
GDO
is an audio post-production company specialising in
independent films, drama documentaries, TV commercials,
radio and direct broadcast. Their core equipment
comprises of a Logic One AMS digital console, which is a
fully automated desk. This means you can store all your
eq, compressors, gates and other settings. The editor is
the Audiofile, which is a 24-track playback digital
non-linear editing system. "Although it's been
around for ten years, it is still the Rolls-Royce in the
industry - GDO's founder Nigel Glynn-Davies explains.
"There are a lot of smaller PC systems challenging
the Audiofile, but they are not as sophisticated ".
On the surround side, the console has a joystick control
which will allow you to sweep sounds around: in the old
days you had to work on four different levels, front
left, front right, front middle and your rear surround,
all on different faders. There are 26 hours of memory on
the hard drive, coupled with a DA88's (an 8 track digital
recorder using HI-8 cassettes) for premixes.
Some
production tips
The whole process starts with location sound. If this has
been recorded badly the job is a nightmare. This accounts
for a lot of the problems with independent films.
"In the main you have people who are very creative
visually but do not take into account the importance of
sound. So they ask their mate who is going to go along
because he/she is helping out and ends up being the sound
person. They don't know where to point a mic, nor what
the post-production process needs; whether it is a close
micing situation or using a boom mic; they do not record
atmosphere beds and wild tracks. I always tell anyone:
shoot as much wild track as you can, try as many
different angles on the sound as you can, and ... listen.
If the director doesn't give you enough run up stop the
shoot and say that you need 30 seconds run up. If you
give yourself those 30 seconds at the top of everything
you'll save yourself 20-30 minutes in audio post per
hour. Also if you want to do any cutaways you've got long
enough atmosphere beds to cover the shots. Loops can be
heard and they distract people. A lot of sound is
subliminal. The audience suddenly realise they have
missed a piece of dialogue because of an irritating sound
in the background. Also things that you can do while on a
shoot cannot be reproduced in studio with the same
feeling. When you are shooting picture you need to shoot
sound, they are not separate".
The
approach on the micing is also quite significant. We have
got quite a few different micing techniques which should
be used in different situations. As far as mono is
concerned: Mono Mic, Radio Mono Mic; Boom.
For
recording stereo there are other, and more complex,
techniques. M-S (Mid and Side), a stereo microphone
technique, where you can alter the mono signal against
the atmos track. Split Mono, which is two mics either
radio or boom, which give good separation between two
situations. And Finally, Coincidental (or X-Y), for
creating stereo by crossing the mics over. With
Coincidental the best stereo sound can be achieved by
using a pair of cardioid mics separated by about 20cm and
at an angle of 110 degrees. The sound arrives at the two
capsules at different times, creating a phase shift and a
better stereo effect. However, X-Y recording is not
always suitable for dialogue. M-S in drama is used rather
than X-Y. Also, M-S recording reproduces the sound coming
from the centre with more clarity than the X-Y technique,
and it can be manipulated more easily in post-production.
All
stereo recordings, unlike mono, can suffer from phase
problems which will weaken the sound. Some would argue,
therefore, that properly recorded mono dialogue is more
valuable than stereo dialogue, provided that good stereo
sound effects and music are available.
Recording
stereo requires more equipment and more tracks.
Post-production time, as well as recording time, are
increased, and you need to account for that in your
budget. Using the correct technique would save, for
example, time on the ADR (dialogue replacement), which
can be a very time consuming process.
"Once
you've got your mics and you've got your mixer - Nigel
suggests - pay the money and get a trained sound
recorder, it's about £140 a day, which is a lot for a
low-budget short, but it is worth its weight in gold. It
will mean you've got clean dialogue, and if your pictures
are good you are half way there."
Make
sure that the time code rate you are shooting at is the
same for pictures and sound ie 24fps or 25 fps.
