High1ander
Well-known member
The bar varies on project and time limitations. The TV-spots I worked on I get clean VO from somewhere else, I get trailer sounds, or music, game sounds, etc. in various quality (sometimes I get trailers with mixed audio and music, and sometimes I am really lucky and get music, vfx, ambience and dialogue on seperate tracks). The key for me on most of the work then is just to make sure the VO is always easily heard, and that whenever there is a pause for "in game play, movie shot" etc. then I make sure that is clear and high enough. But the key here is more or less if it doesn't sound weird/bad, and the VO is clear, then it is more or less all good. Now, if I had to deal with various dialogue sources from different places and microphones then it would take much much longer. But I don't have to worry about matching reverb, warm/cold, etc. at least on the current projects I have had to deliver. But as you say, when doing short films, docus (I've worked as an editor on a docu for over 18 months once) then sound is much, much, much more of a pain in the ass because then you never have the budget for great location sound or expertise to get good sound, and then you basically have to sit and "fix it in post". Whereas on VO work for commercials, etc. then you have a sound proof room, expensive microphone, etc.Well that is another factor that works it's way in. How high is the bar for what you are doing?
On somethings the bar is pretty low and that is the nature of the beast. Doing a full sound post on a local late night used car spot is probably a waste and they are not going to pay for it and probably won't notice.
Most of the ads I did were national spots. We only really did the FX work, the final mix was done at a separate facility. For FX alone we had a two to three man crew for a couple of weeks to a month for a 30 sec. spot. Now usually we were working on a package with cut downs so the shorter versions took a LOT less time and usually we could cover field recordings for the package in a more efficient way. But still you are looking at around 200 - 400 man hours VS your 1/2 to 1 man hour. Actually it's farther off than that since I'm not counting the mix or VO work (usually).
So who is the model to follow? Well as keeps coming up "it depends". We also did a huge stack of bumpers and lower thirds for a network rollout and did 83 in two weeks. They were all animated and most were very FX heavy.
If your job is to knock them out quick and dirty then the big post is not even an option.
If you are doing a feature or a short you want to get into serious festivals etc. then you NEED to spend some time polishing the sound.
I always use a limiter (varies from -3 to -9db), and sometimes a compressor for the VO, but it is minimal, like 3-6 db. I usually make sure to get the levels somewhat right with the volume correction, then run around with the pen-tool to increase or lower where is needed. Fade in and out into every clip to avoid pops/clicks, not have any dead silence, etc... Basically its like making sure there are no black frames in video, or weirdly overexposed stuff, etc. Simple stuff to check for and usually fix, but makes a hell of a difference in terms of quality. Nothing screams amateur and cheap more than weird stuff going for no good reason, i.e. click sounds, pop sounds and levels jumping all over the floor. Fix that and you will at least not annoy the audience. I mean, if I see something horrible shot on TV, video wise, it will not hurt my eyes physically, but bad sound will if it is too loud or jumps back and forth, therefore I kinda find it the most important thing to do is not to screw over the audience with sounds that will hurt them.