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Dialogue Editing

Dialogue Editing

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Working with More Than One Channel of <strong>Dialogue</strong> 165<br />

Figure 10-36 Occasional quiet radio microphone inserts can be balanced and<br />

controlled by providing a parallel track of the boom’s room tone.<br />

One Microphone per Channel—Dissimilar (and Loud) Room Tone In the<br />

last example, one channel overpowered the other so you only had to create<br />

one track of continuous room tone. The other, quieter track could effectively<br />

“hide” behind the noise of the dominant track. Now you’re facing two noisy<br />

tracks, each carrying its own room tone. This poses an unsettling choice<br />

between smoothness and noise. Certainly, the smoothest option would be to<br />

run both tracks all the time so there’s no energy or tone change between the<br />

two. But this causes two problems.<br />

First, as in any of the examples shown, the off-mic track, with its slightly outof-sync,<br />

muddy sound, will compromise the clarity of the speaking character.<br />

Adding this inarticulate muck to an otherwise decent bit of dialogue will<br />

weaken attacks and add an unwanted “halo” around the words. Even with<br />

a noisy room tone problem, the normal rules of cutting still apply. The other<br />

problem is that running two tones all the time makes your edit awfully noisy.<br />

No getting around that.<br />

Once you’ve tried other, less draconian solutions, you’re left with the option<br />

of creating two fully toned tracks and then minimizing the double room tone<br />

noise as best you can with volume automation.<br />

On each track, remove the off-mic dialogue and replace it with<br />

appropriate room tone.<br />

Once you’ve fi nished the editing, use volume automation to reduce<br />

redundant room tone as much as possible. (See Figure 10-37.) When,<br />

for example, the character on Dial B is speaking, lower the level of the<br />

added room tone on Dial A until you reach a point where you can

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