Key to making your film sound like it had a budget

Noiz2

Sound Ninja
There is this misconception that the BIG difference (sound-wise) between "Hollywood" big budget films is better production recording. Don't get me wrong that IS a big difference, but the BIGGEST difference is how those tracks are handled in post. As a rule almost nothing but dialog is used from the production tracks, and well air FOR the dialog track. NOTHING else.

The rest of the sound isn't even recorded on location for the most part. Things like footsteps and anything people touch, handle,etc will be Foleyed (or covered by FX or WIFO). FX will fill in all the backgrounds sounds and all the specifics (hard FX) like gunshots, doorbells, door opens and closes, car sounds, birds etc. For the most part these sounds will not come off of CD libraries you can buy, though some will. Most will be or have been recorded by the editors, facility, studio etc. Some will be recorded specifically for this film others will have been recorded for other films and then put in the "library".

The biggest asset a facility or editor has, other than their skill, is their "library". And editors trade and "loan" sounds to each other all the time and even from time to time sell them. Usually if you need a LOT of something that you know so and so has a LOT of then the show will buy use/ access to that library. But if I need a musket sound (this is an actual case) I posted to the post section on digi Users conference (though there are a number of other lists that would also work) and in less than an hour I had an email from an editor in Canada that just done a bunch of revolutionary reenactment recordings and sent me a link to 20 or so long files of musket shots and voleys and gobs of other good stuff.
It goes both ways I send a (now) friend in New Zealand some protools sessions that I had used for a Jackie Chan fight sequence. He was working on a no budget Nija flick. He sent me two CD's of recordings around New Zealand.

Anyway the point is commercial CD's are often limiting and if your spending less than $100/ disk are probably not very good. There are better options, like recording your own.
Once you have some recordings you are in a much better trading position. Every city sounds different, if you live in one go out and record it. Professional editors are always looking for stuff that was not recorded in NYC, LA or SanFrancisco.

Now that you have some sounds and your hot to replace things it's important to remember it's almost never a one to one deal. You should probably have two to three stereo tracks that are broad backgrounds (wind, "city roar", rain, backyard "air") and then you should have some specifics.

You're in an apartment say. You should throw in an occasional car by, an alarm chirp, maybe some voices in the street, a garbage truck etc. The idea is to make it a living place where life goes on.

So now you have maybe 7-8 tracks and you haven't even gotten to the hard FX yet! "Hard FX" are specifics that are linked to something you see or know is there. So for instance, door opens and closes (even if the door isn't in the shot). This is a very "see a dog hear a dog" stuff. If you see it you should hear it. That is going to take a bunch of tracks. For one thing a lot of hard FX are layered. A Kung Fu hit say is going to be three or four tracks on it's own. That door close might be two or three tracks.

Lets take a peek at those and you will see how just about everything can get "layered up". The KF hit: you want to have usually three "hits" one in the high register one in the mid and one low to add weight. You often also want a touch of whoosh. The high one adds "snap" the mid is your main sound and has a lot to do with the kind of hit. If things are wet then the mid hit is a really wet hit. The low one is just to add beef. Playing with the different levels and slight timing changes will give you a lot of variety in how the combo will sound (but don't keep using the same combo - keep 10 to 15 hits between repeats, because even though you can make them sound different the audience will pick up on the repeat if they are too close together). Often a little whoosh of the arm/ foot swinging into the hit will give you a MUCH harder hit. Whooshes are like salt a little enhances a lot tastes bad.

The Door: The door could be a single sound. But often it good to add some texture. Maybe a little hinge squeak, or security chain rattle, maybe the doorknob creeks a bit??? It depends on what kind of door it is and how important it is. Most doors are a one or two layer deal but some especially "high tech" or mechanical doors will have a stack of layers.

What are we up to now 15- 25 tracks or so.