DAT
vs Nagra
Do we record sound on the Nagra or on the DAT? "The
Nagra is built like a battleship - Nigel explains - the
most robust machine for recording". DAT was never
meant to be a professional device, it was brought out as
a semi-domestic machine. However, the price for digital
at the time was so high that studios bought them as an
inexpensive alternative. We adopted it because we wanted
two tracks of digital sound, and the only way of doing it
at the time was PCM701 or F1. The audio quality on DAT is
vastly superior to anything that analogue can offer. DAT
can have built in time code and you can record time and
date, time code and a unique time code for the roll
number. The traditional Nagra is a quarter inch analogue
open reel tape record machine and is heavy and cumbersome
but extremely reliable. There is a new four track machine
which is digital but still has not been adopted as
regular location format. The great thing about the Nagra
route was that people did sound notes, because of time
codes now there are hardly any sound notes coming with a
DAT. It used to be standard common practice that the
sound person logged everything: now no one is doing it
any more. That can be a real nightmare: it saves a huge
amount of time in previewing if you have sound
notes".
Track
Laying
Once the synch process is over, the DATs are transferred,
digitised into an off-line non-linear editing system. The
digitised-sound has, of course, the same time code as the
DAT.
Track
lay as you would expect it to mix. All dialogue on 1
& 2; synch effects on 3 & 4; atmos beds on 5
& 6; your music on 7 & 8. "It is important
to respect this common practice because the mixer, at the
end of the day, will want to know where things are, track
2 a female voice, track 12 a high end spot effect, it
saves on the process time, gives the filmmaker and the
dubbing mixer a better relationship and improves
creativity, because when you begin freeing people from
the actual technicalities you get a much better
job".
The
most complex tracklaying involves: dialogues (4 or 5
tracks); possibly some ADR (getting the artists into the
studio, creating a loop and re-recording the lines).
Unfortunately, if you are replacing a dialogue, once
you've changed the dialogue you have to replace
everything else; every piece of foley, every sound of the
room. For example people like to use dollies and they
make a noise, you have to be very careful, shoot again
for sound, get the person in situ to say the lines again,
sometimes, if you ask to deliver the lines straight away
again they match perfectly. You put the two together and
with the benefit of a few cutaways, you get the picture
cut you want plus you are not compromising the sound.
Once you've got your dialogues right you then move on to
foley. Foley is everything from footsteps, to rustling,
to noises and human effects. It can take up to 16 tracks.
It may seem secondary but it will add a lot.
When
you've got your foley, move on to spot effects. (A door
opening, a telephone in the background). In a piece of
live action film it can be the whole scene.
Then
there are atmos beds, they thicken up the sound, give a
different texture, cover edits, help in a lot of
different ways. For example you can alter the seasons
just by adding a few seconds of specific sound, a cricket
in the background and it is summer etc. You may use them
to give an extra emotional angle to the film. You can
record them on location or build them from scratch in the
studio.
Finally
we have the music. People now, even in low-budget films,
expect to hear a good music track. You can now get very
rich soundtracks from inexpensive equipment.
When
everything is in place you then premix. You seperately
premix the dialogue, the foley, any ADR, etc. and then
bring it all back onto the desk as stereo premixes. At
this point you will decide how you are going to balance
the effects within the Dolby Surround.
Surround
sound mixing needs sound design, and it is a new
dimension to the process: it's a cross over between a
dubbing editor and a dubbing mixer who do not create
sound, they tracklay and mix to the final sound. Sound
design is now tending to move closer to musicians who are
becoming sound designers. "They have the advantage
of working at home, they have all kinds of sequencers and
synchronisers, they've got vast libraries of effects,
keyboards with which they can pitch and alter sounds. The
dubbing studio is not the place to have sound
design". Surround sound can make you rethink how to
use your images. For example, by moving a sound around
you can draw the attention to specific areas of the
picture.
At
the end of the whole process your final mix will be on
DAT with timecode to match picture and a sync plop 48
frames before start of picture...
Full
article published in Filmwaves - Issue 3, February 1998.
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