Transcripts
1. Introduction to the course: Hi and welcome to
the isotope our X9. As you may already know, RX is the leader of the audio restoration and repair software on
nowadays market, and its capabilities are mostly restricted only by
our imagination. This is one of the
must have and go-to applications of every
recording and mixing engineer, interview and audio book editor, self-managing YouTuber,
influencer, podcaster, voice actor, and so on. During this course, I'll be using the latest
release of the program, which is currently nine, and the advanced
edition which has the maximum number of modules. I also want to note that isotope RX can work
both as the plug-in integrated into your DAW and
as a standalone application. In most of the DAWs, we can access only a certain
number of modules of the RX. For this tutorial,
I'll be working in a standalone
application which can showcase the full
capability of this product. However, the RX modules
you can access from your DAW are the same ones that we will learn here
in this series. We're going to take a detailed
look at every setting, module and function of
this powerful tool. While going through,
we will discuss an actually try every component of the RX suite on various problems that audio recordings
can possibly have. You also have access to all of the audio files used
in this course. After every chapter,
you'll be option to pass the quiz about the
learned material so you can check yourself. And the last episode
of the course is dedicated to applying our
knowledge in practice, we will be facing
real-life example which contains a
variety of problems, discussing and applying different solutions
for every issue. Thank you for your attention
and let's get started.
2. Interface navigation: When you open the program
for the first time, you won't find many similar
interface elements as you can find when switching
from one DAW to another. And if you think the
interface looks confusing, try to drag and drop here your first audio and you'll see what's real confusion
looks like. But although it
may look unusual, everything here is
actually pretty simple, reasonable, and very convenient. I'm sure by the
end of the course, you won't find any trouble
navigating through this app. So let's start from top to bottom and from
the left to right. At the very top we can see a pretty standard
panel containing the functions that are mostly doubled in the main
interface area. Or it can be called by hotkeys. By the way, this menu is
the easiest way to find out a hotkey of a certain function because it's written
right in front of it. Of course, we will run through these functions in
the next chapters. So for now let's move down. This area is where we're
gonna see all the open tabs. Every new audio file we add in the current session will
be open in a new tab. Just like this. We can combine our tabs and process
them together using this composite
view switch. Although the audio files
in these tabs must have the same sample rate
for them to be combined. Here is also a repair Assistant, which is a pretty
smart analyzer. It's looking for problems
in our audio and suggesting up to three kinds of solutions
that we can choose from. We will get back to
it later as well. Here we have a switch
that changes the view of the audio from
stereo to mono. Note that only the
representation is changing. If you have a stereo file and you switch the view to mono, the signal will remain stereo, but we will just see two
channels combined in one. So when we need to process
two channels simultaneously, we switched to mono view and see a bigger image of our audio. This is the regular
timeline when we zoom in and there's no space on the screen to show
the full picture are. Once we can just
drag the slider from left to right and move
the view horizontally. The more we zoom the
smaller slider becomes. We can also use these arrows to change the amount of Zoom. This is the representation
of our audio itself. By clicking on l and r bars, we can enable or disable
a left or right channels. And if we, for example, disabled the right channel, we will be hearing
only the left one and it won't change if we
switch to the mono view. Once again, this button
just switches the view and doesn't affect
our audio in any way. Here we can see frequency
and loudness bars that they both meant to change the
visualization of the audio. I'll talk about it in
detail in the next video. So let's skip it for now. And the very right
panel is where all the RX modules are located. Every module is meant to fight
a different kind of issue. For example, the clip
helps to remove distortion from the sinewave picks
going beyond 0 decibels. Ds reduces sharp hissing
sounds and so on. This is the heart of the RX, its biggest and the
most important part. So we will spend a
significant part of the course discussing
and trying each of them. All the modules are divided
into three main categories, which are repair, utility,
and measurements. By using these arrows, we can expand or
collapse every category. We can shorten this
list by choosing the needed a subcategory
From this list. Module chain allows
us to create a set, a chain of modules that we can apply at once by clicking
this render button only saves tons of time when we need to fix one issue in the different parts
of the audio. This arrow expands and collapses the modules
panels itself. Under the display we
can see the timescale. We can change the time format
by right-clicking on it and choose between samples,
seconds, or frames. Using this slider,
we're moving from the waveform to the spectrogram
view of our audio file. As I said, we will learn
about it in the next video. This whole panel contains
tools responsible for zooming and selecting
regions of the audio. I prefer to talk about these tools in the episode
where I'm going to explain this whole waveform
spectrogram representation. After the selection tools, we have the clip gain
icon and enables this kind of volume line that
we can change in any way. We can precisely raise
or lower the volume on any part of the track
in the needed amount. This corner area is dedicated to playback and recording tools. Here we access the same menu as we saw when right-clicked
on the timeline. These are the play
head location numbers. Play head is this
playback marker. If click on space here, we automatically place the
marker to where we clicked. We can also drag it manually
to play forward or backward. By the way, if this
button is enabled, play head follows playback. Then when we play something, this play head will
move along with the playback and it
stops right where it is. If we press Play, the playback will continue from the same point it
stopped the last time. But if this function
is disabled, the play head doesn't
follow the playback. And after we stop the
playback, the play head, this yellow marker
is coming back to the place where we placed
it manually the last time. Like this, I place it here. I play a little stop and it's back to
where it started. The input monitoring
allows us to hear what we're
currently recording. For example, I'm recording my singing and hearing
myself in headphones. This is the record
button itself. Rewind to the
beginning, play stop. Play frequency selection. I'll also explain it
in the next videos. Loops selected part and
play head follows playback. This is what I explained
earlier. Moving gone. This is the loudness
information column, left and right channel. The very left edge
is infinite silence. And to the right, negative 40, negative
ten decibels up to 0. All the pics beyond 0
decibels will be marked red and we will see the amount of decibels that goes beyond 0. Let me rise the volume curve. And I need just to click
on it to reset this value. Next is our play head
position and length values of the selection and
the current region that fits in this window. I zoom-in, zoom-out
and it changes. We can also edit all of
these values from here, but it's not that comfortable as manually moving the playhead, selecting the part,
zoom in or out. The same width, the frequency
and cursor location. At the very right corner, the history is displayed of all the actions in
the current session. We can choose any
event in this list, any action we did and restore
our audio to that point. For example, I apply some
EQ to some selection. Then I level something. Now, let's say I
want to come back to the state where I
didn't apply levelling, I simply choose EQ in
this list and that's it. Yes, In this case, I could just press Control Z or Command Z and wall
one step back. But if I did many
actions using this menu, lets me skip many steps and immediately come back
to the state I want.
3. Waveform-Spectrogram variations: Now it's time to discuss the
RX is audio visualization. By default, after we load the
audio file inside the app, we see the combination of the traditional blue
waveform that I'm sure most of you are
already familiar with. The orange spectrogram. We can adjust the
amount of each of them by dragging this slider. By moving the slider
to the very left, we can see only the
waveform of the audio. Vertically represented
the loudness, and horizontally the
time from left to right. This is the classical
two-dimensional representation of the audio information
we can see in our DAWs, media players and so on. We can see that this part
is louder than this one. This peak here is
shorter than this one, and so on, so forth. What we miss here is any
frequency information which is extremely important in
audio restoration and repair. That's why isotope introduced a brand new three-dimensional
spectrogram view. Let's move the slider
to the very right. Now the time is
still represented horizontally from left to right, but the vertical dimension is
now dedicated to frequency. At the very bottom are the lowest frequencies
and accordingly, the highest frequencies are
located at the very top. You may already noticed the
gradient between the colors. This is the loudness. The brighter the color, the louder this part is. The very black color means there's no audio
information at all. Here is our frequency scale. On the very bottom is
everything below 100 hertz, and on the very top is
everything above 20 kilohertz. Now if we take a closer
look at this scale, we can notice that
the range between 100 hertz and one kilohertz
is much bigger than, for example, between
67 kilohertz. This means that this
scale is not linear, but his most practical
because it's adapted to the sensitivity of our ears towards different
frequency ranges. Accordingly, the
range where we hear more details is
bigger on this scale, so we have more control over it. However, this is just one of the five scale variations
in isotope RX. We can see and switch
between them here, right-click on the
frequency scale. Let's take a look at
the linear scale. This is the most equal
frequency view here. As we can see here, is the same interval between
the same frequency ranges. Now, the next one calls Mel. This is the default scale we were looking at in
the first place. There is not a big difference
between Mel and bark. Both of them are based on the humans frequency perception, but bark is a bit more
focused on low frequencies. This is how the low frequency
register looks like in Mel. This is how it
looks like embark. We can see that bark has a
little more gradations here. The last two scales, log and extended log, are a lot more low
frequency focused. It's easier to trace some hum or another type of low frequency
noise with their use. It's also possible to turn this frequency scale
into a piano view, which can be helpful for
those who work with music. If we scroll while
pointing on the scale, we trigger this slider and we zoom through the frequencies. And it's different
from what if we just scroll on the main area
or use this slider? This is the general
zoom through time, and this one is a
frequency Zoom. As you can see, they
work a bit differently. The next up is the
magnitude scale. By dragging up or down, we can adjust the dependence of the decibels from
this color scale. For example, let's focus on this negative 20 decibel mark. Right now it's located in front of the bright
yellow color. It means that all
the information here in the loudness range of negative 20 decibels will be highlighted with bright yellow. And if I drag this scale down, this information becomes darker. Now all of these
orange highlights that left are the loudest
fragments of this audio. So basically this is our
loudest sensitivity. If we need to focus on
the loudest parts only we scroll this scale down
until the whole background. All our room tone, background noise,
ambience fade to black. And the other way around, if we need to focus
on the background and other less
noticeable sounds, we make everything brighter. But please note
that this doesn't change the volume in any way, only the way we see things here. The same thing is with
the waveform view. Let's move this slider
to the very left. As I already mentioned here, we don't have any
frequency information, which is why we can see only
the amplitude scale here. Now you see how informative
and variable this view is and you can easily set it
for your needs and comfort. This three-dimensional
representation allows us to get main information about the
audio even before we play. Let's take a look. I loaded here a
couple of audios and let's imagine I have no
idea what are those. I could see these
repeatable lines with a specific distance and
interval between each other. And if I zoom out, I can see that not only
the lines are repeating, but the whole parts
of the audio. If I open this piano roll, I'll see that all the lines are right across the piano keys. Needless to say that this is a musical piece and all
these lines are notes. These ranges are parts
of this composition, probably the verse
chorus bridge and so on. These parts have a full range. This part obviously doesn't have a base and drum kick on it. Now let's switch to
the second audio. Here. I don't see any
repeatable parts. All the information
and all the pauses are absolutely random
and unpredictable. This is definitely not music
and all this dark blue sand, The audio is a
pretty loud noise. It starts from the very bottom and goes up to approximately
five kilohertz. This is not hum or buzz
generated by some device. This can be ocean waves, wind, rain, busy megapolis
ambiance and so on. And of course, we will
learn how to deal with those in the
upcoming chapters. But for now I want
you to understand the importance of visualization, which helps us to instantly
tell what kind of audio we're dealing with and to detect
some of its biggest issues.
4. Zooming and selection methods: This episode won't be very
long as it's dedicated to zooming and selecting tools that have a pretty
straightforward meaning. All of them are located on
this panel that starts from already familiar to
us opacity slider. These plus-minus
buttons perform the regular zoom-in
zoom-out function. For me, it's much easier, just a scroll with the mouse. But if you're gonna
use these buttons, just keep in mind
that the Zoom will be directed to the
selection like this. If there is nothing selected, zooming will be directed
to the play head. Next up is the
zoom to selection. This one seems more
useful as it zooms the selected region
until the scream space. Zoom out to show entire
file, pretty obvious. It resets any Zoom we
have for us to see the whole file from the
beginning to the end. Zoom tool is the same. If we would just
scroll, we click here, it zooms here, click
here, zoom here. Using this hand, we just
drag the audio left, right. The other way to move horizontally is to
hold Shift and scroll. If we check this
instance process box, we can choose one of the
five functions here. And this function,
this module will be applied to the
selected part instantly. For example, I choose here fade, and now every time
I select something, it applies fade to my
selected region right away. And it will apply and current
setting of the module. Right now it fades out, but I can change it in my
main fade module to fade in. And now it's instantly applying fade into my every selection. Very useful when we deal with the same issue
through the audio. And if we need to listen to the piece before we process it, we just hold Control or Command click and drag it to
the right to listen. Like this, I hold
Control, click and drag. I hear that I want to add fade in to the beginning
of this piece. I just select and it
instantly process. The same with the other
modules from this list. I'll turn this off. Moving on and we see
three similar icons. These are the main
selection tools when it comes to monitoring. The first one lets us
select the part with the whole frequency
range included. In this case, we can adjust
the length horizontally, but we can't adjust the
frequencies vertically. This helps when we need
to listen and process the whole frequency
range at the same time. The second icon lets us
select not only the period, but also the specific
frequency range in it. Now we see this cross
instead of the cursor, we simply select
the range we need. We move it in any way,
changing its size, do whatever we want to listen to the selected frequency range
only we use this button. It's enough to click on it once. And the next time we press
Space on our keyboard, it would automatically
be bound to this button. The third icon lets us select the frequency only
through the whole audio. Here we can't select
a specific part, but we can move it up and
down and change its width. This kind of selection
helps to find some static problems that go
through the entire audio. Some sort of HM,
resonant frequencies, buzz and so on. The next group of selectors is meant not much for listening, but for direct processing
or removing selected parts. These tools might
be familiar for those of you who use Photoshop. With the use of the Lasso tool, we're drawing the edges of
the part we want to select. And let's say I selected
a bit too much, hold Option or Alt and draw
the part I want to deselect. That's it. So let's just say I want
to remove this part. I circle it and press Delete. Done. The next brush
tool speaks for itself. Unlike selecting the edges, like in the previous lasso tool, the brush is drawing the
body of the selection. And here we also can de-select unwanted parts by holding
Option or Alt and drawing it. The size of the brush can
be adjusted by holding command or control
and scrolling. The Magic Wand automatically detects the region
of the selection. It helps when we have a clear
region we want to select. For example, this one. In this case, not only it
gives me a few seconds, but it also selects
this part more precisely than I felt were drawing this election manually. And after we select a piece, we can use this tool. So the RX will try to find
up the ten harmonics of the fundamental harmonic to
de-select any kind of selection, press Command Plus D
or Control plus D. This clip gain tool
we already covered while the interface
navigation walk-through.