Foley. Foley is not FX. Though it is similar and if you use Foley recorded for one show in a second show poof, now it's FX. It's kind of confusing but technically Foley is recording sounds IN SYNC to picture. If your not watching your movie and recording in sync your not doing Foley. Side note on a pet peeve, it's Foley not foley. It's named after the guy who invented it and his name was Foley, so even though it's used as a name of a process it's also a proper name and should be capitalized.
Anyway Foley is one thing often not done at all on no budget films. Truthfully you probably don't have the time or equipment to do a real Foley session with full coverage. What you can do that will work almost as well is a combo of more FX and WIFO. WIFO stands for WIld FOley. And if you look at my rant your saying THAT"S NOT FOLEY. yah I know but it's the movie biz where even cloths pins have strange names. Wild Foley is pretty much recording in sync with your memory of the film. Traditionally this was because it's hard to project 35mm in the field. Now it's often done to record something that will fit better if recorded in the "real world". I've use my house to record all kinds of WIFO. And the great part is it often just drops right in because it sounds like it happened in the space in the movie. So if you have a dinner scene and the camera made production unusable. Set up you dinning room table with similar items (you only need one place setting) and record the actions, either your best guess from memory or play the scene on a laptop etc. Do a few takes and do different takes for each character. You don't need to do everything but more is generally better. At least get silverware sounds and glass downs etc. This will add a huge amount of texture and believability to your track.

So now your at 20-30 tracks.

Anything that is clean AND useful in the production tracks, use. The biggest time savers are if you can get footsteps and cloth sounds. Cloth is usually done in the Foley session and is important if you do any ADR. It is simply some sound for all the soft stuff people are wearing, handling, sitting on etc. Usually it's just a loose sync track that is going to play very low when it's needed so that people actually sound like they are wearing clothes. It's often in production, if you can use it. The norm is to pull the "production FX" (PFX) on to there own tracks so the dialog tracks are JUST dialog. That isn't always possible even in big budget films and in no budget I usually only separate some. It gets tricky if the dialog needs a lot of tweaking because you often don't want to alter the PFX.

If you have done all of the above then if you need ADR your most of the way to making it fit since all the sounds you lost with the production you have replaced.

Dialog. Big films checkerboard characters and often put characters on their own track so they can be tweaked individually. I tend to even though in a no budget it's usually a wast of time. What you do get out of it is a familiarity with the tracks and that's good, also if you do need to work on the tracks they are already separated. You want to separate them out by problems anyway and you my want/ need to checkerboard cuts so you can smooth the edits. But in the end it usually doesn't make any sonic difference if you don't spend a few days pulling apart the dialog.

Now pretend there won't be any music and mix that baby. A good track shouldn't "need" any music. When you add the music it will be the special sauce that really polishes the track. And when you add the music decide in each case who is going to lead the scene, music or sound and have the other one get out of the way. Sometimes, well often it will change in the scene so I should probably say for every moment. But a touch of FX under a heavy score moment keeps the score in "the world" of the movie. BG's are more likely to go away under music and Foley is more likely to stay but?...

The above will get you a track that does not sound like a low budget film, that echoey empty "low budget" sound. Your film will have that full nuanced textured "Hollywood" sound. It takes time but it's not nec expensive. For a full on track the rule of thumb is 10-15 man-hours per screen minute plus a day per reel (10 min) to mix. You can cheat a little and the more you work the more you know how to cheat but it's still a lot of time. That 90 min no budget epic should take a single editor around 90-135 days (10 hour days) to finish. Assuming you cut a LOT of corners and get lucky your only going to cut that in half or so. After that your cutting into what is possible. Truthfully a lot of no budget films don't really need a full on treatment and it may make them "look" worse, if the visuals don't live up to the sound by a wide gap. But the closer you get to the above as a rule the better the film will come out "looking". A good sound track will look better through some magic in the brain. A great looking film with a bad track will not look as good as it really is to an audience.

One way to cheat is for scenes you know are going to be BIG score, don't do much coverage. Pick a few things that should be heard and then just skate the rest.

This turned out to kind of a novel but I didn't think it had been really covered here before.
 
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Should be in the head-topics on the "audio-forum"!

Really important topic.

Thanks very much for the tips and advices, they are really important for someone like me, for example, who is begining inthe film industry and getting out of college.

