Appendix 1

Appendix 1 Appendix 1

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Sound Effects Sound Edit Workfl ows Sound effects (FX) are cued differently than ADR. Critical listening is not required, critical thinking is. The FX editor needs to previsualize the mix, also called the dub. What is needed to make this scene play? Just because there is a production track doesn’t mean the effects are there or clean enough. Moreover, the dialogue editor may have cut them out. In this case, you may want to cut the effects from the production track into your effects track. Or, the dialogue editor may have moved all of the effects into one effects track for you. You may need to reinforce certain sounds, a doorknob, a match lighting, whatever. There will be sounds missing because they were never recorded. Subdivide into components. A massive chandelier crashing through a heavy table is not a sound you will fi nd in a library. Nor do you want to attempt to record it! And the production sound, if any, is no doubt the sound of a plastic chandler smashing through a breakaway table. Look for a heavy wood crash, a heavy iron hit of some kind. What else can be seen? Chains rattling, wood splintering, glass breaking, plaster falling around the chandelier; you may need ten tracks, but you can build the sound from components. Make a list of the sounds you need and their time codes. Try to remember the look and feel of the scene. Start listening to library effects. When you fi nd something, don’t just dump it to your drive, write down where it came from on your cue sheets. Get several of everything. Many sounds that sound perfect now may not fi t with the picture when you try it. Go out and record the things you need. The real secret to effects editing is fi nding or recording the perfect sound. Don’t think too much about the real sound; think about the scene and the fi lm as a whole. The right sound may not be the most “real” sound, but the perfect sound. In editing the effects tracks, use a logical track layout. Many editors like to put the more sync-specifi c, shorter effects, such as a door slam, in the higher (low number) tracks. Less specifi c sounds, like a car driving by or a tarp fl apping in the wind, go in the middle tracks, and backgrounds in the lowest tracks (high number). This way, when you have fi fty effects tracks and there is a gunshot that is giving the mixer a problem, he or she can go right to the area in the tracks, knowing where you would have placed it. Every location should have a unique background (BG) sound. This may be several tracks: wind, birds, stream, traffi c, and so on. The background helps defi ne the look and feel of the scene. Sometimes the backgrounds are “submixed” in the fi nal mix to make it simpler. The backgrounds are assigned to a group fader and the underlying BG tracks hidden. You have control of the BG through its fader, and if the submix is wrong, you still have access to, and control of, the individual tracks. Or, the backgrounds can be premixed inside the session to a “nested” track and the original tracks made inactive. If the track count is becoming too high for a given system, many effects can be premixed in this manor. For example, the massive chandelier effect could be premixed into one effect. But always save the premix inactive tracks; in the fi nal dub, you may want to hear more of the plaster falling effect, and the only way to do that is to go back to the premix and remix. On stereo projects, all backgrounds should be stereo tracks. Close-up effects can be centered or even panned left or right, but backgrounds need to fi ll the stereo fi eld. Use a stereo mic or two matched mics and record to a stereo recorder. For surround projects, the backgrounds need to be four tracks. 105

Sound Effects<br />

Sound Edit Workfl ows<br />

Sound effects (FX) are cued differently than ADR. Critical listening is not required, critical thinking<br />

is. The FX editor needs to previsualize the mix, also called the dub. What is needed to make this<br />

scene play? Just because there is a production track doesn’t mean the effects are there or clean enough.<br />

Moreover, the dialogue editor may have cut them out. In this case, you may want to cut the effects<br />

from the production track into your effects track. Or, the dialogue editor may have moved all of the<br />

effects into one effects track for you.<br />

You may need to reinforce certain sounds, a doorknob, a match lighting, whatever. There will be<br />

sounds missing because they were never recorded. Subdivide into components. A massive chandelier<br />

crashing through a heavy table is not a sound you will fi nd in a library. Nor do you want to attempt<br />

to record it! And the production sound, if any, is no doubt the sound of a plastic chandler smashing<br />

through a breakaway table. Look for a heavy wood crash, a heavy iron hit of some kind. What else<br />

can be seen? Chains rattling, wood splintering, glass breaking, plaster falling around the chandelier;<br />

you may need ten tracks, but you can build the sound from components.<br />

Make a list of the sounds you need and their time codes. Try to remember the look and feel of the<br />

scene. Start listening to library effects. When you fi nd something, don’t just dump it to your drive,<br />

write down where it came from on your cue sheets. Get several of everything. Many sounds that<br />

sound perfect now may not fi t with the picture when you try it. Go out and record the things you<br />

need. The real secret to effects editing is fi nding or recording the perfect sound. Don’t think too much<br />

about the real sound; think about the scene and the fi lm as a whole. The right sound may not be the<br />

most “real” sound, but the perfect sound.<br />

In editing the effects tracks, use a logical track layout. Many editors like to put the more sync-specifi c,<br />

shorter effects, such as a door slam, in the higher (low number) tracks. Less specifi c sounds, like a<br />

car driving by or a tarp fl apping in the wind, go in the middle tracks, and backgrounds in the lowest<br />

tracks (high number). This way, when you have fi fty effects tracks and there is a gunshot that is<br />

giving the mixer a problem, he or she can go right to the area in the tracks, knowing where you<br />

would have placed it.<br />

Every location should have a unique background (BG) sound. This may be several tracks: wind,<br />

birds, stream, traffi c, and so on. The background helps defi ne the look and feel of the scene. Sometimes<br />

the backgrounds are “submixed” in the fi nal mix to make it simpler. The backgrounds are<br />

assigned to a group fader and the underlying BG tracks hidden. You have control of the BG through<br />

its fader, and if the submix is wrong, you still have access to, and control of, the individual tracks.<br />

Or, the backgrounds can be premixed inside the session to a “nested” track and the original tracks<br />

made inactive.<br />

If the track count is becoming too high for a given system, many effects can be premixed in this<br />

manor. For example, the massive chandelier effect could be premixed into one effect. But always<br />

save the premix inactive tracks; in the fi nal dub, you may want to hear more of the plaster falling<br />

effect, and the only way to do that is to go back to the premix and remix.<br />

On stereo projects, all backgrounds should be stereo tracks. Close-up effects can be centered or even<br />

panned left or right, but backgrounds need to fi ll the stereo fi eld. Use a stereo mic or two matched<br />

mics and record to a stereo recorder. For surround projects, the backgrounds need to be four tracks.<br />

105

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