5. Top panel: After we became familiar
with the RX interface, it's time to take
a look at what's hiding inside these
top menu tabs. Some of these functions don't
need many explanations, but I feel that this
course will not be complete without
this walkthrough. Anyway, for me not to make this episode completely boring, I'll try to skip the most
obvious functions and the ones that have shortcut
icons in the main interface. Let's start from File New. If we want to start one more
session in the new tab. New from clipboard,
if we want to work on some part of the
current audio separately, we can simply select
the part we want, copy it, and then choose
new from clipboard. It automatically
opens the new tab with this selected
piece of audio. Open save, save, as these are the obvious common functions I'm sure everyone is
perfectly familiar with. Next, save RX document. In this case, we saved the whole session with all
the settings and processing, but not the separate audio file. Unlike the regular
Save As if we choose Save As we only save the
audio file from this session, we can instantly overwrite
the original audio file, export the whole audio from this session or only
a selected piece. Now, export regions to file. What are the regions in RX we
can place here are markers. Just press M and you'll add a marker to where is
currently your play head. We can add any amount
of markers and it helps us to locate important
parts of the audio. We can also mark the whole selection and it
would call as a region. I select something, press M, and it automatically
adds a region here. If we press Option
plus m or Alt plus m, We enter this menu where we see all our markers and regions. We can edit their
names, positions, import, export, add,
remove, and so on. We can also remove them
by right-click or by just holding Option or
Alt and clicking on them. If we choose this export
regions to File option, we have our regions
and the ranges between the markers export
it in different files. Here we can close
our current tab or all the tabs together. Export screenshot
and the history, which is a comfortable
way to showcase your workflow with your
colleagues or clients. And we can also restore one of the recent files from this list. Next up is the edit tab. Here we see a bunch of
common functions that I believe don't require
any explanations. And here is Paste Special. These are the options of
how do we want to paste a piece of audio from buffer
to our existing audio file. For example, I select
any part here, copy it with control plus
C because I'm on the PC, but for Mac users
it's Command plus C. Now I want to paste
it also here, but in a different place. Let's say here, I can choose how you want to
paste it by default. If insert, this
piece will be placed right between the left and
right sides of the cursor. Like this, you can see the
audio became longer in total. If I choose replace, my piece will replace
the audio from the right side of the cursor
in the amount of its length. If mix, then accordingly this piece will be mixed
with the main audio. If invert and mix than the
audio will be inverted in the clipboard and then mixed with audio in the project. This is useful when
you want to compute differences between two signals. To Selection pastes audio
from the clipboard only within the selected bounds regardless of the
copied audios length. And the last option pastes only the clip gain information
from the copied piece. Next, remove the selection
or repeat selection. Select all these two options,
revert the selection. This is when we
select some part. After reverse, everything else is selected, accept this bar. The difference
between these two is that invert selection
frequencies don't invert anything else but the frequencies of the
current selection, unlike invert selection when
everything is affected, select harmonics is
already familiar to us that we were talking
about in the previous video. Here it is. Now these two functions
are very useful. They let us set
the beginning and the ending of the
selection while playback. It's much more comfortable
to use hotkeys for these, which are these square brackets. So for example, I'm listening to the audio and I noticed
that some noise occurred. I instantly press
the opening bracket. When the noise disappeared, I pressed the closing bracket, and this range is
selected right away. It's very convenient. Delete selected part. Trim to selection will delete everything except
the selected part. Glick and the selected region is the only one that's left. Here. We can enable, disable Snap and choose what we want our
selection to be snapped too. We can find the part that is similar to what
we have selected. We click Find all. We see that more
regions are selected. Let's listen. This is our original selection. This is what RX
found. The same part. If we have a lot of
similar events found, we can switch between
Previous and Next once we can the level on how similar should be these parts that
were searching for? Right now, it looks
for everything that is at least 50% similar to
what we're searching for. When RX finds it, we can click here
and instantly get markers on all the
similar parts we found. This is how we add a new
marker or the region. And these are all the zooming
and selection methods we discussed in the
previous video. All the RX preferences we
will cover in the next video. Moving on to the View tab, which is pretty short. Collapsed module panel
is the arrow here. Time format is what
we're setting here. Second samples frames. Here. It's also a shortcut to
the frame rate settings, but this is also a part
of the next episode. We can enable or disable, follow play head function
and choose its mode. When enable and page mode, this piece of audio, we'll switch it to the
next one only when the playhead reaches the end
of the current screen zone. When it's enabled
in continuous mode, the screen is moving
together with the play head. The play head is always in
the middle while playback. Effect overlays, these are
the options of two modules, and it's better to come
back to these options while learning the
modules themselves. So you will better understand what are these parameters for. Clip gain is the volume
curve that is also activated by this icon
I have shown before. Show channels separately is the mono stereo view switch
that changes the view, but it doesn't
change the playback. And the last position here,
spectrogram settings. I also included it
in the next video. We will cover all the settings
and preferences at once. The modules tab contains all the elements
from this panel, and of course we
will discuss them one by one in future videos. The transport tab contains
all the playback and recording elements
from this panel that we discussed before. Up next is the window tab. Here is the module chain
that we can also find here. The module chain is where we
can add a few modules and process the audio with all these modules
with one click on me. But I'll be showing it later when dealing with
modules already. And then goes a batch processor, which is in my opinion, one of the coolest
things about RX. It can also be opened
by Command plus B or control plus b. What's that? This is a sort of
container where we drop multiple audio files and process them at once
with our module chain. Why do we need this
if we can just drop our multiple files directly
into the main RX area. Yes, we can drop
here a few files, then switch it to the
composite view where all these files will be
represented as a whole. And then apply one module or the module chain to process
all the files at once. But first of all, here we can load only up to
32 files at the same time, which means there
will be 32 open tabs. Second of all, to switch
them into composite view, all of these files must have
the same sample, right? And third of all, we won't have flexible export settings
in this case anyway, this is where the Batch
Processor helps a lot. In the book processor, we can load any amount of audio files with
different settings, sample rates, and so on. We can drag and drop audio files directly in this
window or click here. Then we choose what we want
to do with all these files. All of the RX modules can
be found in this list. And of course we can
select one of the presets. The suggested module chain
will be automatically loaded. Let's say I want
to clear dialogue. Here it is, and here are the
modules for this purpose. By default, I can change and
set them in any way I want. Let's say I'm happy
with this module chain. Next, what I need to do is
to add an export option. I choose a location where
these files will be exported. Then I choose a file
format and its settings. Here I can add a prefix, a text it before the file name. Let It Be test. Now we can also add one
more export option. The first one was wave, and let's say I want all these files to be
also export it into MP3. I choose here MP3 choose
the best quality. I'll leave the same location and I can also add the suffix. This is the text that will
be after the file name. Let it be clean. I click process. And now these files
will be processed with the modules and exported
with these settings. It may take awhile, depends on how many
files you have here, how big and heavier
processing chain here, how many exporting options you set and how powerful
your computer is. Now it's done. And when I opened the
destination folder, I can see all these
files and wav and mp3. Here is their test
prefix and clean suffix. This is a very powerful
and unique tool that saves an incredible amount of time when working with
multiple files. The next three elements here are part of the module section. We will check them
later in this course. Although we've already discussed this markers and regions
menu earlier in this video, reopen closed windows is
also very helpful function, especially in busy sections
when we're dealing with multiple modules
open at the same time. This is what usually happens
to me when I'm working on difficult recordings that
have a lot of issues. My layout looks like this. Here I have mouth D Click. Here is deconstruct, then voice, the noise, gain,
fade, and so on. Obviously there is not much
space left on the screen, especially when
working on a laptop. So pressing Control
plus Alt plus W on PC, or Command plus
Option plus W on Mac closes and reopens all these
windows simultaneously, which makes this function one more time saving hero of the RX. In File info, we can see any details about the
audio in the current tab. Here is the list of all tabs
there are currently open. We can switch between
them here by clicking on their names or using these
Previous and Next elements, which is definitely
much faster to do with the use of hotkeys. It will just be the
same as if it were just clicking on
these tabs directly. And finally, the last
Help tab where we can access the different text and video manuals and tutorials. Opened the list of
keyboard shortcuts and check details about your
current RX instance.
6. Settings: Before we proceed to the biggest and the most exciting part, the part I'm sure you're
watching this course for, I'd like to dedicate
this episode to go through our EC settings. This is gonna take a while and all this editing elements have a very clear drop-down
description. So if you feel this
description is enough informative for you and you want to start learning modules. Feel free to skip this episode. Besides, you can come back to this video anytime
you feel the need to. We can find the
general RX preferences at the very bottom
of the edit tab or by clicking command plus
comma or Control plus comma. The first tab calls audio. Here we choose the type
of our audio driver. And if we mark this checkbox, this audio driver will be used
by RX only while playback. This is useful when our audio
driver isn't multitasking. And for example, we often
switch between RX and DAW, which also uses the same driver. This is what device
we will use to send the signal inside
RX for recording. And this is what device
will be used to send a signal back to our
speakers or headphones. Preferred layout, this concerns
only multi-channel files. Here I have loaded
5.1 forest recording, which consists of six channels. When film is chosen, these channels are sorted
in the following order. Left, center, right,
surround, left, surround right, and the
low frequency effect, which is also known
as subwoofer. But when we choose
the SMPTE standard, which is the Society of Motion Picture and
Television Engineers. Then we have these channels in a slightly different order. Left, right, center sub
surround, left, surround right. The number of buffers and buffer size are responsible
for the latency. If you're experiencing
uncomfortable delays, Rog recording your playback, try to lower these values, but get ready for the
increased CPU usage. Stereo down mix is the
algorithm used to playback multi-channel files on
stereo and mono devices. And here we can
choose one of those. For example, to mute low-frequency effect
and play without it, or increase volume on surround channels on
three decibels and so on. All these options here
are pretty obvious. The test tone is a
frequency generator. Also very useful thing. We can choose here a preset with a specific frequency or noise. If we choose the
custom frequency, we get access to the slider. This pure sound wave
helps us to train our ears and things
are becoming a lot easier when we can recognize frequency
ranges on the ear. This amount of decibel
will be reduced from every audio that we collapse
in a composite view. This helps us not to shock ourselves when we
decide to press play in composite view and all of the combined audios will
start playing together. This output gain fader
is just a master volume. This is how loud we want
our playback to be. Next up is display. Here we can turn off tooltips. Tooltips are the
description lines that pop up every time we
point on some function. Display cursor coordinates
in status bar, it means this panel. If we turn this function off, we won't see any
cursor data here. Show analog waveform.
If we enable it, we see that the edges of the waveform slightly
changed contrast. If the analog
waveform is wider and some parts we will
see some red edges. This is the way RX is trying
to predict the behavior of this sound wave when what is converted from
digital to analog, which is meant to
make us aware of possible clipping, offload
waveform calculations. It's enabled by default. And when we load some audio are x automatically
calculates the waveform, which is slower the
loading process. But if we turn this option off, we can load the file
faster and already use it while the calculation is processing in the background. Waveform interpolation
order. Roughly speaking, this is how smooth and precise we want our waveform
to be drawn. The difference can be
seen only in deep zoom. If I select the lowest value. All the individual samples
will turn into these squares. If high value. Like this. The brightness of
the interface and the opacity of the RX windows. All the windows except
the preferences Windows. Let's reset all the
changes here and move to the next tab
called keyboard. It's only about hotkeys. For example, I want to apply
ds by pressing Shift plus D. I searched for dS related functions here in the list or using
this search bar. Here is my apply dS at the
very beginning of the list. Here we see that this
column is empty, which means no hotkeys were assigned to
this function yet, I click here and
press my Shift plus D on the keyboard and click aside. That's it. Now every
time I wanted to apply ds or to any part of the audio, I just press Shift plus D and it'll be
processed with DSR. I can easily remove my
assignment and leave this function on assigned or choose a different
key combination. Let's say I want to
apply ds by pressing Control plus S. I click here again and press Control plus S. But now I see that this combination is
already in the US. It's bound to the save function. And if I press a sign, this function will be
replaced and control plus S will be
assigned to the DSR. If I don't want to
rewrite this hotkey, I click here again and choose the different combination
that isn't assigned yet. Here we create import or
export our hotkey presets. Reset everything again. Next up is the miscellaneous
tab, miscellaneous settings. This path is where our
project data is located. By clicking on this arrow, we can change, explore, or reset to the default path. If we press change, we need to choose where
to locate this folder. If Explorer, we opened this project folder and
this is where all the cash, although temporary data from our current and
previous sessions are located after we work on
heavy sessions log files, a lot of processing, we may end up with
a few gigabytes of the temporary
data in this folder. So we can delete
this session folder if we don't need to come
back to it anymore. Timescale frame rate is how many frames per
second we will see on this scale when our
time format is set to the time code or
the source time code. Here I have chosen a time
code and here are my frames. This value is how many of these frames I'll
have per 1 second. These two parameters
are connected to the Special Paste modes I was explaining in the
previous video. And here we choose
what paced mode will be used by default. In other words, how
the copied audio from the buffer will be pasted
in the general work area, will it just be inserted
in the current audio file? Will it replace
the needed range? Will it mix with it, and so on. So the first function
is where we choose the default paste options for the full bandwidth selections. It means here I choose held the piece of audio
will be pasted by default when I use the time
selection tool for exemple, I want every time I copy paste something
for it by default, replace their current Bart. I choose here, replace. Now I use the time selection
tool to select any part. I select, copy this piece
and paste it somewhere here. Also paste here,
here, and so on. And every time it replaced
the existing piece. If I don't want it
to be replaced, I choose another mode here. And this second function
is totally the same, but only when it comes to the time and frequency
selection method, lasso, brush and magic wand. In this case, I choose only the specific
frequency range I want. I copy, paste somewhere here. And it also replaces
the existing piece. Because here in the
settings I have replace. So again, this is the default paste method for the time selection tool only. This one is for all the time
frequency selection tools. These two options
speak for themselves. We leave them enabled if we want our audio and all the windows from the previous session to be restored every
time we launch RX, automatically open
files ending with dot L and dot R S split stereo. This option is very interesting and it enables by default, let me demonstrate how it works. So I have two mono
audio is here. If I drop them into
the RX interface, they will be open into different
tabs. Nothing special. But if I add at the
end their names dot L and then give them
the same name. Let's say this one
is guitar dot L, and this one is guitar dot r. In this case, these two mono
files will be automatically recognized by RX as two
parts of one stereo file. And accordingly they
will be placed in one tab as the left
and right channels. Recall Selections
during undo redo. This is when I, for example, select some region, process
it, remove the selection. Now let's say I play it
again and I decide to undo the processing and apply
something else by default. After I undo, the
selection remains right there where I was applying
my previous profit setting. And now I can easily use another processing without
the need to re-select. It works both with
undo and redo. Play only selected channels. Here it is. If I click here, only the left channel
will be selected and only the left channel will be playing the same
with the right one. And if I disabled dysfunction, both channels will be playing whether they are
selected or not. Next, if we leave this
checkbox are RMS root mean square value will
be calculated using the International AES
1 seventh standard. If uncheck RX will be using
its internal algorithm. Pre-roll and post
role during preview. This amount of
milliseconds will be also played during the preview
or Barstow elected part. We didn't learn any modules yet, but I'll quickly say that most of them have a preview option. This allows us to hear the processing
before we render it. So by default we have 1
second here and here. This means when we select
some peace, open the module, we want to use tweak
something and click Preview. It will start playing 1
second before the selection and stop 1 second after
the selection ends. But these 1 second here and 1 second here will
be played unprocessed. It helps us to instantly
here the difference between unprocessed
and processed sound. And here we adjust
the amount of time we want to play
beyond the selection. Or if we want to preview
the selected range only, we just have to drop
these values down to 0. And the last in this tab, selection feathering
is how smooth we want our processing
to start and end. Let me drag this slider down
to 0 and let's take a look. I will select any part, and for this example, I'll use the Gain module. It's a simple module
meant to increase or decrease the volume of the
selected part of the audio. So let's say I want to reduce the loudness of this part
and negative 90 decibels, I drag this slider until
negative 90 and click Render. And now we see that this
loudness processing affected the audio abruptly
within the selection. If we want these edges to be
less sharp and more smooth, we're coming back to this
function and changing value. Let's go to the maximum
which is 1 second, and let's try now. The same selection,
the same game module with a negative
90 reduction setting. Click Render. And we see that the edges
become much smoother. This is how it will be with
any type of processing. It's just I used
this game module for the obvious visual result. The next tab is dedicated to
authorization and updates. Here we can authorize and Unauthorized the RX
instance if for example, we're using it on a
temporary device and then choose what type of demo will
be left after we log out. This link will lead us to the isotope product
portal download page. Product portal is an application which is a sort
of control center where we can manage all
the isotope products currently installed
on our computer. Here is how it looked like. There are three main
tabs where you can find all of your installed
isotope products and all the products you can try for the ones you've already
tried but didn't buy yet. You can install and upgrade
them right from here. Also, here's a bunch
of useful links leading to the
isotope resources. The next tab called Plugins. And this is the one of the most powerful
things about the RX. Yes, in isotope RX, we can work with our VS T2 or audio unit plug-ins without even the need to open our DAW. Here we can see all
the plugins correctly scanned by RX and
available for use. We can enable disable them. And here is where we
can add or remove the path where RX will
search for the plugins. And if we add one more path, we need to restart the
application or simply press rescan for the plugins from the new path to become
available in RX, this checkbox will automatically sort all the plugins that have at least one same word in
their names and not here, but the plugins module manual, where we will automatically
run our plugins, of course will cover it later. And finally, the last tab
where we can mark the modules we want not to be suggested when running the Repair Assistant. I'll run the Repair
Assistant to ask for some suggestions about the Quality Improvement
of my audio. Rx scans the audio and if
something here has checked, the assistant will
skip the module when suggesting me the solution. Now that we're done talking about the general preferences, it's time to move to the
spectrogram settings. We can find it at
the very bottom of the view tab or by
right-clicking on the display. Here's the regular
preset tab where we manage our presets here, or we choose one of the four
algorithms that will be used to calculate and
represent our waveform. The first one, regular STFT is the fastest but less precise
calculation algorithm. When I'm saying fastest, I mean how fast our waveform
will be drawn while zooming. This suits the cases when we can sacrifice surgical precision
for the fast workflow. The second algorithm,
auto adjustable STFT is a bit smarter
than the previous one. Here are detailing
depends on Zoom type. If we zoom in horizontally, we will see more detailed
timing information. And if we zoom vertically, then accordingly it will be
focused on the frequencies. Multi-resolution is based on humans Loudness,
Frequency perception. This algorithm shows us
clearer frequency details on the low end and clearer timing
details on the high-end. And the last algorithm
here is adaptively sparse, which provides us the
most detailed picture of both in the time
and frequency zooms, but require more time to draw the spectrogram
when zooming. Enabled reassignment,
this checkbox enables a special algorithm that sharpens tonal
components of the audio. This is how it looks like
without reassignment. This is how with reassignment. But this function provides significant results
when it pairs with frequency and
time overlaps. These are two oversampling
values that lead the reassignment to the time
or frequency direction. Simply saying when we work with this music or any
tonally oriented audio, sometimes it helpful to enable the reassignment and to
try two of these values. Frequency overlap
will provide us with more pitched details and time overlap with more
information about transients. This also takes some
time for these functions to calculate the
war values we have, the longer it will take to
compute FFT size. What's FFT? Fast Fourier transform,
a procedure for the calculation of a
signal frequency spectrum. The greater the FFT size, the greater the
frequency resolution. Ie notes and tonal events will
be clear and larger sizes. But the higher the FFT value, the less sharpen our
time information is. Let's take a look. I'll increase FFT to the biggest value. And when I zoom in, I'll have more control
over the frequencies. In less control over the time. Hold Option or Alt, and click to reset any
value to default window. This is where we choose
the mode that will be eliminating the
signal leakage. What does it do for us? Slightly different
frequency representation on different zoom levels. I usually work on the default
window mode, which is hand. And in case if I hear the
problem but can't see it, I'll try the other modes. The color map will free to choose any color
combination we want. And here are no step stones
like losing performance or choosing between time and frequency quality,
Nothing like that. This is only for
personal convenience, though some of the
combinations here might be too tiring
for the eyes during long sessions and some of the combinations can be more
informative. In some cases. Here we can turn off
this color slider. And if we turn
this function off, we will get a bit faster render, but will also lose
a little quality. So I wouldn't recommend
you turn it off. These two sliders are
connected to this color scale. It's the same if we will
be tweaking the scale directly to the main area
as I've shown before. This slider allows us to
specify the length of the visible spectrogram
that will be calculated with full accuracy. It's 90 seconds by default. So when I zoom out
and look at my audio, the spectrogram image is not
as accurate as when I zoom in and my visible part
becomes 90 seconds short. At this zoom level, I can only see 90 seconds
of the audio at a time. So the spectrogram is already
drawn with full accuracy. Here we can adjust the
amount of the cache. This is the temporary data that RX will store on our computer in order not to recalculate every time information
that wasn't changed. It helps to speed things up. So I recommend not to
be too greedy here.