Thanks.
 
noiz,
you do dialog editing correct?
Im sure others here would be interested to hear your take on the process.
 
Noiz's post is right on the money; sage advice to even the lowest of low-budget producers.
Fantastic! Thanks. Is it ok to use more than one sound editor then to finish up sooner?
Good gracious, yes!

Its not uncommon to have a small army of sound editors working in parallel, each focussing on a specific component to the overall track. Teamwork will also give you the opportunity to play to each individual's strengths, as most editors have more experience in one aspect of audio post than in others. Communication is important, though, since there are plenty of opportunities for duplication of work (especially between effects and foley).

Hiring two or more editors is often much more cost-effective than having one person do all the work. This is especially true if you hire a grizzled veteran as your supervising sound editor, and provide them with a couple eager (though inexperienced) assistants. While the senior editor is finessing the dialogue or building sound-design elements, the assistants can be laying in background atmospheres or tracking down elusive dialogue outtakes.
 
Fantastic! Thanks. Is it ok to use more than one sound editor then to finish up sooner?

Of course, film is a team sport. You need to have someone keep everyone on the same page though. That is usually the job of the supervising sound editor and the first assistant sound editor. It's also good to have a big white board to help keep on top of whos doing what and how far along they are. I haven't worked on a BIG film in awhile so crews may have continued to shrink but a "usual" post crew for a small ($10-$30 mill) film had a supervisor, at least one dialog editor, an ADR editor, a Foley editor, a couple of FX editors. You would also usually have two to four assistant editors with one being the first. Music, for some strange reason, is not considered "sound" so that is a completely different crew. By mix time you have the music editor at the mix often with an assistant and of course the mixers.

Depending on variables you might also have some dedicated FX recordists, though up here it is the style for editors and assistants to do a lot of the FX recordings. You might also have a "sound designer". I use "" because the title doesn't have a definition in the film world. The more traditional model has the editors "designing" the sounds they need and even if you have a "designer" most of the design is usually done by the editors with the designer doing specialty stuff. But there is also places where the designer acts more like a sound designer in theatre, ie big picture design concept and very involved in how everything sounds. So whatever they are doing you might have one. Also on a film that does "real" Foley you will need Foley artists and Foley mixers.

Most films are done in 6-13 weeks (again this was shrinking so it might be less now). Some big films go WAY over the 10-15 man-hour rule. Never Cry Wolf spent three YEARS in audio post. A lot of that would have been with a skeleton crew keeping up with picture changes but still, nice gig, unfortunately not one of mine.
Cheers
SK
 
noiz,
you do dialog editing correct?
Im sure others here would be interested to hear your take on the process.

Not really. I'm an FX editor/ supervisor/ mixer. I never got any "training" in dialog editing and it's all been on low budget films. So I probably cut dialog like an FX editor.
For example I rarely do a proper air track for dialog. I should but it's a lot of time and well it's really boring. So I fill where it will show and where I know it will get eaten up by the BG I don't sweat it. You can't do that on a "real" feature. For one thing you don't have all the tracks so you can't know what will get eaten by the BG. For another your dialog is going to get played and premixed raw and it will sound godawful if you don't have a fill track. And probably the biggest reason, if you turned in a track with out all the fill you would get fired, on the spot good bye. So Dialog and ADR I know from a big picture stand point and a low budget no crew stand point but am not too versed in how it "should" be done.


With that said the way I do it on low budget extravaganzas is ...

I usually go through and first remove all duplicated tracks (a really bad FCP editor "trick"). Then, depending on time, will go through and isolate the dialog from everything else. Any PFX that sound good I will drag down to PFX tracks. I have been putting characters on their own tracks but I think I will change and use Uncle Bob's method of first separating into the Good the Bad and the Ugly (I think he has more subtle names but...). It makes more sense to me because it gives you an idea of how bad the track is and it would be harder to miss something you really need to fix. When your doing a feature by yourself it very easy to miss something. Anyway I duplicate and disable and hide the original clips as I fix the copies. I'm not sure how this is done by the big boys. Dialog editors used to leave pretty much all the cleanup (like NR) in the hands of the mixer. But I'm in low budget land so I am the mixer, so I fix as I go but I want to be able to pull in the original if I oops. Also sometimes you clean up something the director wanted. Some click that makes no sense the director knows is X and wants to hear it. So I set up a few disabled tracks and before I alter a clip I will copy it to one of those. When I'm done I hide all the disabled tracks.

