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Making Sense of a Scene 169<br />

resources of the location mixer. 3 Long before shooting begins, the location<br />

mixer must meet with the supervising sound editor, the picture editor, and<br />

the postproduction manager or producer. (A quick get-together in the hotel<br />

bar the night before the shoot doesn’t count.) The result of this meeting will<br />

be a fl owchart that everyone has agreed on, understands, and signed off on.<br />

Done well, a multitrack project recorded on hard disk, picture-edited with a<br />

mono mix, and sound-edited with all available tracks will pass without a<br />

hitch. Mess up the communications along the way and you’ll have a nightmare<br />

on your hands. And you, the dialogue editor, will likely to be the one<br />

to bear the brunt.<br />

Once you have all of the tracks—whether by fi le-matching the original BWF<br />

fi les or by opening an OMF from an appropriately endowed picture workstation—you<br />

have innumerable choices before you. However, the actual editing<br />

is no different from any other job. And as with all editing, you must make<br />

choices fi rst. Even if you have six tracks to choose from, odds are that at any<br />

given moment only one character is speaking. Lose the other tracks, but don’t<br />

delete what you don’t need. Instead, move it to a junk track, in sync. If you<br />

have a hunch that an unused track may be wanted in the mix, prepare it and<br />

move it to an easily accessible track. Choose wisely when selecting which<br />

track to use, and the rest of the process will go amazingly well.<br />

Making Sense of a Scene<br />

<strong>Dialogue</strong> editing is the last line of defense against a scene that doesn’t make<br />

sense. Granted, there’s not much you can do if the narrative itself is falling<br />

apart, but you can prevent the soundtrack from adding to or even creating<br />

the folly. For example, when a scene is supposed to be exciting or busy, a<br />

picture editor may stack up production sounds, feeling that “more is more.”<br />

This works when the sounds in the sonic soup—each and every one—make<br />

sense and have specifi c roles to play. But when sounds are dolloped indiscriminately,<br />

whether by a picture editor or a sound editor, the result isn’t<br />

excitement. It’s a mess.<br />

Here are some examples of poorly thought out, faux-exciting scenes:<br />

Three ten-year-old girls are playing in a bedroom. They begin to dance<br />

and spin. As they become more vivacious, they start to giggle and<br />

3 There are several good articles about managing the workfl ow of multitrack fi lm<br />

projects. To learn more, see the Suggested Readings at the end of this chapter.

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