7. Ambience Match: Now that we're done with
all the interface details, audio visualization
variations with all the menus and settings. It's finally time to start
learning our x modules. As we can see, all
of the modules are divided into three
main categories. Repair contains modules that are mainly intended for cleaning
and repairing audio. Utility includes
modules designed for fast and flexible mixing
and balancing of sound. And the measurement
section is where we find tools for statistics
and navigation. We will start from the
repair section and the very first module in
it calls ambience match. Let's open it up and
quickly rock through the general interface
of the RX modules. These are a few functions
that we will see an almost every module in RX. This is the regular preset
window here we can find the predefined templates and choose what suits us the most. When we select some
parts and press learn the module will analyze this current piece
and search there for the problem or solution. After the module
learned the selection, it sets parameters that fits the best for
the learning part. Then goes the
Preview button that we've already
slightly discussed. It lets us here
the processing in real-time before we apply it. Then the Bypass option. This works great when we
preview the processing, allowing us instantly
switch between the processed and
unprocessed sound. The compare window. We can add comparison
Options and switch between them to listen and see
the changes on display. And render is when
we want to apply the current settings to the selection or if
nothing is selected, then the whole audio. Okay, so let's focus on
the ambiance match module. What's it for? What is
the ambiance in general? This is the type of
environmental sound that surrounds us everywhere in
our house and the traffic, grocery store, Beach
office park everywhere. The ambiance always presets
in every recording, even made in well
acoustic treated studios. But in this case, it'll be too quiet for us to hear or at least to
bother about it. Let's go to the example. The person decided
to record one of his weekly podcast
episodes at the seashore. He completed the recording
and when he came back home, he realized that he
forgot to include something important in
the his episode for any of the reasons he can't or doesn't
want to come back to the same beach to record only
a few sentences he missed. And he decides to
record it right in his bedroom and add it somewhere in the middle
of its main audio. Let's listen to the short
piece of how it sounds like. So being in a place
where people will just come up to me and
say, hey, what's up? Hey, can we have a shot? It's ten o'clock in the morning, but you can drink
beer, right? Yes. Yes. Like I always
used to drink this until I was about 2122. This was my drink of choice. I still drink it now sometimes, but a lot of the time it gets
too sweet for me. I admire. They have lots of people who will just come up to me and say, Hey, I'm actually quite shy. As we hear, the bedroom part
has much better quality. It's very clear and there
is much less noise. But we can also hear the part that sounds pretty unexpected and even a bit weird when it starts about the
seashore recording. What can we do about
it in cases like this, there are always
two ways to make a different recording
sound alike. The first option is
to try to remove the ambiance from
the noisy audio. And the second option is to add ambiance to the clear audio. In this example, we will
go for the second option. Why? Because in this case, the major part of the
audio was recorded in a windy open space and the
bedroom pieces much shorter. So since our task here is not to make the audio
as clean as possible, but to eliminate the difference between the two recordings, it will be much faster and
easier to add an ambiance to the clean part besides the
wind here is way too strong. So if we try to clean it up, this C-sharp part won't sound as good as the bedroom part anyway, the artifacts will occur and the overall quality
will be lessened. So how can we add
the same ambiance to the clean recording? If only we had a part of the
recording without voice, we could simply copy, paste and mix it with the clean recording. But in this example, all the ambiance also
includes the voice. This is when the ambiance
match comes to help. First, we need to specify the type of ambiance
we're dealing with. The static mode here
is the perfect for some permanent background
noises such as forest, room tone, rain, and so on. The complex mode is
more suitable for the ambiance where something
is always changing. Busy street, for example. In our case, we're dealing
with the static ambient. So accordingly we're choosing the static type here and the next or selecting where this module were taken
example of the ambiance. Note that a static mode will get an example of
background noise only. It will not learn from any
dynamic elements of the audio. So now we don't worry if there is a voice
in our selection, only the background
will be learned. I will choose a large enough
part to get more diversity. I click Learn, and here we see the ambiance our X
generated for us. We can compare how
it looks here. All these bright
elements or the voice. And here everything is pretty permanent, smooth and static. If we take this checkbox
output ambience only, we can here only this piece of the ambiance
we're going to use. As we can cure. There is no voice only pure
background noise. This is just what we need. The last left thing to mix is the seashore ambience with
the bedroom dialogue. We can use this slider to change the volume of this
ambiance we generated, but let it be by default. I select the part with the bedroom dialogue
and press Render. That's it. Let's listen. Being in a place where
people will just come up to me and
say, hey, what's up? Hey, can we have a shot? It's ten o'clock in the morning, but you can drink
beer, right? Yes. Yes. Like had I always
used to drink this until I was about 2122. This was my drink of choice. I still drink it now sometimes, but a lot of the time it
gets to speak for me. I admire. They have lots of people who will just
come up to me and say, Hey, I'm actually quite shy. Of course, we can still hear a slight difference
between these two parts, because even though we
layered the same ambience, the voice itself was recorded
in a different place, but it's much better
than it was before. Besides if we weren't
focused on this difference, we probably wouldn't
even notice it. Now let's talk about
the complex mode. The complex mode is
meant for more dynamic, more active and variable
ambience types. Let's switch to the
second example. This is the recording
of a walking toward of downtown New York. We cannot hear many
static elements here. Everything is changing. Some random sounds
at left, right. We can see that in complex mode, the ambiance threshold
slider becomes active. This is where we
adjust what will be considered an ambience. For example, if someone's voice
is present and it's quite loud and we want to extract
the ambience without it, we can try to adjust
the threshold. 0 means all the sounds up to
0 decibels will be captured. If negative 20, nothing above it will be
captured and so on. Let's try to find voices in this audio recording.
This part will do. There was someone who
will talk a little. If we learn it with a
0 decibel threshold, the whole original
part will be learned. Nothing will be
reduced or removed. Now we click Learn with
a 0 decibel threshold. And when we click Preview here that the voices
are still there. Now let's move this slider to, let's say negative 20 decibels. As we can here. There are
no upfront voices anymore, but it also started to
sound a bit less natural. In this case, it's sort of a side effect of using
a tight threshold. Next, in the complex mode, we get access to
these two sliders. The movements lighter
gives us control over the most dynamic elements
of the ambience. The higher the value, the more original sound is, the lesser the values, the more of these dynamic
elements are reduced and replaced with the more static
parts of the selection. We can see that some
of these elements here are the preview
spectrogram. They're becoming gray
as we move the slider. When we're increasing
randomness, we're letting our x
chopped the selection into many tiny pieces
and randomize them. We have to be careful
with this lighter as it may sharpen the audio, make it sound abrupt,
add distorted. Now we can do with this piece of complex ambience the same
we did with the static. Choose where we want to
paste it and press Render. I always used to drink this
until I was about 2122. This was my drink of choice. I still drink it now sometimes, but a lot of the time
it gets to sweep. Ambience match also
includes a variety of noise presets. They are playing. John goal, rain, and so forth. These are the common good
quality ambiances we can easily use in our projects.
8. Breath Control: Breath control is designed
to track breathing quieter it or remove it entirely
dependent on our settings. Before we start, I want to
note that breath is not always an unwanted noise and should not always be
completely removed. There are a lot of situations
where breath brings an artistic color to the
dialogues or the vocals, making them more
alive and emotional. But of course, sometimes
breath can be really annoying, too loud, sharp, or repeatable. And dealing with it
manually is not what we can call a faster
interesting thing to do. Let's go to the breath
control module. We can see that the top and
the bottom panels here are totally the same as we
saw in anti-B and match. So there is no point to repeat, but of course, the main area
of the module is different. And let's figure out
what we can set here and health of breath
control works in general, the module has two
modes, gain and target. These are the modes
of how breath control will react on
detected breathings. In gain mode, the loudness of every found breath will be
decreased on its value. It's set to negative 30
decibels by default. So right now, breath control
will automatically decrease negative 30 decibels from any detected breath regardless
of its original loudness, this heavy loud
breath will become negative 30 decibels quieter. This light quiet
breath will also become negative 30 decibels
quieter, and so on. This mode suits well
when we're dealing with breaths that have a
constant loudness, especially if it's one
person's monologue. The target works a
bit differently. When we switch to target, this slider becomes
a threshold and it's also set to
negative 30 by default. But now it's decibels
relative to full-scale, which means the
loudness measurement as relative not to the
level of current audio, but relative to full-scale. Now everything under
negative 30 decibels will not be affected by breath control and
anything louder than negative 30 decibels
will be suppressed. This indicator in
the middle shows us a level of reduction while
the breath processing, the use of this slider, we tell breath control
how accurate it must search for the breaths
with the lowest values, it will react on the loudest and most obvious breaths Omi, and with the highest it will look for any breath possible. Let's get to the practice
for this episode. I prepared three audio files. Male speech with
a strong breath, female speech with
a light breath, and female vocal with
moderate breath. And we will try to
figure out what settings fit the most to each
of these audios. Let's listen to the
first audio example. The modeling industry
has changed. It's not all about height, size, or beauty anymore. Water are so many things
you can do to you guys asking me stupid questions about a guy who doesn't
care about you? Yes, it was Betty's in. Here are three quite heavy, obvious breaths which are pretty equal length and loudness. Let's try the default
settings of the game mode. The modeling industry
has changed. It's not all about height, size, or beauty anymore. There were so many
things you can do. You guys asking me stupid questions about a guy
who doesn't care about you. Guess Who's Betty thin. It reduces breast volume a lot, but we can still
hear them a little. Let's go for, let's say
negative 42 decibels. The modeling industry
has changed. It's not all about height, size, or beauty anymore. There were so many
things you can do. You guys asking me stupid questions about a guy
who doesn't care about you. Guess Who's Betty Xin? Perfect. It cut all three
breaths completely without any unwanted
side effects. Let's try hold a target
mode. We'll handle this. Modeling industry has changed. It's not all about height, size, or beauty anymore. There were so many
things you can do. You guys asking me
stupid questions about a guy who doesn't care about
you. Guess Who's Betty? The'm the modeling
industry has changed. It's not all about height, size, or beauty anymore. There were so many
things you can do. You guys asking me stupid questions about a guy
who doesn't care about you. Guess Who's Betty Xin? As we see to achieve
spotless results, we have to pull the target
level slider all the way down, but it's still provides
an excellent result. Now let's switch to
the second example, which is more difficult because the breaths here have a
slightly different levels, different durations,
different distances before and after the
words. Let's listen. Oh Honey, you can't possibly be accepted
into the contest. Don't you see how short you are? If you're practically a dwarf? Hello. I'm going to be telling, I'm going to be telling you
about my crazy rich life. Despite the fact that I
was still acute tiny baby, the breaths here are
also much softer and quieter than in
the first example. Let's again start with the default settings
of the gain mode. Oh Honey, you can't possibly be accepted
into the contest. Don't you see how short you are? You're practically a dwarf. Hello. I'm going to be telling you about my crazy rich life. Despite the fact that I
was still acute tiny baby. We can hear that only
the first breath was removed completely
without any problems. All the other was
whether only a little suppressed or disappear
together with nearby letters. Besides, it also removed
the letter F from the word life and it cut in half the letter F
from the word dwarf. They were mistakenly
recognized as a breath. This result doesn't satisfy me, so I'll try to play with the
gain in sensitivity sliders. Let's try the target mode now. Oh honey, you can't possibly be accepted
into the contest. Don't you see how short you are? You're practically a dwarf. Hello. I'm going to be telling you about Mike, crazy rich life. Despite the fact that I was
still a cute, tiny baby. Honey, You can't possibly be
accepted into the contest. Don't you see how short you are? You're practically
a door. Hello. I'm going to be telling you
about Mike, crazy rich life, despite the fact that I was
still a cute tiny baby. So what happens here? In this case, it's better
to keep sensitivity on the maximum because I hear it started
catching more details. But even if I pull the target level slider
to the very bottom, it still doesn't
recognize those are the last two breaths here. And here. Since there's nothing else, I can tweak the change
in the outcome. I'll move on to
the next example. It comes in. Here, we don't need to remove
these breaths completely, maybe only quiet them slightly. I'd even say this breath
level is not critically loud. And there are tones of songs that have a pretty low breath. But we'll try to quiet
them just for practice. Negative 30 decibels is way too much for
our purpose here. So I'll try to listen to it with negative ten decibels
and negative five. If you feel like, you know, just do
the sun comes in. When you when you said add speed or you feel like, you know, Target mode. When you add speed or you
feel like you got to go. The sun comes in
the morning. Yeah. Okay. So among these
three examples, I'm completely happy
only with the first one. It was absolutely spotless. In the second example, RX manage to handle only like 25% of the problem without
any kinds of side effects. And in the case of
this particular vocal, I managed to suppress a
breath in the price of the harsh endings and slightly chopped
beginnings of the breaths. Needless to say that even
though isotope provides us with a top-notch software with very smart and
flexible algorithms. They're still not always understanding us in the right
way to think that we should be aware of when applying
breath control with type settings to the
tender light breath is that together with breaths, it may also affect sibilant
consonants of the speech, especially in gentle Eric
kinds of pronounciation. It also sharpens the beginnings and endings of the phrases. It might be forgivable. One our podcasts that has to be roughly edited for the
quickest turnaround, but it's absolutely
unacceptable when it comes to high-quality
vocal productions. For example, sober for needing surgical breath editing and wide control over its
feedings and fade outs. Nothing yet can provide
as much control over the situation as
the manual editing of every breath draws. And RX has all the
needed tools for it. We will be covering them
in future episodes.