*****
I have changed this a bit. I now duplicate all of the production tracks. Then disable and hide them. I still will often mute and move to a "garbage track" a clip before I alter it as a kind of instant undo. At least in Protools the undo is chronological so being able to undo just a change on a clip is handy. I will also sometimes duplicate a track and mute it if I'm trying a new mix pass but I like the current one. There is another way to do that but I'm an old dog...
*****

After clean up if I have a character per track I may put some track EQ or something to correct an actor with a muddy voice. But often nothing. All the dialog tracks get bussed to a sub and then either to a dialog stem or just to the printmaster track. I put a limiter on all the subs and a Master limiter on the master. The settings depend on what the deliverables are but I try to never hit them, they are more of a warning and safety net.

Clean up is probably it's own thread but...

Small clicks and pops etc. A lot of times you can just take a little slice of nearby air and past it down over the pop and make it go away. If that isn't an option you can get the pencil tool and go redraw the waveform. Depending on the click this can be wonderful. This also works on lip smacks and such, great for removing that off camera glass down. My new toy is iZotope's RX and the spectral repair tool. You can do amazing things with it if you take the time. It's about the only way to get rid of a click, pop phone ring, that steps on the dialog.

Genera noise. Again RX is my new favorite, but I also have a few other NR plugins and a couple of external boxes. And sometimes you can use a expander and sometimes EQ. A low roll off is often a good idea on dialog if the production mixer didn't use any. Big films tended to scoop out the dialog area more extremely but on a low budget where you want to keep some of the cloth etc you don't want to EQ too extreme, unless you have to. The best thing I ever heard about NR and it applies to pretty much everything was to ask your self after changing something "is it better or just different?". Sometimes there is a point where you are so determined to BEAT the noise that you get completely blind to the damage you are doing. A little noise isn't the worst thing in the world, robotic dialog is.

Echoey hollow rooms. Bad news, very hard to fix. Sometimes you can put an expander on the region and decrease it but... The best "fix" is to reduce it a bit and step on it with added BG's Depends on the scene but sometimes you can stick a little busier BG than you might otherwise use and it will eat up the echo. You just have to play around. There is a plugin that is supposed to "fix" this but report I heard are not too promising.

Hums and buzzes. Roger Nichols Uniqualizer has a harmonic filter that has worked well . RX has a hum remover but I'm not sure how wide range it is. These if tuned right can get rid of fluorescent buzz and that 60Hz hum pretty well.

The biggest cleanup tool is editing, lots of editing.

Cheers
SK
 
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I have been putting characters on their own tracks but I think I will change and use Uncle Bob's method of first separating into the Good the Bad and the Ugly (I think he has more subtle names but...). It makes more sense to me because it gives you an idea of how bad the track is and it would be harder to miss something you really need to fix.
What I'm doing when I separate into Good/Bad/Ugly is prepping for noise reduction. The PFX and room tones get separated into Good/Bad/Ugly the same way. Working scene by scene - and having looked for multiple scenes in the same location - I try to get all three Good/Bad/Ugly sounding as close to each other as possible with NR, EQ, etc. I then do my first pass on the dialog editing, catching obvious mumbles, distortions, etc. I pull lines from the unused takes (and whatever room tones and PFX I can find) and VocAlign the winners in. (If Ugly is really ugly I may try to rebuild the entire track from alternate takes.) While doing all this work I start making notes on what Foley, Sound FX and BGs I'm going to need.

New session to reorganize by Character, PFX and Room Tone stems - but still within the Good/Bad/Ugly groupings - and then print all of the character, PFX and RT stems. A quick but solid mix as a reference track for the Foley and Sound FX Sessions.

BTW, very nice post.
 
