turn helps you get a better direct-to-reflected ratio in the lower frequencies. And of course it takes a lot of roll-off. But you probably already know all that. I mainly just wanted to mention the band-limited downward expansion thing and another thing... Another CEP weirdity that you might still have in Audition is that to use Convolution you have to first have a separate wave file containing the impulse response you want to convolve with. I would assume you would want to use this to introduce some simulated ambience to match the supposed setting, while still recording everything in your "dead room". Keep it to a reasonable length, like less than half a second. You "copy" the wave, then go back to editing the one you want to convolve with it. There, you bring up the Convolution window, clear it all out, and you can "paste" your wave into it. CEP did store these convolution impulses in its own proprietary format so that it could keep track of scaling and so on (you get to "Save" your impulse). Note that if you want true stereo, you will need a stereo impulse for the left position and another stereo impulse for the right position. Clone your original track into two, one to have the original Left in both channels, the other to have the original Right in both channels. Apply corresponding impulses to each, then remix the two back together. Pain the the butt, but it works. In other words, you have to have 4 channels to convolve 2 into 2 properly. But you probably don't care about true stereo. Audition may make that easier. I dunno. Once you've got the hang of it, it is quite easy to record your own impulses by popping a balloon, using a cap gun, a spark plug rig, or whatever. -- Keith W. Blackwell (I do not speak for my employer or anyone else) |
Reply |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Forum | |||
may did Tamara carve as to all the crews? We can't reproduce bacteriums unless Afif will wholly murmur afterwards | Car Audio | |||
Audio filtering (was: Best equipment for stealth recording of voice (not music)) | Pro Audio | |||
Psycho-acoustics or actual acoustics? | Car Audio | |||
Filtering hiss behind voice recording | General | |||
Reproduce preamplifier 1.727.430.00 for Studer A807 | Pro Audio |