9. Center Extract: The center extract is a module with a quite
simple function. It lets us isolate only the mono apart from the stereo
signal or the other way around to extract the sides only removing everything
from the center. This is the way
how we are getting the karaoke instruments before. Since in 99% of all those songs, the lead vocal is
located in the middle. We could just cut out the
mono and keep the sides only. Of course, it was
affecting the kick, bass, snare, and other
centered place instruments, which is why we have a music
rebalance module which has a much smarter algorithm for these kinds of operations. However, karaoke is not the
only purpose of this tool. Let's listen to the example. The problem occurs when
decluttering takes over and begins to distract
us from what we really want. The voice here is right
in the middle and a lot of noise on the left
and right sides. To extract the
voice here we need to use the keep Center option. And here we see three sliders. When we move the reduction
strength slider, we adjust how hard the sides of the stereo signal
will be suppressed. The more we move
it to the right, the fewer sides we will hear. Artifacts smoothing helps us
to find a balance between the noise reduction quality and the quality of the
isolated signal. In this example, if I move
this slider to the very left, RX will provide me with the raw, well isolated voice, which
includes all the artifacts. If I move this slider
to the very right, RX will try to remove these artifacts to make
the voice more natural, though the reduction
quality may lessen. The dry mixed slider regulates how much process sound do you
want to get? When it's 0? It means there will
be no dry signal. Dry means unprocessed
original soul. When it's 0, the entire signal will be processed
with its plugin. Let's listen and just move these sliders while previewing. Everything will be
easier to understand. I'll press bypass
first so we can hear the original
audio once more. The problem occurs when
decluttering takes over and begins to distract
us from what we really want. Now, I'll be increasing
reduction strength. The problem occurs when
decluttering takes over and begins to distract
us from what we really want. The problem occurs
when decoder it takes over and it begins to distract us from
what we really want. The noises became much quieter, but also the voice lost a lot of its strength and became
volume unbalanced. It's very obvious at the end of the phrase
when the narrator says From what we really
want, why exactly there? I assume it's because the
narrator is artistically lowering its voice to highlight
the end of the phrase. And the lower frequencies are the more omnidirectional
they become. So I assumed since there are more low frequencies in
the part of the phrase, the more of them
spread around and the less of them left for the
center that we extracted. Now let's hear what differences, artifacts, smoothing does. The problem occurs
when decoder it takes over begins to distract us
from what we really want. When it's all the way left, the voice becomes a little
stronger and audible, but loses a bit of quality. And if I move it all
the way to the right, the problem occurs
when decoder it takes over and begins to distract
us from what we really want. The voice becomes a
little more natural, but also weaker
and less balanced. In the dry mix, we adjust the amount of the original signal
to the process one, Let's now switch to
keep sides mode. It has two available algorithms, true phase and pseudo pan. The true phase, our X
removes the center of the stereo signal and
keeps sides and touched. In pseudo pan RX is cutting out left and right channels and then artificial link gluing
them together into stereo. Let's listen to how this works. We'll start from the true phase. It works pretty well, but we can still hear
some of the voice, although we can't recognize
now what he is saying. Pseudo pattern. Here, we don't hear any voice anymore. It cleared completely, filled the quality of
the sides is worse. But if I now reduce the
production strength, we're getting much
better side quality and still don't hear any voice. Awesome result.
10. De-bleed: What do we need the bleed for? What is a bleed in general? In the audio production world, the term bleed or bleeding
means leaking of the signal, sneaking one sound
into the another. Sometimes this is exactly
what we need and we use crosstalk plug-ins to
blend signals and so on. But sometimes what we get is unwanted sounds we wish
we could get rid of. Let's listen to the example. You could see. It was stronger. We can clearly
hear those clicks, those straight snaps
through the vocal. And even if these snaps are an actual part of
the arrangement, we wouldn't want
to have anything else in our vocal track anyway, simply because if
we later process our vocal with the
reverb or delay, these snaps blended in the vocal track will
be processed as well. They will be liberated
and delayed, creating nothing but a mess. Let's open the GI bleed module. Now before we start
doing something here, I want to note that
the bleed requires an example of the noise
we want to remove. If we don't have it, we won't be able to
do anything here. So we need to provide
to Rx2 audio files, the one we want to
have clean and the one that contains only
the unwanted sound. We want to get rid of. Both of these files have to be perfectly synchronized
with each other. For this episode, I prepared two audio files
containing v snaps. The first one is 100%
synchronized and the second one is totally
out of sync and timing. We will see how to bleed
works with both of them right after we understand how the
module works in general, after loading the
main fall we want to clean and the fall
with unwanted sound. We should see two
open tabs and our X. Here is my main audio and
here are the snaps only. In this list, we need to
select the file containing only the snaps or whatever
you want to get rid of. And before we press learn, we need to make sure we're currently on the
tab with the audio. We want to clean this one. Learn. And now we see
the spectrogram of the snaps and the spectrogram of the audio we're cleaning. These are the two sliders
we're already familiar with, reduction strength and
artifacts smoothing. They are typical for our x, so we still need to see a lot
of them during the course. Let's keep the default for
now and listen to how it sounds after we learned the
original bleeding track. Did you could see
what I see. Stronger. The result. Did you could see what I see. It was so much stronger than
they are no more snaps, but some sort of
ducking occurred that the volume is falling
all the places we're used to be snaps, let's decrease the
strength to very little. Did you could see what I see. It was a stronger, they'll let you know
it's not enough. Let's try 0.2. Did you could see what I see. It was stronger. Yes, it works and I can call
it perfect balance since the snaps are almost undetectable and the
ducking is almost missing. Now let's try artifacts
smoothing. Very left. You could see what I see. It was stronger.
They're legit thing. And very right. Did you could see what
it was so much stronger. Honestly, I can hear only
the tiny difference. When there is 0 of the artifacts smoothing,
the voice snaps, disappearing a little more, though the voice also
becomes a little more sharpened and
everything is opposite. When there is a maximum
of artifacts smoothing, the voice becomes just
a tiny bit softer, but the snaps appear
a little more. I'm gonna leave it
somewhere in the middle. This is pretty much it. You can do this not only
with clicks or snaps, but with absolutely everything. Do you have an example of? But of course, the
quality of the result may vary with different
types of bleeding. And as I said, the track with one unwanted
sound should be perfectly synchronized
with the original file. What does that mean? For example, in my audio, the first click starts
somewhere here from 0.85 to 0.86 of the second. This is the first click, and we can see it
in the click track. It starts perfectly at the
same point from 0.85 to 0.86 and the same with every
decks click next snap. This example was taken
from the Song multi-track, so everything was
in sync already. Now let's just quickly go
to see what happened with our truck with unwanted
sounds when it's at a sink. I just made it for an example, and this is how it sounds compared with the
original step trek. Now let's learn this
unsynchronized track instead of a synchronized one. And let's listen. Did you could see
it was stronger, they'll collapse,
remained untouched, but the ducking occurred
at the wrong places.
11. De-click: The DQ click the module
helps to reduce or smoother short-term
amplitude anomalies which are called Clicks. Clicks going to have
different natures. They can distort
sound in any way and could be caused by a lot
of different reasons. For this example, I prepared a piece of the
clean dialogue and the same piece that is affected by a serious amount of clicks, similar to what we
can here if we play an old scratch to vanilla on an antique vanilla
record player, Let's try to visually
compare their spectrograms. This piece, Natalie
sounds clean, but also looks clean. This place before the
voice looks empty, there is no active
background or random noises, and there is no information
above 17 kilohertz. This is the same piece with the same spectrogram settings. It looks much busier. We can see this great ash
through all the spectrograms and these thin rows are actually the loudest
of the clicks. We can also see in this line
at around five kilohertz, which is probably a
renaissance harmonic. It also presents
into clean audio. But here it looks more obvious. We can listen to it with the use of a frequency
selection tool. And to hear only the
selection we use, not this regular play but this play frequency
selection button. And let's listen to this
frequency and the clean audio. Yes, here it sounds more
annoying and we can get rid of it with the use
of different RX tools. But let's focus on this
episodes topic which is clicks. Let's go to our D click module. It provides us with
four algorithms. Single band works
better with the clicks located on the one narrow
frequency spectrum. Multiband periodic
clicks works well with the regularly repeating
clicks on random frequencies. Multiband random clicks meant for random clicks on
random frequencies. Low latency, helping when
working in real time, especially as a DAW plugin. Of course, there are no rules in using any of
these algorithms. And since there is only a few, we can try them all to
choose what works the best for us in this
particular situation. Here we can adjust how deep it will search for the clicks. So when we hear that the module affects
not only the clicks, but also the main
audio information. We may want to lower
the sensitivity. In frequency skew, we indicate the frequency
range priority, whether it's a low
frequency range or the high frequency range. Here we regulate how much
information we want our x to analyze around the clinic helps when working on
clicks with tails. I prefer to start
working with some of the repair modules by
listening to the output. Note that if I increased
sensitivity to the maximum level
D click starts to remove too much and
we can already hear the actual dialogue
instead of clicks only. Let's reduce it and
try to switch between the algorithms while listening
to the actual audio. I don't worry about
people judging me on the things I choose to
include in my home. Judging me on the things I
choose to include in my home. I don't worry about
people judging me on the things I choose to
include in my home. I don't worry about
people judging me on the things I choose to
include in my home. I don't worry about
people judging me on the things I choose to
include in my home. I don't worry about
people judging me on the things I choose to
include in my home. I don't worry about
people judging me on the things I choose to
include in my home. I don't worry about
people judging me on the things I choose. I don't worry about
people judging me on the things I choose to
include in my home. So I think for this example, multiband random clicks works
a bit more efficient and cleaner since these are the actually random clicks
on random frequencies. I also hear that
it's better to leave the sensitivity at around six. Are clicks here are quite high, So I'll keep the frequency
skew a bit more to the right. I don't worry about
people judging me on the things I choose to
include in my home. And I also don't think
it's getting better when I widen that
click detection area. In fact, the more we
widened to click area, the more time it needs
to preview or to render. And though the more we widen, the more clicks
here are counted, the more here is not
always the better. One more thing to consider, the wider the click
detection area, the more than main information
spreads in a panorama. Let's just drag this slider to the maximum to hear
what I'm talking about. I don't worry about
people judging me on the things I choose to
include in my home. Preview time increase
the lat and the voice is annoyingly jumping
from left to right.
12. De-clip: The clip is meant to
smoother the sine wave parts that we cut while trying
to go over 0 decibels. Normally a sine wave
has rounded edges, but when it goes
beyond the limit, the sinewave cuts at the 0 decibel edge and
it's peak becomes square. And the sinewave with square
peaks sound distorted. D clip round is these
squares which makes audio less distorted or
completely undistorted. Let's take a listen
to this example. Hello and welcome to the
fits William Institute. My name is Annemarie guns and I wanted the lectures
here at Prince William. Today. I'm going to be
taking you through as part of the diploma in human
resources management, the topic of the recruitment
and selection process. Let's discover and look
at what we're gonna cover in this module today. We can hear distortion
on the volume peaks. Most likely clipping
occurred at the result of a very high microphone
level while recording. But if we look at the picture, we don't see anything that goes over negative three decibels. Where do the clipping come from, then why the edges of the
sound wave are squared off? It happens pretty often. The audio was recorded at, at a too high level, clipping occurred and
then someone tried to fix it by simply making
the audio quieter. But of course it didn't help. Let's open the D clip module. Here we see our
clipping picture, but it's not a
regular wave form. It's called a histogram. It's sort of an
analytic tool to show the sample statistic of
the current selection. It shows us the number of
samples on a different level. This full length gray
line represents the clip. We can zoom in,
zoom out if needed. These sliders set
the threshold point where the sound wave will
start, begin rounded. And what we'd need to do here is to set the threshold level on the point of our
clip or anywhere below if we hear we need to. We can also move the
threshold level right here in the main area to
increase the precision. This suggest button gives
a good starting point. I press it and it
automatically sets the threshold right
on the clip level, which in my case is
negative three decibels. The next thing to consider
here is if for any reason we have only the positive or only the negative
amplitude clipped, we can unlink the threshold and tightened its upper
or lower side only. Just like this, the opposite
side can remain untouched. But in this example, both sides of the
amplitude or clipped, so I'll keep it locked, affect the quality
of the processing. I recommend always leaving
it as high and lowering the quality only if
you're working in real time and your computer
can't handle it smoothly. The makeup gain slider
will automatically compensate for the volume loss when you tighten the threshold. So if I have negative
three decibels right here, I will notice not any
volume difference after I apply my D clip, even with the Titus settings while rounding the
squared edges, the sine wave amplitude usually becomes a
bit more extended. And if there is no
headroom between the current peaks
and at 0 decibels, the new clips can be occurred while decreasing
the previous ones. Keep this post in limiter and enabled to make
sure that there will be no new clips generated in
the small headroom files. So let's keep the threshold on the clip point and compare
the result with the original. All use the Compare button
for this. The original. Hello and welcome to the
fits William Institute. My name is Annemarie
vegans and I'm one of the lectures here
outfits William. Today I'm going to be
taking you through as part of the diploma in human
resources management, the topic of the recruitment
and selection process. So let's discover and
look at what we're gonna cover in this module today. And the result. Hello and welcome to the
fits William Institute. My name is Annemarie
vegans and I'm one of the lectures here
at fits William. Today I'm going to be
taking you through as part of the diploma in human
resources management, the topic of the recruitment
and selection process. So let's discover and
look at what we're gonna cover in this module today. Absolutely amazing. Let's render now. See the edges of the sound wave. Now. There are all
smoothly rounded. Now. Everything sounds organic
without any distortion.
13. De-crackle: With the use of the
crackle module, we can partially or
completely get rid of the group of dense
clicks called crackles. This is one of the
modules I rarely use as the main tool and more often as an element of
the repairmen chain while working with
difficult audio recordings. D crackle has quite a simple
set of control elements. Here we choose the
combination of the CPU usage and the
processing quality. Here, how heavy the
processing we want to be. And the amplitude
skew lets us choose the approximate location
of the crackles on the amplitude
of the main audio. The more to the right means
the crackles are located on the top edges of the amplitude
similar to the clips. And accordingly, the
more to the left means they're crackles are at the
low range of the amplitude. Let's listen to the
original audio. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. We can hear a sort of
distortion behind the voice. Though the crackle is a
pretty simple module. It also requires a
bit more resources than most of the
other RX modules. So it's pretty hard to hear
the result in real time when the high-quality
processing is chosen. This is while use
the Compare button, it allows me to create
an unlimited amount of previews while with
different settings. Let's say the first
file to compare will include only the
default settings. The second I'll go for
the maximum strength. Then I'll play with the
amplitude skew 3510, negative three, negative
five, negative ten. Then we'll listen
to them one-by-one, being able to switch between them anytime to
insert in the year. The difference, I believe decluttering is a
powerful part of the process of
simplifying your life and creating more time and
space for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I believe decluttering is a powerful part
of the process of simplifying your
life and creating more time and space
for what you love. I like this one the most. The full stretch and the
amplitude skew on three. Although it didn't clean
cracks completely, it definitely cut all the high-end mid-range
frequencies from them, making them less noticeable
and less annoying. But as I said, the crackle works best when combining it with other modules, we may achieve more results
here if we use D click first, for example, and then polish the outcome with the
crackle already.