Noiz! I'm not sure how to respond, I'm still reading the first post of the thread.

First response. YES, "A good track shouldn't "need" any music." THANK YOU! Now, back to the production world. Tell this to the director/producer or whomever is responsible and they think twice about why they hired you. I have been through this so many times and they tell me to leave it to post. Sometimes, I'm also the post-editor for the entire project. This is TRUE. A well-recorded production track should NEVER need any music at all to carry the story along (circa 1930's-70's). Hot debate, but dialog is still king. Well said Noiz.
 
Noiz! I'm not sure how to respond, I'm still reading the first post of the thread.

First response. YES, "A good track shouldn't "need" any music." THANK YOU! Now, back to the production world. Tell this to the director/producer or whomever is responsible and they think twice about why they hired you. I have been through this so many times and they tell me to leave it to post. Sometimes, I'm also the post-editor for the entire project. This is TRUE. A well-recorded production track should NEVER need any music at all to carry the story along (circa 1930's-70's). Hot debate, but dialog is still king. Well said Noiz.

Don't take it the wrong way, films should generaly have score and music . My point was that if you play the track with out music you shouldn't feel a like there is something wrong. Music is VERY important to most films, but in low budget films it tends to get slathered on to cover not doing an audio post. If you take the music away and it sounds bad something is wrong.
 
No, I wasn't taking it the wrong way though. I probably typed it in the wrong context. Playing back a well-recorded production track should feel seamlessly smooth. Music is scored for emotions, which connects the mood of the story. In the low-budget segments, music ends up having to cover up the messy audio dealings in post. Often the case, not enough production audio was recorded or bad takes. It's tough. If production audio was good, post will thank you and save lots of time. Sometimes that is not the case, and post trying to salvage as much audio from bad takes as possible to make the "magic" happen.
 
Thank you for mentioning the high track counts! In audio school, many people tried to use a few tracks as possible. They ran into nothing but headaches and had generally poor sounding tracks.

When my group did a 10 minute radio adaptation of The League of Extraordinary Gentlemen comic, we had 32 tracks of FX and music, plus nine dialog tracks and five different reverbs. The second highest track count anyone else used was 15. Not to brag but, ours was the best.

When my school group re-did the audio for the 5 minute title sequence of Serenity, we had about 100 tracks, including 10 different reverbs. (I don't know how many tracks the music was because the music guy gave us the music mixed down.) My point is, we have access to virtually unlimited track counts. Don't be afraid to milk it!
 
Yes audio for film generally demands the highest track counts of any form of audio. Sure, I've mixed 70+ track pop songs (extremely rarely), but twice that many is not all that uncommon in film post. Multiple full-blown synchronized PT rigs are the game there. Makes my HD2 Accel look like training wheels...
 
Great writeup!

If you are a one-man-band production, as many are here, it helps to know the tricks of cleaning up dialog so when you're on set and must move to the next shot but, "oh there was that sound of a _______ in there", you'll know if it can be cleaned up or not, saving valuable production time. (As long as you're not being lazy and always relying on 'fix-it-in-post' :))

Another common problem with amateur post audio is maintaining the proper levels, usually a product of your listening environment.... MONITORS. You can mix on just about anything IF you KNOW how it sounds. It definitely helps to have a great pair of monitors setup in a proper room, but if you don't, do yourself a favor and listen to your favorite hollywood movies on them before you mix... a lot. Then you can get a better idea what they should sound like when when you go to mix your film- how much bass to have, how bright the dialog should sound, the relative levels of all your sound elements... etc. The lowest audible sound. Also, find a comfortable listening level and always mix with your system at that level. If you tend to mix too hot (high), turn the volume up, if you mix too low, turn the monitor level up until you find the sweet spot you can stick with.

Be especially careful with headphones. Very tough to get a good mix with headphones. Who do you know that watches movies on headphones?
 
