ADR

My redesign of The Iron Giant needed some ADR for a scene when a presenter speaks on a television set (See Figure 1). In the original film the presenter was American, however in the context of my redesign this did not matter. Therefore I got an English male to perform the dialogue. It was important to research how to carry out ADR to a professional level, as it was directly relevant to my learning outcomes 1 and 3. We also need to carry out some ADR as the characters in the animation soundtrack grunt, breathe heavily and laugh.

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Figure 1

“Looping originally involved recording an actor who spoke lines in sync to “loops” of the image which were played over and over along with matching lengths of recording tape. ADR, though faster, is still painstaking work.  An actor watches the image repeatedly while listening to the original production track on headphones as a guide. The actor then re-performs each line to match the wording and lip movements. Actors vary in their ability to achieve sync and to recapture the emotional tone of their performance” (Film Sound). I will therefore implement the practice of looping when carrying out ADR for my redesign and animation soundtrack.

Prolific sound designer Randy Thom states “One of the things you do with ADR to make it sound more like production sound is to pitch it up. ADR is almost always delivered at a lower pitch because the actor doesn’t have the energy he/she had on the set.  In the excitement of the shooting set the actor tends to talk louder and higher. In an ADR session, the director typically has to push the actor to get them anywhere near the level of vocal performance that came from the set (Brophy 1999, p. 236). I will therefore try this technique on my recorded dialogue to see if it sounds more authentic in the context of the redesign or animation.

With ADR there are two common practices used, often both are utilised but it is dependant on the kind of line that is being recorded. Visual ADR is when the actor listens to the line of dialogue and is asked to match the dialogue whilst watching the scene on screen, with no sound. Audio ADR is when the actor listens to the line of dialogue and then recites the line along with the audio recording again and again, in a loop. “Audio ADR might give you a more exact result, as repetition forces the actor to divorce the meaning from the sound of the words. The line becomes simply a series of noises; the speech to song illusion kicks in and it’s a matter of repeating the song. But if you want to go for a different performance, you may just want to have the actor do a visual ADR” (Hess, J. 2014)

John Hess suggested leaving three seconds before the line of dialogue being replaced, and put a beep on each second to prepare the actor to say their line. This is an example of visual ADR. For audio ADR, he suggested leaving out the beeps, then this way the line is looped quicker, and the actor can continuously try to match their line with the audio content coming through their headphones.

When using condenser microphones you don’t want to get too close, or else the proximity effect will kick in, and make everything sound really deep. Standing about ten inches away will give a natural sound. Hess states that it is easy to get confused when trying to listen to the original dialogue and try to get an exact match. He suggested using Adobe Audition to visually line up the waveforms, and then shift things around, syllable by syllable (See Figure 2). You can also try Auditions built in Automatic Speech alignment. Other tips and tricks from John Hess included; applying EQ, taking down some low range to compensate for the proximity effect, adding a delay filter of fifteen milliseconds to ‘dirty up the sound’ with a bit of combing and finally adding a subtle distant reverb.

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Figure 2

I will try these ADR techniques in my redesigns, as they directly relate to my Learning Outcomes 1 and 3. I will use visual ADR for our animation dialogue as we are creating an original soundtrack. Audio ADR will be used for the dialogue replacement in my Iron Giant redesign, as the lines are only short and relatively easy to duplicate. I will also use the microphone placement technique and experiment with the other editing suggestions.

 

References

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Script Reading

I was conducting research in David Sonnenschien’s Sound Design (2001) and found some useful information when it comes to reading the scripts for film. He explores how reading a written script it is the “first listening” of the soundtrack. He states how you can receive different impressions of the story without visual content, and this way you can consciously search for creative solutions. This gave me the idea to ask our animation client for a script for her animation (See Figure 1). This way we could clarify any vague description of what she wanted the soundtrack to sound like, and it would give our sound design and foley work more focus.

Sonnenschien suggests that in terms of objects, actions, environments, emotions and transitions, you should ‘listen’ out for key words that immediately impress you. He notes that these ideas and key words can be tracked down in greater detail, and then can be developed throughout the story. Key ‘voices’ we will listen out for in the script from our animation client (Charlotte) will include:

  • Sounds linked to people, objects and actions on screen that are explicitly described.
  • Environments that can be fleshed out with sonic ambience.
  • Key words in both scene description and dialogue that give clues to the ‘feel’ and emotions of the scene, from both the character and audience. This is particularly relevant to us, as the animation has an emotional plot twist in it.
  • Moments of physical and dramatic transition, which is directly relevant to the animation’s storyline due to the dramatic transition of fighting and friendship.

“Scriptwriting convention pays a certain homage to the power of audio by requesting that each sound be capitalized in the body of the scene description (e.g. the oncoming truck’s HORN BLASTS as the out-of-control car swerves violently, its WHEELS SCREECHING).” (Sonnenschien, D. 2001: 3) Adjectives and adverbs will hint to us what feelings should be expressed, particularly to affect the audience.