14. De-ess: The ester is a very
well-known tool that is used not only
in audio repair, but in vocal music mixing and mastering and any kind
of dialogue editing, what's so special about it, this tool reduces the harshness
of the siblings sounds, making the listening process more pleasant and comfortable. Let's listen to the example
I prepared for this episode. I want to note that if
you're using some sort of professional monitoring
speakers or headphones, this piece may not
sound as sharp as it sounds on a regular average
price domestic device. But as professionals, we have to deliver an ultimate product that will sound the same comfortable
on any audio device. I've been so busy with school and volunteering at
the animal shelter. I just got confused. So I can note a few of the
sharpest moments here. So school volunteering,
shelter, just confused. If you listen to this
example loud enough. These letters are just
cutting through the years. Let's open the DS module. I can say that the way ds
or works is similar to multiband compressor or
even the dynamic equalizer. But unlike most of the
compressors and equalizers, ds or uses a smart algorithm that searches and affects
only the siblings, leaving all the other
sounds untouched. There are the classic and the spectral modes
available for us here. And roughly speaking, the
classic is a simple go-to mode that will affect all the found siblings
in one setting. And it's quite
enough in most cases when we aren't going to re-listen to the phrase 50 times to find the
smallest issues. But if we need to achieve
the best possible result, we'd probably want to
choose the spectral mode, which provides very flexible surgical and gentle
DSM settings, something we need
when working on a top-notch vocal
production, for example. But let's come back
to the classic mode and let's see how
everything works here. There is a threshold slider, and by default, it said
on negative 12 decibels. So only those siblings
that are louder than negative 12 decibels will be
processed with this module. This is the loudness
scale related to the current
level of the audio. But if we want to use the full-scale
loudness measurement, we take this checkbox
and we see that the measurement here changes
from decibels to dBFS. Here we will see the
current level of the sibilant and here the
level of its reduction. This is the frequency threshold. Right now it will
search an effect only the siblings
above 2500 hertz. Faster and slower the
speed modes of the DS, his reaction towards
detected siblings. Let's try changing the settings while previewing and
the classic mode. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. What can we say about it? Of course, the more I
typed in the threshold, the quieter becomes the audio. Because the S or finds more siblings and
tightens them harder. And of course, when I switch
to the absolute measurement, I need to tighten the threshold more because simply in
the Audio related scale, this is my 0 decibel edge and negative 12 decibels
is somewhere deep. But in the full-scale, this is a 0 decibel edge. And here is a negative
12 decibel line, which crosses less than half of the average amplitude
of my audio. So accordingly, I need to
tighten the threshold more in the absolute mode for the DS or to catch more
of those siblings. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. Moving the cutoff
slider doesn't make much difference right
now because it's a pretty high voice and most
of the siblings in it that classic mode can detect are located above 8 thousand hertz. Whether I pull it all
the way down or up, It's still suppresses
the siblings above eight kilohertz because there is nothing classic mode that can find below a thousand. Of course, you should be careful with this slider when working on the voices in its
lowest registries or when working in
the spectral mode. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I also don't hear much
difference between fast and slow boards
in this case. And overall, I'm happy
with the result. Ds are performed very well here, and even the default settings made this dialogue much softer and it doesn't slice my ears when I'm referencing
in my ear buds. But even if we retrieved
a great result, can we still improve it? Let's get everything back to default and use the
compare function. Now I have here the
original dialogue and the same dialogue processed with the default settings
of the classic mode. By the way, we can now
visually compare them and see these peaks are lowered
a lot after the processing. Let's switch to
the spectral mode. Now, here we have
two more sliders. Spectral shaping is how
much the sibilant will be flattened and the spectral tilt is the way it will be flattened. In other words, let's represent our siblings in ADSR form. So the first slider
regulates how flat it'll be in this area from the
attack to the decay. And the second slider regulates the type of decay
siblings will have. The decay type here is
related to three noise types. So the more we move the
slider towards white noise, the more high frequencies
will be preserved, making the sound a bit brighter. And the other way around, The more towards brown noise, the less high
frequencies that K will have and the darker
sound we will get. Let's listen now and let's
maximize the spectral shaping so we can better hear the impact of the spectral tilt. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I can hear the sound is
more sort of open in white noise in comparison
with brown noise. Now let's reset everything to default and make one
more file to compare. I press compare and we see one more position in this list. The first one is the original, the second one is the icing and the classic mode with
the default settings. And the third one
is decreasing in the spectral mode and also
the default settings. Let's listen to them one-by-one. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. I've been so busy with school and volunteering at
the animal shelter. I just got confused. Yes. The classic mode provides heavier
siblings suppression, leaving no place
for ear irritation. And the spectral mode
gives a gentle touch, making this piece sound more
natural and transparent.
15. De-hum: The hum is meant to deal with the static low-frequency
noise that some electrical devices generate as a result of bad grounding, weak electrical contacts,
poorly isolated wires, increased electrical
resistance and so on. In this episode, we're going
to get down to 60 hertz. So I suggest you use good quality speakers or
headphones because there's no chance to hear
sub frequencies on your laptop or cell
phone speakers. I prepare two examples. We will be checking
the DOM module on. Here. I've got an
acoustic guitar and piano with a sub frequency hum. And the second tab is a female voice with
multiple harmonic humming. Let's start with
the first example. If you listen to it loud enough, you could recognize
the tonal bass note going through the audio. Since it's constant in
quite recognizable, we can easily detect
it's visually. Here. It is bright
like array of sun. And we want to get
more control over it. We can change our
frequency scale to log or even to extended log. And let's also improve the resolution of
the visualization. Right-click View
spectrogram settings and change the spectrogram
type to the adaptively sparse. It takes a few is
to recalculate. And here we go. If we zoom, will see that the heart of
this line is exactly 60 hertz. 60 hertz is the North American electricity
lines standard, but most of the countries
use 50 hertz standard. So if this jam was recorded
somewhere in Europe, we would see this bright
line in front of 50 hertz. Let's take a frequency
selection tool. Select it, and listen. Nothing but a pure base. In this example, neither guitar nor
piano is reaching low. So we could have just
press Delete now and forgotten about this
humming once and for all. But let's imagine we've got some information there
that we want to preserve. Let's finally open D hub, which may look like a
spaceship control panel when you open it
for the first time. But though it has
a lot of settings that are quite simple, the module has two main
work modes, filter types, the dynamic, which is
designed for the hummingbird, consisting of
multiple harmonics. And the static, which
is meant to deal with the humming with a small
number of harmonics. Since our first example, it has minimum harmonics in it. We're choosing the static type. We could have also gotten
rid of it and dynamic mode, but let's follow the
developers recommendations. In this window,
we will be seeing our real-time audio gram. And with the use of these cuts, we decrease the loudness
of certain harmonics. The process is similar
to digital equalizers, but the D HM module is more harmonic oriented tool
unlike the regular equalizer. So how does it work in general? We choose the first, the fundamental harmonic
of the humming. We can use both this crossline
cursor and this slider. We choose its level and
the width of the cut, the precision, the sharpness
of the cut calls q, just like the equalizers. And accordingly, the
narrower this Q, the more precise and
accurate the cut is. But of course, this is
not always what we need. After we found the
fundamental harmonic, we can add up to 16
more cuts relative to the additional harmonics built from the fundamental one. Like this. Let's say my fundamental
harmonic is 100 hertz. The sound wave is
dividing equally. And accordingly, the second harmonic is
200 hertz and so on. And naturally every next
harmonic has less amplitude, which means they
are fading towards the base, the
fundamental harmonic. This is why we have
this slope slider here, which lets us reduce the
level of every next cut. These harmonics here
will be quieter, which means we will need
less reduction on them. Here are the options for how we want to link the
depth of the cuts. This may help to
fight the hummingbird buzzing with unequal
harmonic structure. We can also enable and set the high-pass and
low-pass filter. The Learn button here helps
when we have an example of the single humming without useful information or when
the humming is very obvious. We just selected and learn here how my
humming looks like. Here's its peak. And accordingly,
RX automatically detected the first codon there. And before we actually hear
it and start doing something, I'll mention the last option
here, the adaptive mode. Let's this module
adjusted settings in real-time while
previewing the audio. And it's the opposite of learn. When we learn we
adjust the settings we get when we learned the
piece to the whole audio. Linear phase filters. Simply saying this
option increases precision together
with the latency. So if you feel an
uncomfortable delay, try to turn it off. The last year is the
filter DC offset. If it's enabled, the
module try to fix the amplitude displacement from 0 if this problem was detected. Let's finally get into practice. Here's before. Here is after. Awesome. I can also use the Learn button since I have a pure humming in the
beginning before the music. And it suggests the same
60 hertz frequency. Let's switch to the
dynamic mode will we will be working on
the second example. Here we only have three sliders, which are the sensitivity it thoroughly searching
for the hub bands, the number of cuts
will be created. And the filter is the
width of the cuts. It's barely noticeable visually, but the impact it creates
is noticeable a lot. This gate is just the
processing zone selection. This part will be
processed with the module and this gray zone
will remain untouched. And again, please
make sure you have enough volume on your
headphones or speakers because the low
frequencies require more gain for our
ears to hear them. Let's listen. Over the next two weeks, I was obsessed with any package
that came to the house. Anything that held the shape of my jewelry box was torn open. This often led me to getting stern stairs from my parents. However, I didn't mind. I needed to figure out where
Gideon place my jewelry box. Here. We also have
a space before the dialogue where we
can hear only the noise. This one sounds more distorted, more like a buzz. If we took a look
at the spectrogram, we can see the
nature of the sound. It has multiple
harmonics. Here they are. The first one starts below
ten hertz and then 50, One 100, and so on. Let's try to learn
this part where we have nothing but noise. Over the next two weeks, I was obsessed with any package
that came to the house. Anything that held the shape of my jewelry box was torn open. This often led me to getting stern stairs from my parents. However, I didn't mind. I needed to figure out where
Gideon place my jewelry box. The noise was removed a lot, but let's try to add more bands, widen them by
lessening this value. Over the next two weeks, I was obsessed with any package
that came to the house. Anything that held the shape of my jewelry box was torn open. This often led me to getting stern stairs from my parents. However, I didn't mind. I needed to figure out where
Gideon place my jewelry box. Now we remove the
noise even more without causing much
damage to the voice.
16. De-plosive: The plosive is very simple, but at the same time a
very important module. It helps to smooth in the
harsh plosive sounds. Strong and abrupt
air flows that hit the microphone diaphragm
when pronouncing certain letters pretty
close to the microphone. In the English language, the letter P is the leader in the amount of air
pressure we put into it. And if the speaker or the singer didn't use the pop
filter while recording, we may have a bunch of unpleasant
low-frequency splashes. Let's listen to the example. Painful period. Prison, paid a plank poison. Each new letter is just
punching the ears. Let's go to the dead loss IV and quickly do
something about it. Why quickly? Because the module only
has three simple sliders. Here we set how sensitive it'll
search for this plosives. Here, how hard it
will suppress them. And here, the maximum frequency until we want the
explosive to be processed. If the plosives we're dealing with are mostly located
on the lower end, the lower this value to preserve any useful information above. The other way around. If it's pretty high
frequency plosives, we increase this value. Otherwise, it's just
not gonna work. Let's start with the
default settings. Painful, period. Prison paid a plank poison. Maximize the strength,
increase the sensitivity. Painful period. Prison paid a plank poison. And if I increase the frequency
limit, painful period, prison plank, always, we get more reduction in exchange for us
sort of ducking, which is not what we want. I better keep the frequency
limit at around 200. The original painful period. Prison paid a plank poison. The result painful period, prison paid a plank poison. It definitely got much better. Though. We still hear
some punch above 200 hertz in almost
all the words. Fair to say those words were intentionally recorded
to showcase plosives. And normally plosives
aren't located that close to each other and not
a lot of them are so strong. So the module did a
pretty good job here.
17. De-reverb: D reverb is designed to remove reflections from the
original signal. I assume if you're
watching this course, you have at least a basic
knowledge about the nature of the sound and you'll understand
what reverberation is. But for those who are taking their first steps in
audio engineering, I can shortly say
that reverberation is the reflection of
the sound waves from surrounding surfaces. Every time we speak, clap, sweep the floor,
brush the teeth, you name it. Every time. The waves of every single
sound spreading around, hitting the walls, floors, ceiling table, mirror, turning around and running around
until completely fading out. The recording should not
contain any room sound in it. But unless the
recording was made in a very well acoustically
treated room, we will have a reverberation mixed in this original sound. I prepared two examples
for this episode. The first one is
the acoustic guitar recorded in the lecture room. The second one is the kick
and snare of the drum kit recorded in the average
size live music club. Let's go to the D referred module and discuss its controls. Let's press learn
and play a little so we can see the information
in these two windows. The grayscale is the signal of the original unprocessed audio. The white scale is how the signal looks
after the processing. And this orange scale is the difference
between the gray and white between unprocessed
and process signals. This is what RX estimates
as reverberation. The slider adjusts how hard the reverberation
will be suppressed. In general, here we set the reduction strength of
particularly frequency ranges. The more up, the stronger
the reduction is. The tail length is how long? If we think the
reverberation lasts, It's an approximate value and
we may get an idea of how long it is by listening to
the end of any audio phrase. Like here, for example. We are already familiar with the artifacts smoothing slider. The more the value closer to 0, the higher the risk
to get artifacts similar to the low
resolution mp3 sound. And the closer it
is to the maximum, the more kind of underwater
sound we're a risk getting. This function helps us
keep the loudness on the same level after
the reverb reduction. Although sometimes it may create sort of a
side chain fields, so use it wisely. Let's learn again and listen. We can also solo one of these frequency ranges and listened to them separately
while previewing. This helps to detect if there is more or less reverberation in this particular
frequency range. These orange peaks here
on top are the amount of the signal that was removed
from this frequency range. And when we see the same
peaks at the bottom, this is the signal enhancing. It appears when we
enhance the dry signal or if we drop the
reduction slider below 0, it starts increasing
the reverberations. Instead of decreasing. It does a good job here. And let's see what we can
do with the second example. Let's learn and listen. Now it obviously cuts too
much high-end from the snare, while the kick lost a little of the power with the
low frequencies, I think I'm going to put a high frequency reduction to 0 and also minimize the high
mid reduction like this. What we can achieve here is only less than the
reverb lesson, the room size where the
drums were recorded. We cannot make a completely dry without causing noticeable harm. We could achieve a bit
more flexibility if we had this kick and
snare separately. And in this example, it's very easy to do
since we don't have any symbols that would sustain through this kick and snare. But in my opinion, when we have this straight
kick and snare play, we can make them dry without much harm by simply
cutting the tail. Let me demonstrate we
didn't cover it yet, but I already mentioned this
very handy module call fade. What I'm going to do is copy the first kick and snare hit. I'll select a little more. I open file, select
New from clipboard. Here it is. Choose fade out. The mode of how it will fade. I'll choose the last one. Now I select the kick and
let's compare the difference. Here is the original. And this is how it
sounds without a tail. Pretty cool. The kick still has its
power but sounds very dry. So that's it. Let's compare the
original kick and snare. And the kick and snare
with faded tails. Actually, we can
fade the tails in any audio editor and any DAW. But I just demonstrated
how we can do this in R x and how in general, this procedure helps to remove reverb in the single samples. But of course this method isn't going to work and complete trump part or any part with more than one sound at a time.
18. De-rustle: The next module is
called D Russell. The Russell doesn't have
a specific nature or characteristics or even
exact description. It's a pretty huge
noise category. This is why D Russell is more of a team
player rather than a single fighter
when it comes to multi frequency
dynamic type of noise. Another thing to keep in
mind when working with a wide frequency range
dense type of noise is that most likely we won't
be able to get rid of it completely without damaging
the main information. There is always a balance between the amount of Russell we want to remove and the amount
of damage we can accept. The module only has
three control in which our reduction strength, just like everywhere before it adjusts the amount of
processing energy. Ambience preservation
helps differentiate the useful ambience from
the unwanted Russell. And here we choose the
processing algorithm. Channel independent r x
will scan and process every channel individually
joined channel. The module processes all
the channel and mono mode, advanced joint channel offering the highest quality but at the price of longer
preview time. And in the case of the Russell interrupted preview depending on your
computer horsepower. But let's get to the example. Here is a short phrase with
a typical clothes Russell. There's got to be an easier way than working all
hours for a Pitney. The lavalier microphone
often catches these noises when the person
is moving, while speaking. Maybe only moving his hand, but wearing some kind of not very tight clothes will be enough for the mic to
catch the Russell. Let's preview and I'll be mowing the reduction strength to the maximum because I'm pretty sure this is what
we're going to need here. The ambiance preservation here, it doesn't make any
difference because there is no ambient in recording. I'll create compare previews for each of these algorithms. There's got to be an easier way than working all
hours for a Pitney. There's got to be an easier way than working all
hours for a Pitney. There's got to be an easier way than working all
hours for a bit. And let's render. And we see that the
spectrogram in general became cleaner from this gray
dust switches are Russell. We can switch between
the original audio and the processing I
just applied right here in the History Window. Also, the wave form
amplitude became smaller. In some cases, we may render the audio twice and
doubled this result. In this case, the audio will
lose a lot of its quality. And the second D Russell. So to improve this result, we'd better use the
other modules such as voice de-noise and so on. What I don't want to do
this now because as I mentioned in the beginning
in this chapter, one episode is dedicated
to one RX module only. I'm trying to keep
the clarity so I don't want to combine
them in one video, but this is what we're going
to do in the last episode. We will be trying to solve different problems with
different module combinations. And of course, this
rustled recording is also available for you
just like all the others. You can try to improve it with just the use of the
additional modules.
