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Dialogue Editing

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330 DIALOGUE EDITING IN A NUTSHELL<br />

<strong>Editing</strong><br />

14.3. Split by perspective. This relates to picture edits, not source<br />

angle.<br />

14.4. Split for production effects (PFX) you want to save for an<br />

international version or for better mix control. Split off doors,<br />

slaps, bangs, and other sounds. If there’s dialogue or breathing<br />

within a PFX region, leave it on the dialogue track.<br />

14.5. Split weird or very loud sounds—anything that might need<br />

extra control in the mix.<br />

14.6. Consider the rerecording mixer who’ll have to make sense of<br />

your edits. Talk to her about her splitting preferences, and give<br />

her what she wants.<br />

15. First pass. The most important phase of the process, where you’ll do<br />

most of your work and where you’ll learn what has to be replaced<br />

via ADR. (Chapter 10)<br />

15.1. Repair using room tone.<br />

15.1.1. Make tone transitions between regions.<br />

15.1.2. Remove production noises.<br />

15.1.3. Make the scene “seamless.”<br />

15.2. Repair using alternate takes. Use the EDLs and the sound<br />

reports to fi nd other takes. Go back to the original sound<br />

recordings.<br />

15.2.1. Repair or replace off-mic dialogue and overlaps.<br />

15.2.2. Fix or replace “bad” dialogue (poor diction).<br />

15.2.3. Repair or replace words corrupted by noises.<br />

15.3. List items you can’t (or won’t) fi x. You’ll have another opportunity<br />

to fi x these items.<br />

15.4. Periodically record a dialogue guide track for the other sound<br />

editors (SFX, BG, Foley, music). Update this track when you<br />

make major dialogue changes.<br />

16. ADR. (Chapter 15)<br />

16.1. As you edit, note dialogue problems that can’t be fi xed and<br />

must be replaced for various reasons.<br />

16.1.1. Off-mic sound.<br />

16.1.2. “Stepped-on” dialogue (overlaps).<br />

16.1.3. Bad acting (usually a dangerous fi x).<br />

16.1.4. Text changes (bad idea; sometimes accomplished during<br />

over-the-shoulder shots or when character is off-screen).

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