MONITORS. You can mix on just about anything IF you KNOW how it sounds. It definitely helps to have a great pair of monitors setup in a proper room, but if you don't, do yourself a favor and listen to your favorite hollywood movies on them before you mix... a lot. Then you can get a better idea what they should sound like when when you go to mix your film

This is some of the best advice you could get on the topic, and quite possibly the most frequently missed. I couldn't begin to count the number of times I've told clients for whom I've consulted on recording studio installations that the three most important things in control room design are:

#1: Monitoring
#2: Monitoring
#3: Monitoring

And the key, as Tim says above, is *knowing* what those monitors are telling you. For the most part all you need for that, at the home studio level anyway, is your DVD movie (and/or music CD) collection.

In many cases though, a setup that is optimized for music mixing will not be optimal for film mixing, and vice-versa. I've found that good film mixes played on my CD (music/album) optimized monitors are often too bright, so monitors set up that way might tend to lead you to mix your film too dull. I have a completely separate room EQ saved on my system for 5.1 film mix scenarios (I mix music-only CDs strictly in stereo). It's considerably rolled off on the top end compared to the music curve, which is relatively flat. Only with this curve does my DVD reference movie collection average out sounding about right. YMMV...

Which brings me to another point: "averaging". When listening to commercially released movies as reference material, *be sure to listen to a wide variety of them* (and choose films by skilled mixers - low budget indies usually aren't good choices). You'll find even among top-flight hollywood films that the sonic spectrum varies - a lot. Do everything possible to adjust your monitors so that these reference titles all fall within a range of acceptability. If they generally tend to sound one way or another (bright, bassy, midrangey - whatever), it's not them - it's your monitors. When a few tend to the bassy side, a few to the brighter and most are somewhere between, you've probably got it about right. Mix your film to sit comfortably within that spectrum and you'll be nearly assured that you're in the ballpark.

The last point to add regards frequency response. To mix well reliably you do need to be sure you're hearing a pretty good representation of the full frequency spectrum, the low end in particular. Small, inexpensive speakers can often reproduce the highs and mids pretty well, but to get the information you need on the low end you'll probably have to spend some dough. Excess low frequency information, unheard by the mixer on too-small speakers is the downfall of many a mix...

Something like Mackie HR624s are a decent front L/R choice (those being the most important of the lot) at a reasonable price, and there are numerous others (I use Genelec 1030a's with the 1092 sub). Speaking of subs, beware of those cheap, popular "satellite/sub" systems you'll find at places like BestBuy. They are not, I repeat, not, reference systems. Massive peaks and valleys in frequency response are more often the rule than the exception with these products. Also, no matter what any salesman or friend tells you, stay away from anything with the word "Bose" in it. Trust me... You need to shop at a pro audio or audio/video place to get the right tools for this. B&H is a good start...
 
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Tim Joy,
Good advice, but I would make one correction. Films are mixed to a reference level. You send pink noise through the speakers and set the amp so you get a specific SPL. One of the biggest beginner mistakes is playing with the amp level while working. Now in a small space (as opposed to a mix stage) you should generally monitor lower but you need to have a level and stick to it, at least for level adjusting. I am set up so I can attenuate the level for non critical listening or just playing music in the BG but I can open it up and I will be back at the level the amps are set at, which I calibrate periodically and daily when mixing. Mix stages are set to (-20 pink) 85dB spl, I work at 80spl since I'm nearfield and a smaller space. You can play around and get a level in that range you are comfortable with but you should keep that level throughout the project.


Ted,

Mix stages are calibrated to the "X Curve", and yes that has a high roll off. This originally had started off as the "academy curve" and had to do with optical track limitations and speaker playback systems in theatres. There is an interesting article here.

Cheers
SK
 
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Great timing! I just started the tuning process over here. There is a wonderful thread over at the DUC regarding monitor calibration levels and room modes.

http://duc.digidesign.com/showthread.php?t=87830

-MTLA

p.s. Noiz2, you mentioned you traded FX and ambiences, I am a recordist at heart and I spend tons of time recording on my R-4. I also have a wonderful audio recording app for my iphone (heh ya so) so I am always capturing sounds. Keep me in mind next time you require something, as I am also looking for new and different sounds myself and I've got quite the personal collection!

p.p.s. Noiz2 did you see my PM?
 
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