19. De-wind: The wind is one of
the main enemies of the outside world recordings, depending on the
microphone type, the strength of the blow and
airflow interaction angle, we can get various
types of noise from the slight whistle to the
heavy low-end rumble. D wind is more focused on the lower part of
the frequency range, and it's designed to fight the light and medium
strength impact of the wind. The module only has a
few control elements. Here we choose the strength
of the render reduction here until what frequency it'll look like for signs of the wind. If it's a 1000 here, nothing above 1000 hertz will
be affected by this module. The wind also knows
how to recreate voice fundamental
harmonics that has been lost because of the wind
or the wind reduction. And with the use
of this lighter, we adjust the amount of these harmonics that
will be synthesized. The artifacts
smoothing slider is also very familiar
to us already. It helps to lessen
the consequences of the raw processing with the
risk to get a bit dull sound. So the artifacts moving is
often to finding a balance. I've got two windy
recordings here. The first one is a slight
surrounding Wessel. If you keep the doors open or one door like I've got there, if there is some rain, it
comes in a bit sideways, it's gonna go straight
through that mesh. And the second one is
a hard punchy and wind blow your hair doing and
you can tell, not too good. The wind takes a while
to build a preview, so I'll use the Compare
button for us to not be interrupted
while previewing. Let's start from the
default settings. It takes some time to build a comparison option.
And here we go. And note that the low-frequency
part has changed, but the upper part looks the same as I mentioned
in the beginning. And it's also how the
isotope describes its tool that the wind is
more low-end focused module. And there is something we should understand when working in RX is since the noises don't follow some sort of strict
technical specifications, there cannot be a single
ultimate tool for it. And if we need to reduce the wind present
in the recording, it doesn't mean we can only
use the D1 module for it. Maybe in this case
it's worth trying. D Russell, for example, spectral de-noise
will do a better job. Next, modules compliments
each other and we should trust our ears
and our experience. But this video is about
the DEA window me. So let's compare
the original with the default, the wind settings. If you keep the doors open or one door like I've got there, if there is some rain, it
comes in a bit sideways, it's going to go straight
through that mesh. Keep the doors open or one
door like I've got there. If there is some rain, it
comes in a bit sideways, it's gonna go straight
through that mesh. It's just the same as we
see in the spectrogram. The changes are only below a thousand because we
have 1000 hertz here. So nothing above was affected. The wind became a little weaker, but they'll voice lost some
of its low energy as well. Let's build a few more
comparison options with the highest
reduction level. The first one will be with a maximized crossover frequency
and fundamental recovery. And the second one with a
maximized crossover frequency, but minimized
fundamental recovery. Keep the doors open or one
door like I've got there. If there is some rain, it
comes in a bit sideways, it's gonna go straight
through that mesh. If you keep the doors open or one door like I've got there, if there is some writing,
it comes in a bit sideways, it's going to go straight
through that mesh. I honestly don't hear much difference between
the two of them, but the production level
is definitely much more noticeable than
what we got while previewed with the
default settings. If you keep the doors open or one door like I've got there, if there is some rain, it
comes in a bit sideways, it's gonna go straight
through that mesh. If you keep the doors open or one door like I've got there, if there is some writing
comes in a bit sideways, it's gonna go straight
through that mesh. In general, the wind
became less destructive. They'll, they'll voice has
lost a bit of its character. So the result here is pretty
questionable for now. And again, we might improve the result of cooperating
with the other modules. What we're going to do
next is try applying the same compare settings
to the second audio. We start from the
default settings. The second is where the
maximum parameters and the third one is with the
minimized fundamental recovery, but with the average artifacts
smoothing. Let's listen. It's freezing the wind in your hair doing and you
can tell not to guide. Its freezing the wind is
how's your hair doing it? You can tell, not too good. It's freezing, the
wind is outrageous. How's your hair doing? And you can tell, not too good. It's freezing the wind
in your hair doing it. Because you can
tell not too good. Of course, the default
settings are lacking the reduction level here
since it's very heavy wind. And the difference between
the second one and the third one's still
isn't audible for me, but the difference is visual. Here is the generated
fundamental harmonic. This is the variant with the maximized
fundamental recovery. In the variant with the
minimized fundamental recovery, this harmonic is missing. If I leave these harmonics, they won't make much
difference now, but they might make a
difference if will go for additional processing
with other tools.
20. Deconstruct: In my opinion,
deconstruct his one of the most powerful
tools in isotope RX. It separates the audio signal
into the tonal elements, noise and transients,
and lets us control the amount of each
component in the recording. Here are the controls
for each of them, the level of the
tonal components, that noise level, and
the transient game. It's turned off by default. Using the tonal, noisy,
balanced slider, we regulate how thoroughly to
deconstruct the module will look for the difference between the total elements
and the noise. The more to the left, the lesser the difference
and accordingly, the lesser impact we get
and the more to the right, the more separation
will take place. The artifacts smoothing
helps us to lessen the low-quality field
that we get after applying type processing
to the audio. And for the example
we have here already familiar to us seashore
podcast recording. I actually find it much, much easier to have
social interaction here. It's the same
recording as we had many ambience match
module review, but the different part
to it in that episode, we just needed to make two different pieces
of audio sound alike. But in this episode, we will try to lessen
the ambiance since it's very strong and quite
destructive from the dialogue. Why lesson? Because if we try
to clean it up completely, we will lose a lot of
useful information. Even though RX plugins do a great job in
audio restoration, they don't do miracles. Not yet. We can tell that it's a very noisy recording by
looking at its spectrogram, the brightest parts
or the voice, we can loop them and listen. These are the loudest
parts of the words. And this orange background
is the strong gambiense. We can also say that the audio
is cut at a very high end. Let's switch to the
linear frequency scale. Now when all the
frequency ranges are represented equally, it's easier to see that it's
been cut it around 16 K, which is a sign of a
medium quality MP3. But now this file, just like all the other audio
for this course, isn't a WAV format because I converted it simply
because when you load mp3, RX starts converting
it into wave, which may take awhile. Alright, so since we have both tonal and noisy
gain reduction sliders set in decibels, the default 0 value won't
make any difference now because it's related
to the audio signal, whereas 0 decibels is
their current level. I think I'll start creating
comparison options from the most radical
settings here and then easing them a
little by little. But I won't maximize the total gain because the
voice here is not too quiet. If I maximize it, I'll get nothing but
extreme clipping. So three decibels here
will be more than enough. Let's see what's gonna
happen if we reduce all the detected noise
to the infinite level. Let's leave the other
parameters by default, compare. Find it much, much easier
than social interaction here. Just like I mentioned
at the beginning, if we try to clean
it up completely, we will lose a lot of
useful information. This is exactly
what happened here when I decided to
minimize the noise level. Of course, this is way too much, but this is a good
chance to check the impact of the
artifacts smoothing. Right now it was on
its average value. But let's try to
maximize it and compare. Just listen to both of them. I actually find it much, much easier than social
interaction here. I actually find it much, much easier to have social
interaction here. What happened now is a lot of this high-frequency
junk disappeared in the second example, when we maximize the artifacts
smoothing, it's great. The voice is still very dull in the words in general are less recognizable than
in the original, which is not what we need. We need to find good balance between the amount
of noise we want to remove and the acceptable
damage to the voice. Let's rise the noisy gained to, let's say negative
20 decibels and create one more
comparison option. A very handy feature here is
the view settings option. When we create a lot of
these comparison options, we can easily forget what
settings each of them contains. And when we select one
of the comparisons here, we can click View
settings to see what we tweaked here to get this
sound. Let's listen. I actually find it much, much easier to have
social interaction here. This one sounds better to me. We brought back a certain
level of the ambience, but also restored very
important voice information that we lost when we
minimize the noise. Let's try the
transient separation. The transients are
the short peaks at the beginning
of the waveform. And if we raise them now it'll sharpen the audio. Let's listen. I actually find it much, much easier to have
social interaction via. It doesn't sound like it
improved the voice but only raised all the minor calyx we were paying attention to before. But we can also reduce them
and let's drop it a lot to, let's say negative 30. I actually find it much, much easier to have
social interaction here. Yes, it definitely cleaned
the audio from the clicks. I like the result, and let's compare it
with the original. I actually find it much, much easier to have
social interaction here. I actually find it much, much easier to have
social interaction here.
21. Dialogue Contour: Dialogue contour is a very
interesting and useful tool that lets us manipulate intonation of the
words and sentences. How does it work?
Have you ever noticed how a question differs
from a statement? Mostly by pitching. Roughly speaking,
the question word rises and tone towards the end. The statement word is not changing or even
goes down in pitch. The same happens where a person hasn't finished
the sentence yet. The end of the last word
before the pause will be higher than if the
finishes the sentence. The module has simple but very flexible controls
over the pitch. Let's discuss them while
training on the exemple. Let's listen, please become
overprotective again. So we can hear
that starting with protective to the
pitches rising. And it's not bad, but it creates a sort
of suspense field and kinda wants us to wait
further continuation. So to make the phrase
sound more final, we need to lower its last part. How to do this? For starters, let's select
the part we want to pitch. Now let's open the
dialogue contour. On top we see the waveform
of our selection. We can't change it
though, we don't need to. This just shows us
the current level of the selection and it will change once we
apply some changes. This spectrogram is the main
working area of the module. This is the pitch curve. It's straight by default, but if we bend it up or down, it will accordingly raise
or lower the pitch. We can create up to 25 dots and change the curve
between them in any way. Let's reset everything
back to our selection. We need to lower
the last part of the sentence to make it
sound more finalized. We can see the number
of semitones while moving the cursor
over this area. Let's lower the part on, let's say 3.5 semi-tones. We're not going to
lower it all on 3.5 semitones from
the beginning. If we do, it will
create a huge gap with the first part of the sentence and it will sound synthetic, weird and bad in general, what do we want to
do here is create a gradual pitch lowering
is simply like this. The first dot remains the same, and the last dot is 3.5 semitones
down from the original. Let's compare protective again. Protective again, protective
again, protective again. Now the whole phrase, please
become overprotective again. Please become
overprotective again. In general, it provided me
with the result I wanted. But now it sounds a bit
robotic at the pitch part. This is a common
side effect of using any kind of pitch
tool like Melodyne, AUTO-TUNE, and so on. So what I'm gonna do
now is try to make this artifact it less noticeable
by tweaking this curve. When we have more
than two dots here, we can smoother
these sharp angles by dragging this slider. Let's try this one. Please become
overprotective again. Yes, this sounds
much better to me. Let's remove these thoughts
by right-clicking, or we can just
double-click on the dock to return it to the
default position. Before we jump to
the second example, I wanted to discuss the
last two sliders here. For men scaling formats are frequency peaks in the spectrum which have a high
degree of energy. They are especially
prominent in vowels. Each format corresponds
to a renaissance in the vocal tract
and simple words. Because of the formats
we can tell the voice of the young person from the
voice of the old person, even with the same pitch. This parameter works only
if we have the curve changed because
there's nothing to scale when there is no pitching. So simply saying, the more
this slider to the left, the more formats are staying in the original tune while the other elements of
the signal are pitched, it creates a sort of distortion, but at the same time, it gives us special
character to the sound. Please become
adopted, we're done. We can easily recognize it. Producers are massively
using it in the future. Bass and lots of other
modern musical genres. Kids like using this
pitching method in different entertaining
Tiktok videos, YouTube shorts and so on. And the more we drag this
slider to the right, the more formats are
following their pitch and it creates a more clear,
more natural transpose. Please become
overprotective again. Please become
overprotective again. In many cases, using format
scaling also helps to get rid of at least a minimizing
the pitching artifacts. And the pitch offset is the complete pitching
of the whole selection. I mean, if we drag this
slider to the very left, it'll be just the same
if we pull this curve completely to the
bottom. Let's compare. Please become
overprotective again. Please become
overprotective again. Sounds absolutely the same. But if we do this
at the same time, if we pull down the curve and drag the slider to the left, this will double up the pitch. Please become
overprotective again. And accordingly,
we can compensate, for example, if the
curve is on the bottom, but we drag this slider
to the very right. It will now sound the original. Because here we offset to negative six semitones and
here we added six semitones, which give us 0 pitch. Let's compare. Please become
overprotective again. And there are no rules at all, no steps or methods
in dialogue contour. We just listened and tweak
until we find what we need. We can quickly get a great
starting point by using presets for the beginning
of the word ending offset. And it's all very
fast and simple. The module doesn't
require many resources. It works perfectly in real-time. The next example is very short, but it's a good chance
to explore on little more of the dialogue
contour opportunities. Thank you. For example, if we cut
like something between Frank and you will change the
destination of the phrase. The original sounds
more general. Thank you. And now it sounds
like the person is singing out loud to
someone who he thinks. Thank you. Maybe in a bit ironic way. But what matters is the voice
expression has changed. And of course we need some contexts to find out
if the new expression fits. It. Feels like sculpturing that is, don't be afraid to experiment
to get a creative outcome.
22. Dialogue De-reverb: Dialogue D reverb is designed to remove or less than the reflections from
the audio signal. We already covered the general
deep reverb RX module, which is a strong
and ultimate tool for rebirth suppression. And as we already
understand from the name, the dialogue D revert is a
module with a narrower task. It's machine-learning
algorithm is programmed to trace and remove the
reflections of the human voice. The dialogue D reverb has a much more simplified
interface than his big brother. We can also compare it visually. It also does not have
a Learn function because the analysis
and dialogue, the reverb is adaptive. In general, we have already seen these controls multiple
times in previous modules. So they are already very
well familiar to us. This is how strong we
want the reduction to be. It goes from top to bottom. If the slider is
at the very top, there will be no
reduction at all. This very bottom minus
infinity value means the module will suppress the rubber innovation
as much as possible. This is how thoroughly the module will look
for reverberation. And here we'll adjust
how hard it will separate the reverberations
from the ambiance. If we have some
important ambience, we keep the slider
more to the right. And if there is no ambience, we keep the slider
to the very left. There are three
separation algorithms available in the
dialogue D reverb, and we can sort
them by processing time and quality balance. Channel independent
is processing all the channels independently. It is the fastest algorithm
and at the same time, it provides lesser quality
compared to the following two. In joint channel,
all the channels are processed as a whole. As the result, we
have better quality, but also slower processing compared to the channel
independent algorithm. The advanced joined
channel provides us with the best quality and
longest processing time. Everything is quite fair. Let's quickly check
on how it works on the example I prepared
for this episode. I don't think it's
necessary to try every algorithm and every
position of every slider here. Because though it's very
smart and powerful, it's very simple
and understandable. Besides this audio example, just like all the others is
available for your training. Let's start with the default
settings and note that by default it's already at
maximum reduction level. But don't be afraid because
dialogue D reverb is much more gentle than the
General de reverb module. So even it's on the maximum in the cases with the small
and medium-sized reverbs, a won't kill the original sound. Let's listen. I took
it into my room, closed my massive doors and
blasted on my speakers. Took it into my room, closed my massive doors and
blasted on my speakers. The first part is great, but later in the
loudest moments, the reverb is still
pretty audible. So let's just increase the
sensitivity to around seven. Took it into my room, closed my massive doors and
blasted on my speakers. Now it's way much better. And let's maximize
it for comparison. I took it into my room, closed my massive doors and
blast it on my speakers. Now it's super dry
and I haven't noticed any critical quality loss of the voice, which
is incredible. If we long for more
surgical reverb cleaning, it's worth rendering
twice the parts with the most obvious
reverberation and carefully going
through the audio with a DSLR or even high cut EQ. The clean those reverb leftovers that are hiding on
frequency peaks.
23. Dialogue Isolate: Dialogue Isolate is one of the strongest noise
reduction modules and RX, it's designed to
detect any kind of human speech in
the recording and separated from the
background noise. The interface of the
module is very simple. Here we adjust the gain
amount of the dialogue. We can make it louder or quieter towards the ambiance or any
other background noise. When 0, the dialogue
level remains original. And accordingly the level
of the background noise, how much we want to reduce it. Or if we drag it above 0, we will even increase
it if we need. This is how accurate
the module would differentiate the dialogue
from the ambiance. And this is how much
ambience we want to keep. Why do we need the ambiance
preservation if we can adjust the amount with
the noise gain slider, because the noise game removed
and not only the ambience, but any kind of
non-speech sounds. And if we increase the
ambiance preservation, it will increase the amount of only the clean steady ambience
without random noises. But in this example we have pretty steady background noise. So if we need to
keep some ambiance, we can use both sliders for it and the result will be
pretty much the same. And again, it is a
different part of already familiar to others
recording the beach line. I just find that
a good example of a dialogue with the
massive background noise. I admire. They have lots of people who will just come up to me and say, I'm actually quite shy. There are two processing algorithms available
in dialogue Isolate. Good, which is a bit
faster but less precise, and best which is a bit slower and provides the best
quality possible. Note the dialogue Isolate
is very effective, but also of pretty slow modules. So even if you choose
a good algorithm, get yourself ready to wait for a little every time you're
previewing or rendering. The voice here is
jumping on volume. These peaks are quite high, so there's no point in
increasing the dialogue game. We will also keep
the noise gain and the ambiance preservation
at their minimum, which is by default, the sensitivity in the
middle also by default. Let's create a
preview of this piece which the good and
best algorithms. It will take a while. So
I'll speed up the video. We can even tell by spectrogram, the audio became a lot cleaner. And yeah, if we
listen, I admire. They have lots of people who will just come up to me and say, I'm actually quite shy. I admire. They have lots of people who will just come up to me and say, Hey, I'm actually
quite shy. I admire. They have lots of people who will just come up to me and say, I'm actually quite shy, though it's still
requires some work to do. The result is also very cool. The difference with the
originalist significant. The difference between
these two algorithms is barely audible. Though the spectrogram of the best algorithm is a bit
cleaner than the good one. And lastly, let's try to maximize and also
minimize the sensitivity. According to the
official manual, higher values separate less
noise from the dialogue. I admire. They have lots of people who will just come up to me and say, I'm actually quite shy. I admire. They have lots
of people who will just come up to me and say, thanks. I'm actually quite shy. And it's absolutely right.
