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Dialogue Editing

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140 NOW, THE ACTUAL EDITING<br />

of the footage (and conceals its weaknesses) to best tell a story. Chances are,<br />

the resulting sound bumps aren’t the editor’s highest priority. The picture<br />

people tell the story; we try to make it work. Besides, “It all sounded pretty<br />

good in the Avid!”<br />

Once you open the OMF, the scene is immediately annoying. Cuts between<br />

Betty and Bob result in two mismatched kinds of kitchen noise, while moving<br />

to Blanche you lose the hum of the kitchen only to hear the din of the restaurant.<br />

And neither of the wider shots cuts well against the close-ups. Even if<br />

the scene is interesting and dramatically effective, it won’t sound like a movie<br />

because of the bumps. How can this happen? How can the picture editor do<br />

this to you? Easy.<br />

Picture editors have things on their minds other than the sound of<br />

shot transitions, so what to you seems an unforgivable lapse of<br />

judgment makes perfect sense to them. They’re right. The story is<br />

what counts. Let the sound department deal with the bodies.<br />

Between the hard drives, the computers, and the lousy speakers, you<br />

simply can’t hear in a modern picture editing room. Nothing masks<br />

bad cuts like computer and air conditioner noise.<br />

Picture cutting rooms are rarely equipped with adequate mixers,<br />

amplifi ers, or loudspeakers.<br />

Scene 45 is sitting on your desk and, for whatever the reason, it doesn’t<br />

work.<br />

Every time there’s a change in sound sources, room tone, voice characteristics,<br />

or level, you’re temporarily knocked out of the scene—reminded that this is<br />

a movie. Since every ounce of your fi lm-literate brain wants to think of scene<br />

45 as real life, you get back into the scene quickly enough. But the magic is<br />

temporarily violated with each cut. Before you can effectively attack the other<br />

issues (noises, overlaps, replacements, perspective, etc.), you must make the<br />

scene reasonably smooth. Otherwise, the irregularities caused by room tone<br />

mismatches will make it all but impossible to listen for the more subtle problems.<br />

(See Figure 10-10.)<br />

You soon discover, however, that smoothing scenes is a constant tradeoff<br />

between total noise and evenness, and many novice editors err on the side<br />

of noise. “Lay down a wall of room tone,” the logic goes, “and you can mask<br />

the differences between shots.” Or you can mask the differences between the<br />

shots by running a vacuum cleaner in your cutting room while listening to<br />

the scene, but that’s hardly a solution. (See Figure 10-11.)

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