Having a script will improve the accuracy of the sound required for Charlotte, our client. As with every character, object and action on screen there can be generated a potential sound that can offer further impact and drama to the scene and story. This ‘sonic colouring’ is a challenge for a sound designer to reveal. It is also our job to create the reality of explicit locations and times. This is obviously dependant on the style/genre of our animation (using eeriness and silence). Sound will also give clues to the emotions and other connotations from characters Charlotte wishes to represent in the story.

I found this research important in achieving Learning Outcome 2.

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Figure 1 

References

  • Sonnenschien, D. (2001). Sound Design. California: Michael Wiese Productions.
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Our Business

This project has enabled us to create soundtracks that show case our ability in the field of sound design, foley and editing. A significant amount of people within the media industry go into freelance work, so it was important to understand how these creatives work. This is relevant to my fourth learning outcome. The premise of our ‘business’ is as follows. Myself and Ben have established a post production sound design company, that creates bespoke soundtracks for clients. The website Ben creates will showcase the works we have completed in our project, with the aim of attracting potential clients. We are fully aware of the difficulties faced in starting your own business, particularly as the majority of businesses fail within the first year of operating. However, research from freelance lectures suggest that contacts are the best way to keep contacts with people you work with, these contacts currently focus on people in and around the University.

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Grant Bridgeman: Production Sound Mixer

Grant is an experienced audio specialist and has been in the industry since 2001. He specialises in location sound recording, dialogue editing (dubbing mixer) and sound designing (dubbing editor). Grant gave an informative lecture on the roles, responsibilities and realities of working in the audio industry. He picked up on some very useful points regarding freelancing and finding work, which I found relevant to my fourth learning outcome.

Grant outlined the importance of the technical skills needed in the industry, explaining how you should expect different formats and workflows for each client you have. He also stressed the importance of understanding the customer’s needs and how you should be able to understand this from communicating with them using efficient people skills. Grant also discussed the importance of networking, as a lot of work can be generated from recommendations from previous work. Therefore it is wise to maintain contacts with those who you have worked with. It is also vital to be on top of all accounting due to the perks and drawbacks of being a freelancer (I explore these pros and cons in my ‘Freelance Master Class’ post in more detail). The lecture also explored how as a freelancer, you are the face of your product, meaning you are at the forefront of looking and sounding professional. As a freelancer, there is no leave, maternity/paternity or sick pay and it isn’t always possible to know when or where your next job may be. See the images from Grant’s slide below, for examples of what activities may occur in the life of a freelancer.

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Some further tips Grant gave about working in the industry include:

Contacts – Keep a spread sheet/database of contacts. This includes; the dates you worked with them, the project, when you last contacted them and pay rate. Maintain these contacts. Others have also given similar advice in guest lectures, including Mark Hills and Susan Pennington.

CV – Keep your CV lean with a short and simple opening paragraph. Make sure all contact information is easily accessible. Include the previous projects, companies and people you have worked with (with dates).

Accounts – Have a ‘kit calculator’ containing industry rates and discounts, what to charge for (you), delivery/petrol, and other expenses. Use a ‘rate card’ that will include the price of your hourly, daily and weekly cost and then the prices of your equipment. If you have an agent, they will receive an agreed percentage of your wages, not your kit/equipment.

Invoicing – Keep your accounts simple. Include “ins” which entails invoices, wages and kit hire. Include “outs” which entails everything under expenses and purchases. Invoices should refer to rates of pay, minimum wage, and BECTU and PACT agreements. Finally, look at TV/film services for an idea of how much to charge client(s).

One of the most important pieces of advice Grant gave was to value your work, and not to work for a lower price just because you are less experienced in the industry.

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Using a hydrophone

Essentially a hydrophone is a microphone that can be used underwater. They are often made from a piezoelectric-type transducer. When put into water, the hydrophone converts sound pressure waves into electrical signals that can be recorded. The hydrophone operates with a balanced XLR, which can interface with any recording device that can supply +48V of phantom power. I used a Zoom microphone and used headphones to listen to what the microphone was picking up.

Hydrophone

In my Matrix redesign there is an explosion that occurs in slow motion. The stretched sound gave me the idea to record underwater, where a large object will hit the water and the recording can be stretched. Recalling on a guest lecture in 2016 from a man called Jez Riley French, I remembered him speaking about hydrophones. I then conducted some research on how to use these microphones and started recording and experimenting with one for this slow motion sound. I dissolved some vitamin tablets in water to get one of the layers for a fire crackling sound effect in my Iron Giant redesign (See Figures 1 and 2).

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Figure 1

 

 

 

Figure 2

 

 

 

(Screenshots from The Iron Giant dream scene)

I found this research important for achieving Learning Outcome 1.

References

  • Spanos, G. 2016. How To: Hydrophones. [Online] Available at: http://gamesounddesign.com/Using-a-hydrophone-to-record-underwater-sounds.html. [Accessed: 20 March 2017].
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