24. Guitar De-noise: Guitar denoise is a
fairly new module. It was first introduced in
the RX eight and is meant to deal with the three most
common types of guitar noises, which are electric guitar, buzzing strings, squeak,
pick attack noise. So the module is divided
into three sections that are dedicated to each
of these noise types. I also prepared
different examples including all of these problems. Let's start from the
first amp section. First, if we want to
use only this tool, we'd probably want to
turn off the other two to avoid
unwanted processing. We press here and it
becomes inactive. To make the amp section useful, we need to show it in the
example of pure Buzz, we felt the main signal. In this case, these pauses between riffs are the
best places to learn. I select one and press learn. Now I want to notice that the buzz in this
recording is very strong. And even if we maximize
the sensitivity slider, the module will be only able to reduce it but not
remover completely. The sensitivity slider here
performs the gain reduction. The more up, the more
bizarre will decrease and the resolution
slider is how many harmonics we want to
remove. Let's listen. While I don't hear
any difference from changing the position of
the resolution slider. And as I said, the sensitivity even being maximized only slightly
reduces this buzz. Yes, it became less annoying
but still very noticeable. For better results here we
could try to also use the hum, spectral de-noise and so on. But this episode is only
about the guitar denoise. Let's move on to the second
section of this module. I'll turn off the AB
and turn on the Squeak. Let's switch to the
second tab and listen. This is the typical noise
that occurs almost whenever a guitarist quickly release his fingers from the
strings while playing. This happens both on acoustic
and electric guitars. And the newer the
guitar strings, The louder and more
obvious these squeaks are. Please note that the squeaks are an important part of the
instrumental character, which is why we don't have
to remove them completely. What do we want to achieve in the vast majority of
cases is to quiet, intend them are little
and make them less sharp. In this case, the
sensitivity slider is responsible for the accuracy
of the squeaked detection. And the reduction is how hard
we want to suppress them. Here we can also switch between the short and the long modes. In short mode, RX will look
for the squeaks up to 200 milliseconds and in Longboat up to one hundred, ten
hundred milliseconds. In theory, the
faster the temple, the faster the
guitarist is changing the position of his fingers
toward the guitar frets. And accordingly, the
shorter or the squeaks. And the opposite with
this lower piece. But in practice, it
depends a lot on the guitarists playing technique and his experience level. And if we enable this gear icon, we will be hearing the
removed squeak sold me. It's always a good idea to monitor in the output
mode to make sure we don't remove any
useful information from the signal. Let's listen. I think we can increase both
sliders up to around five. And it's great. Squeaks
are still well audible, but they don't drill
anyone's ears. We can see them lowered a
lot in the spectrogram. Let's try the same
in the long mode. It's stretches, squeaks
and make them sound like some sort of soft
floating glitches, which is not what we want. But if we lower both
sensitivity and the reduction, we get more natural
squeak reduction. Let's move to the last tab and also switch to the
PEC selection. The peaks are tall and thin
and it sounds very sharp. Make sure you listen to
this piece loud enough. These are the plucks of the guitar pick hitting the strings. This noise can be created
not only by the guitar pick, but also by the nails. For example, in classical
or flamenco guitar music, or the fingerstick genre player uses his nails instead
of the guitar pick, which creates the same noise. Now let's try to create
a few previews and compare it to how it
looks and how it sounds. The more reduction, the
shorter these peaks, but also the longer the attack, the even shorter the peaks. Because of attack is fast, the peak is denser. And if the attack is slow, the pKa sort of scattered. It sounds a lot smoother and
this is not the same if we just use a compressor
or dynamic equalizer. This tool is lean to detect
only specific pluck sounds, so it preserves the
other information.
25. Interpolate: Interpolator is probably the
simplest our next module, but it's a very important
and useful repair tool. What does it do? A recreates the sound wave based on it's
surrounded content. In other words, it's
smoothers a crumpled piece of the sound wave which helps get read of the clicks and crackles. Let's go to the examples so
you can see what I mean. Let's listen. I always thought something
new would change my life. There is a very obvious click in the middle of the phrase. Here it is. But we don't need a
spectrogram for this one. Let's go all the
way to the left. Now if we zoom enough, we can see what's going on here. The sine is going pretty
smoothly until here, and then it starts
jumping until here. Let's zoom a bit more until we see the individual samples. And we don't have to before in this example,
I'll count them. So I counted 27
samples in this Click. It can be a bit more or less depending on where we
start and until where, but approximately
it's 27 of them here. The interpolant module
is able to synthesize or recreate up to 400
samples at a time, which is a pretty short piece relative to the whole audio, but pretty long range
relative to the single click. The module has only one
slider that adjusts how detailed we want the new sign to be compared to the
damaged piece. Let's try the lowest
and the highest value. The smallest value,
it's just connected before and after the click
with a pretty straight line. And in the highest
value it tried to recreate the behavior
of the sine wave. The click in this
example is very small. I always thought something
new would change my life. I always thought something
new would change my life. So in both cases, the results sound perfect. But if you hear some artifacts
after the processing, try to change the quality value, it won't take too much time since the processing
here is instant.
26. Mouth De-Click: Mouth D Click is one of the most frequently
used RX modules when working on podcasts, audio books, and other kinds of voice recordings perform being
close to the microphone. These are specific type of noise created by lips and the tongue. We already covered the
general D click module. There is a more specific
tool learned to deal only with clicks and smacks
coming out of the mouth. Let's compare these two modules. They look identical except
this algorithm column, it's missing in the
mouth to click. Why? Because the General
de click module is designed to deal with clicks that have a different nature. And mouth D click
already knows by default what kind of problems
it has to search for. But there are three
elements that are the same. Sensitivity where we adjust how deep it will
search for the clicks. Frequency skew, where we indicate the frequency
range priority, whether it's a low
frequency range or the high frequency range. And the click widening, we regulate how
much information we want RX to consider
about the click. It helps when working
on clicks with tails. The example we're going to
work on is an ASMR whisper. I chose it because
it contains a lot of very audible mouth
clicks. Let's listen. They turn the music down, but it was still, it was quite. Now let's try to compare it with the default settings processing. They turn the music down. Still, It's quite honestly. This sounds much better, but we can still hear
a lot of the clicks, though it's already a
matter of preference. Let's try to maximize the sensitivity to
clean the leftovers. Let's also drag our frequency
skew slider more to the high frequency range because it's a female voice
which is pretty high. Also, let's widen the click range a little. Let's compare. They turn the music up, but it was still it was
still quite as loud. I don't hear mouth
clicks anymore, but I can hear slight
distortion in the places where the clicks were
removed. Like here. For example, some sort
of like freckles. In this case, it
will be helpful to polish with the D
crackle module. Let's render an open
that a D crackled. Just like this with
light settings. They turn the music down and up. It was still, it was
still quite as well. The original. They turn the music down
and up, but it was still, it was quite as after
mouth **** Blick, they turn the music up, but it was still, it was
still quite as loud. And after the final
polish with the crackle, they turn the music down a bit, but it was still, it
was quite as well. Awesome.
27. Music Rebalance: Music rebalance is one of the most popular RX
modules of lung did not only sound engineers
and audio editors, but also all kinds of musicians, singers, DJs, and so on. What's so special about it? The module allows us to separate a musical track into vocal, bass, drums, and other elements. We can change its
volume in the mix. We can cut one or
several instruments out of the mix or
leave them only. Let's take a look at the module. Here are the controls
of the four components. We can change the volume
of the vocal, bass, drums, and all the other components
that don't belong to any of these three categories
and combined here. First, I want to
say that the module has three quality modes. And if we choose the best one, we should get ready for the
extremely slow processing. But it's definitely worth it. And I don't think
I need to waste your time on reviewing
these two modes because obviously the only
benefit is faster processing. I'll be working on the
best quality mode and just speed up the video every
time my process something. For this episode, I have a lovely modern
country song that includes all of the
mentions components. And we're going to experiment
with the chorus and touch the busiest part of the
song. Let's listen. I think that's enough.
We can already understand what this
song is built off. And the second part of the
course is pretty the same. Before we change the volume, we can solo any of these components and
listen to them separately. I'll create a preview of each of them by clicking
the Solo button and the Compare button so we can listen to these components
one after the other. Dutton, the first
goes the vocal. And we can see in the spectrogram
it became much cleaner, more readable, and the waveform is also lessened. Let's listen. This is a very busy mix. A lot of instruments intersect. And so even though
it's far from perfect, arcs did a great job
by separating it. And I honestly
don't know any tool today that can provide
a better result. The basis is pretty doll, but it's also not in the
first chair in the mix. I think we should be
thankful for this result. It's audible and you can easily identify the notes
and repeat them. If you're a bass
player, for example, and you're using this
tool to get a clue of what the base
part is in the song. Next is a percussion separation, which sounds pretty impressive. The last we will hear as
all the other components of the song which don't belong
to the vocals based or drums. What we can hear is mostly
clean electric guitar and some sort of
barely noticeable pad. Next, what we can do here is less than the
volume on one of these components or even
minimize its presence. Let's dry vocal. That's probably the most
attractive thing about music rebalance
creating a karaoke that has never been this simple. And of course we can remove the other instruments available from the mix if we need to. We can also increase
something, for example, base. But this track is mastered and it doesn't have
much headroom, so I'll need to lower
the other instruments to increase something
without causing clipping. Now it's more basi.
The separation slider regulates the accuracy
of the separation. The lowest values we can still hear the
other instruments. And in the highest, the
separation is more spotless. We can also separate
these four components into these new tabs and
work on them apart.
28. Spectral De-noise: Spectral de-noise is one of the main and most effective
aurochs tools and removing static or
low dynamic noise. It also has the biggest
module of this kid in terms of the number of
controls and settings. But even though it
looks complicated, you don't need a PhD in
acoustic science to master it. Everything here
is pretty simple. Besides, we're already
familiar with some of these controls from
previous modules. The major part of the module is taken by the spectrum display. The representation in this
display is not like what we already have to get used to
seeing in the main RX window. Here it's more of an
equalizer visualization type, horizontally located frequencies and vertically
loudness level. But what we have
in common is with the main RX visualizer
is Zoom and scale types. For example, I choose extended log and I get a
lot of the low-end focus. I choose linear. And now all of the
frequency ranges are shown equally and the same
with the decibel scale. We can see the force
spectrum graphs and one curve that we can manually
change. So what are those? The first, the gray one is the spectrum of
the raw signal, unprocessed signal, which is currently entering the
spectral de-noise. The second, the white one is the spectrum of
the output signal, process signal, which is currently exiting the
spectral de-noise. The third, the orange one is
the amount of noise that was detected while learning or
wall time adaptive skinning. The fourth, the yellow one is the amount of noise that will remain after the processing, including all of our
reduction settings. And there's also a blue curve
that can be changed right into the spectrum display.
What do we need a form? Let's come back to
that in a minute. First, I want to explain the meaning of
these two sliders. With the use of the
threshold slider, we can set the level where
it starts to reduce noises. It's not that sensitive, so it doesn't require
much precision. The higher the threshold, the
more noise we can detect. The reduction slider
is how much of the detected noise will be
removed from the signal. The higher the value, the
harder the reduction. So back to this blue curve. When it's straight,
all the noise from the frequencies in the
learned profile will be reduced following the actual noise
profile specifications. Changing this curve lets
us specify the frequencies where we need more reduction and where we need less of it. For example, I pulled
this curve down here. So here at the sub
bass frequencies will be the hardest
noise reduction. If I rise this range, let's say around two k, There'll be the smallest
amount of noise reduction. We can create it up
to 25 points and direct the curves between
them in any way we want. We can smoother this
curve if we hear the difference
between the reduction regions is too abrupt. It is also possible to
reset all of the changes on this curve or even turn
it off if we don't use it. We can also turn it off here, just like all the
other spectrums. Here we choose between
the speed and processing. Here we can try to find
the artifact balance. If we keep the
artifact control at 0, the processed audio may sound a little like a low quality MP3. And if it's on maximum, it may sound a bit dull. This artifacts
lighter is present in most of the RX noise
reduction modules. You should probably
already know what I mean from previous episodes. I assume you already have a clue from the context
or from looking at this module that
spectral de-noise has to noise detection Options. Learn, which means
we have the select a piece of single noise
without the main signal. So the module will
remember it and reduce this noise
from the main signal. And adaptive mode, which
means the noise profile will be generating in real-time
while previewing or rendering. When we work in adaptive mode, we can adjust the Learn time. This means that the module, we'll look ahead in the
amount of milliseconds and accordingly either adjusting to the upcoming noise changes. But the more look ahead we set, the longer it will take
the preview or render. The module also has a bunch
of advanced settings. But before we go there, let's try the main setting
we've just covered. I've prepared two examples
for this episode. The first one is
already familiar to us, buzzing electric guitar. We've already tried to
remove this buzz with the use of the guitar
denoise module, but we didn't get any
convenient result back then. Let's first try to
keep everything by default and learn this pause between guitar
riffs. Let's listen. Yes, the bus got
significantly quieted other, but it's still noticeable. Let's increase the
reduction level. Cool, but there's still
a little buzzing left. Let's minimize the
artifact control, which often lessons
the reduction. Let's compare it
with the original wonderful result. Now let's try the adaptive
mode on this piece. Let's switch to the second
example and tested here. It's a very busy, rainy forest ambience here that is destructing
a lot of the dialogue. Maybe our long time watchers have seen us do to walk
stove and I'm always standing on a ladder and like salmon berry
stumps sticking out. So like if I fall and
I didn't get sphere. So this is, let's try
the adaptive mode here a long time and watches have seen us do
the walk stove and I'm always standing on a ladder and like salmon berry
stumps sticking out. So like if I fall
and I get spheres. So this is, let's keep
the artifact control at a minimum and rise the little threshold
and reduction sliders. Here a long time, watches have seen us do the
walk stove and I'm always standing on a ladder and there's like
salmon very stumps. It's like if I called
and I get spheres. When the learned
time is minimized, the previewing goes
up almost instantly. But what it's maximized, it takes like three to four times longer to
create a preview. Though the voice with the maximized learn
time is much stronger. And clearly, if we compare
it with the original, we can see that it's
a great result. Long time watches have seen us do the walk
stove and I'm always standing on a ladder and like salmon berry
stumps sticking out. So like if I called
and I get scared. So this is maybe a long time watchers have seen
us do to walk stove and I'm always
scanning on a ladder and there's like salmon
berry stumps sticking out. So like if I called and
I didn't get spheres. So this is there is no chance to remove all the ambience without a huge damage to the voice. But it's also what
noise reduction and audio prayer in
general is about. We can turn good audio
into great audio. And if we have bad audio, we can make it sound
good or acceptable. But we definitely can't make this rainy forest dialogue sound like a spotless
studio recording. Let's also try to learn
in this recording. Here's the pauses between
phrases where we can learn. A long time. Watchers has seen us through the walk
stove and I'm always standing on a ladder and it was like salmon
berry stumps sticking out. So like my fault and I
also did a great job. Now let's run through
the advanced settings algorithm behavior. This is about artifact control. Roughly speaking, the more we increase the smoothing value, the more sensitive the main artifact control slider becomes. Here we choose the
algorithm that RX uses to smooth the artifacts. Again, simply saying
from the top to bottom, from the speed to quality. If we untick multi-resolution, we can change the Fast
Fourier Transform size. The lesser the value, the fewer frequency bands will be used to noise reduction. It's less precise than
having more beds. But in this case,
the module will be adopting to the noise
changes faster. And the opposite with having
the high values here, we will get more precision, but a slower adaptation
for the noise changes. And if we enable
multi-resolution, the module will
automatically choose the most appropriate FFT
size for the Learn part. Noise floor, synthesis and Enchantments are pretty
similar functions since this is responsible
for generating high frequency harmonics that could be removed with noise. This helps to bring more
life to the signal, making it less LDL. And the enchantment is
a technology of finding important harmonics
and enhancing them to stand out
from the noise. Let's try to make
a comparison with these two sliders in
lowest and highest values. Longtime Watchers has seen us
through the walk stove and I'm always standing on a
ladder and just like salmon, very stumps thinking
else like my fault and I guess gears here a long time. Watches have seen us through the rocket stove and I'm
always standing on a ladder and like salmon very stumps thinking like my
fault and I excuse. Even though it's
not very audible, we can see this
additional information appeared in hatched. This information above
15 k was synthesized. Masking is also a very
smart function that adjust the amount of noise reduction
by analyzing the signal. If there is a noise, but the
below the level we can hear, the module won't be removing it to preserve
useful information. The more this value, the more inaudible
information will remain. Whitening is a
process of smoothing the output noise
curve into something that looks like a
white profile noise. Take a look at
this yellow scale, and let's compare and listen. Long time watchers have seen us do the walk
stove and I'm always standing on a ladder and like salmon berry
stumped sticking out. So like my fault
and I get sphere. So this is a long time. Watches have seen us do the walk stove and I'm
always standing on a ladder and there's like salmon very
stumps sticking out. So like my fault
and I get spheres. The definitely
sound different and it's hard to say
which is better. It all depends upon what
we need to achieve. In 0 whitening we could
hear more complex noise. While in maximum whitening, the noises more audible on
a high frequencies only. The dynamics function are similar to what we have
in the compressor. The NEA just saw sharp and abrupt will be the
noise reduction. The lesser values provide a more soft and smooth
reduction process, while the high values make
reduction noise more abrupt. And the release time is how long the reduction will last
after the detected noise. The higher this value, the slower the audio will return to the original loudness.
29. Spectral Recovery: We've already covered a lot of different causes that can lower the quality of our recordings. One of the most popular
and growing and demand recording types is
virtual call recording. Any kind of interviews
and podcasts. But all of these programs
like Zoom, Skype, Messenger and so on compress the signal
to make it lighter. Because the less information
we send over the Internet, the less likely we
are to get glitches, delays, or even the loss of letters, words,
and sentences. All these communication
programs are pretty similar algorithms that include high frequency cuts. As the result, we can clearly understand
the conversation, but the voices are often
sound doll and lifeless. The spectral recovery module helps us to enhance
the speech by generating missing contact from four kilohertz to 20 kilohertz. Before we begin, I want
to note that this is very specific and
sensitive tool. And in most cases we
won't be able to achieve a noticeable enough result without creating noise
on the high end. But sometimes this
is a lifesaver. The module automatically leering the selection or when
nothing is selected, it's learning the entire audio. We can see that our
example is cutting around eight K. And
this is where we can see this fall in this display
frequencies are located horizontally and the
game vertically. Both scales are zoomable and we can see that
our frequencies start decreasing somewhere
between 7.707.8 k. The module detected
automatically. And that's why we see this
gray range over here. This range spectral
recovery will be generate new frequencies based on
the incoming signals. Sometimes when we switch
between selections, it may not update the
settings automatically so we can press the Learn button
to make sure our settings, the current selection sets only the cutoff and the
smoothing parameters. These two remaining
sliders are meant to be adjusted only manually. We will come back to these
sliders in a second. After the Learn button, we have this spectral
patching checkbox. If it's enabled, the
module will fill up these significantly
frequency holes at a Raul, all the frequency
ranges even below for k. This information will be generated by sampling
nearby areas. Let me demonstrate all cut, let's say at 1k render. And if we see that it generated
something here as well. If we turn it off, the module generates
only the information above the level set here. But don't mix the purpose of spectral patching with the
general purpose of the module. When spectral
patching is enabled, it scans only the
nearest area and create similar information
to fill the holes. But the general purpose of
the module is to generate a logical continuation based on the whole frequency range
that is below the cut. The first slider
is the amount of information we want to generate. The cutoff is where we choose
to range of this gray zone. This is the range where
the signal will be generated from four K, 20 K. Here we choose the balance of the vowels and siblings in the
generated signal. For example, if we deal with the result of heavy decreasing, we would probably want to try
to increase the number of symbols and listen
to how it sounds. The last slider smooths
the difference between the original audio and
generated information. Let's listen to the original. Mainly in Ethiopia, I was
a country lead working directly with small and growing businesses in the dairy sector. Let's try to add some
high frequencies to like, usually starting with
the default settings. Mainly in Ethiopia I
was at a country leads working directly with small and grow businesses
in the dairy. Mainly in Ethiopia was
a country lead working directly with small and growing businesses in the dairy sector. I don't feel a need
to change the amount of generated
information as well. The cutoff position. What I want is to try changing the balance between
vowels and singlets, as well as the smoothing amount. Let's try to maximize vowels. Mainly in Ethiopia I was
at a country leads working directly with small and growing businesses in the dairy sector. I liked the waitstaff
floating at very high end of
every S and D letter. Now let's try the
other way around. Mainly in Ethiopia was
a country leads working directly with small and growing businesses in the dairy sector? No, In my opinion, the previous one was better, swollen maximize
the vowels again. Now let's try to change
the smoothing percentage. I'll move it to the middle. Mainly in Ethiopia, I was
a country lead working directly with small and growing businesses in the dairy sector. Now let's try to maximize
a mainly in Ethiopia, I was a country lead
working directly with small and growing
businesses in the dairy sector. Now it's softened
mainly in Ethiopia, I was a country lead
working directly with small and growing
businesses in the dairy sector, mainly in Ethiopia, I was
a country lead working directly with small and growing businesses in the dairy sector.
30. Spectral Repair: Throughout the course,
we talk a lot about the static background noises and covered a lot of different
ways to deal with them. But we haven't talked much
yet about what to do with the noticeable dynamic noises that may occur while recording. Let's listen to these couple of examples I've prepared
for this episode. The first one is a dialogue
in the center of a big city. This is Black Dragon. This is from Wales,
a lot of cider. It's not the same as the site of inter-cluster front sight of his just fermented
apple juice reading. We want to preserve the
ambiance in general, but there is a
loud car horn that stands out and distracts
from the voice. Here's the first time at horns. This is black dragon. The second is short. And here's the third one. Minute cluster will try to remove it or at
least minimize them. And in the second
example is the dog barking while recording
and acoustic guitar. Here's the first.
Here's the second one. It's important to be able to detect these
unwanted elements on the spectrogram because this is how the spectral repair works. We have to select the unwanted
element to remove it. So let's switch back
to the first example and open the spectral repair, which is designed specifically for this kind of
sudden interruption. As we can see, the module
consists of four tabs, which are the four different
ways to deal with noise. Let's start from
the first one which calls and attenuate
according to the name. This tool is meant only
to reduce the loudness of the selected noise to
make it less noticeable. For it to sit inside
the static ambiance and don't call him
the attention. The first thing that we can set here as the number of bands, which means the number of frequency cuts the
module will perform. The small number of
bands fits better to the short sounds and the bigger
number for the long ones. The bigger number of the bands provide more frequency precision and requires the wider
surrounding region to learn from. Why does it need to learn? In this case, the
attenuates section, the module scans the area
around the selection to make the selected elements
sound less loud and noticeable the way
its surroundings are. Here we choose the length
of the area that's spectral repair will
analyze and learn from. And this is how strong we
want the production to be. The multi-resolution
mode allows for better frequency resolution
for the interpolation of low-frequency contact and
better time resolution for the interpolation of
high frequency content. Using this slider, we
specify words going to learn from the left side,
from the right side. Or if the slider
is in the middle, we will learn equally both
from the left and right sides. We can see how the selection is moving from left to right, where we can change the
position of the slider. This is the area that
the spectral repair will analyze and learn farm. But we can learn not
only from left to right, but also from the higher
and lower frequencies of the current selection. For example, if we don't
want to interpolate anything that is happening before or
after the current selection, we can switch the mode
to vertical here. And now it's going to analyze the frequencies instead of time. Now when we move
this slider again, it's expanding selection nor left and right, but up and down. We can also combine vertical and horizontal
interpolations. Now let's get into the practice. Let's listen to
the first example. Once again. This
is Black Dragon. This is from Wales,
a lot of cider. It's not the same as the site of inter-cluster front sight of his just fermented
apple juice reading. This horn has a pretty
straight nature. I mean, it doesn't change
its toner character. And this is exactly
what we can see here. The bright lines are the
harmonics of the car horn. So instead of selecting them one-by-one with the
acyl or the brush. I'll use the Magic Wand Tool. I'll click on the first
noticeable harmonic here, and then I click this
icon and click on all. This means the RX
will automatically detect all of the harmonics
from my selection. The maximum it can detect
automatically as ten. Here are all of
them now selected. After we selected, It's important to listen
to the selection only to make sure we haven't selected any of the
main information. As we already know, there are two playback
modes and RX, the regular playback, and the frequency
selection playback, which is the one
we need right now. Yes, we don't hear
anything but the car horn. We can see that the harmonics actually appear a bit earlier. Here are the beginning, but it's pretty blurred, which is why RX didn't
detect it automatically. What I want to do now is to
take up brush and holding shift at these heads to
the detected harmonics. This size is too
big for the task. So I long press the brush
icon to change its size. When we hold shift, we can see this small plus sign, which means we want
to add the selection. But if we hold Option or Alt, we can see the minus sign, which means we want to exclude
part of the selection. It's very handy when we've
selected something by mistake. Let's turn on the
multi-resolution, increase the number of bands
and accordingly widened the surroundings and maximize the production strength
since the horn is very loud. Let's listen. This
is Black Dragon. This is Black Dragon. Fantastic. The horn is still there, but it's mixed up with
the general ambiance. And if we weren't
working on this audio, we'd not notice it already. Now let's switch to the
Replace tab and check how this mode will handle the
situation. How does it work? In the previous attenuate
mode we can quiet and these harmonics
and the replace mode, we can totally replace these harmonics with
the surrounded content. Fortunately, I don't need
to select the horn again. Just select here
original audio and it brings all the selections
back. Let's try now. Black Dragon. And let's maximize
the number of bands. And why didn't the
interpolation area? This is Black Dragon.
This is from West. Well, yeah, it also does the
job with the attenuation provides a more natural
sounding result in this case, for the pattern tab, Let's switch to the
second example. Here are the two
places where the dark barks and let's try to
do something about it. In the pattern mode, the
module is searching for the piece similar to our selection and
just duplicating a. And all the controls here are similar to the previous tab, except there was a waiting and now we have a search range. In search range we specify in seconds how far we want to
search for a similar piece. Let's select the first bark and try to tweak the controls. To be honest, it's almost
impossible to know sure what values were suited
in this particular case. In my case, this is the
best result I can get here. There is a small, barely
noticeable glitch left, but it's a great result anyway. Now let's try to remove the second bark
using the last tool. Partials and noise is the advanced version
of the replace mode. Using this tool, our
selection not only will be replaced with the content
from the nearby area, but the new harmonics will be generated based on
the nearby area. This is why in addition
to the previous controls, we have a harmonic
sensitivity slider here. It adjusts the amount
of generated harmonics. We can have this test harmonic
sensitivity chalk box that allows us to listen to
the generated content only. For example, I'll leave
everything by default here, tick this checkbox,
and click Compare. And now we can listen to what we have instead of
the dog barking. Let's try to apply these
default settings here. No, let's lessen the
harmonic sensitivity and increase surrounding region. Yes, that's much better. Let's compare it
to the original.
31. Voice De-noise: Voice denoise is one of the most frequently
used RX modules. He uses a very smart algorithm
capable to detect voice or a musical content
and separate it from the noise using 64
band-pass filters. In some ways it's similar to the spectral de-noise that we've covered a few episodes earlier. But unlike the
spectral de-noise, the voice de-noise has a much
smaller amount of controls, which makes it more
attractive for beginners. But even though voice denoise has fewer parameters to set, sometimes it could provides
us with the best results. In the center of the module, we can see the spectral display. The frequencies are
located horizontally and the level is
located vertically. The gray spectrum represents the signal that is entering
the voice denoise, the white spectral, a
signal that is exiting the voice denoise and the blue curve is
a threshold level. The module has the Learn
and the adaptive loads. To get any results from
using the Learn button, we need to show
the voice denoise the pure noise without
the main information. For example, here I have almost 1 second of the ambiance before
the voices coming out. I select it, press learn, and we see how the threshold
line has been changed. This line has six
adjustable points strictly bound to
certain frequencies. We can move them up and
down, changing their levels, but not the frequencies, which means they are locked
from moving horizontally. The higher the dot, the
higher the threshold on this particularly
frequency range, which means we will have
more noise suppression here. Let's learn the selection, maximize the threshold and the reduction level and
try how does this work? I move this dot down, releases the threshold
here for good, Relax to move this, no hustle on the
streets, nothing. It's just a good Relax tool. And it releases the
frequency range at around 600 hertz and so on. This is the general
threshold level and these dots are the
adjustments to it. But if we switch to
the adaptive mode, this curves become
unavailable to us because now the voice denoise is
automatically adjusting for it. Any changes in the audio. Here we specify the type of
content we're working on. In my case, it's dialogue, so I'll leave it as is. And we can also
choose a filter type. The surgical type
provides more reduction, but sometimes when
there is a lot of short pauses in dialogue
with the loud background, we can get sort of a
broad loudness changes and the gentle mode provides lesser noise
reduction in exchange for a more smooth
reaction to the changes. Now that we already know
how everything works here, Let's try to lessen
the background noise using both the manual
and automatic modes. Let's keep these two
sliders on maximum because the noise here
is extremely loud. One more advantage of the
voice denoise is that it's pretty fast so we can hear
the result in real time. And this is exactly what we need to hear the
changes in real-time. So once we are happy
with what we hear, we will press the Compare
button. Let's go. No hustle on the
streets, nothing. It's just a good Relax tool. No hustle on the
streets, nothing. It's just a good relaxed, chilled like that's a
great noise removal, but the voice now
feels a bit distant. What we can do here
is to play with these three middle dots by
releasing them a little. Since they're there,
What's whatever the voice is located? No hustle on the
streets, nothing. It's just a good Relax tool
like hustle on the streets. Nothing. It's just a
good relaxed, chilled. No hassle on the
streets, nothing. It's just a good Relax tool. Just like this. There is a bit more noise now, but they'll voice is much
more noticeable already. I like the gentle mode. In this case, I click compared to save
these change settings. And now let's try
the adaptive mode. No hassle on the
streets, nothing. It's just a good Relax tool. Tap. No hassle on the streets? Nothing. It's just
a good Relax tool. No hassle on the
streets, nothing. It's just a good Relax, true by both surgical
and gentle modes provide excellent voice clearness and we may want to release
the threshold a little for the
ambient is not to be chopped that much and
not to sound abrupt.
32. Wow & Flutter: In this episode, we're going to fix pitch variation
similar to what we can hear on very old venule and broken tape players or an emulation in most
of the lo-fi tracks. Listen to them to
the example for a better understanding
of what I do to mean. So we can hear this sort of Vibrio at the end
of every chord. And we can easily see these
waves on the spectrogram. In this case, the wow
effect is pretty fast, but it can be much slower and we would see longer waves here. Let's take a look at the
whirlwind flutter module. We have two types here. And the only difference between the while and the flutter
is that the law is a pitch variation
with frequencies up to five hertz and
flutter up to 40 hertz. This means that we can
use the wild tab first, lower pitch variations and the flutter tab for faster ones. However, we can
specify the temple of the wow effect with the
use of these three modes. Fast, medium and slow. Fast suits for the
variation with frequencies from
two to five hertz, medium from 0.5 to two hertz. And the slow mode is meant
for variation slower than 0.5 hertz and they aren't
available in the flutter tab. This is how deep it will scan the audio for the
pitch variations. We can also correct
the global pitch offset when the whole piece
of the audio is out of tune. For example, we can specify the oriental frequency here and the audio will
be turned to it. If we take this checkbox, no correction will be applied with the wow or flutter will be highlighted for better
visualization and auditability. Just like this. Okay, So if we aren't sure what mode to choose the quickest way
is to try them all. What you can see here that the
waves are pretty frequent. Why choose the fast mode? I click preview and we see
that the difference already. Let's listen. Perfect.
33. Azimuth: And now we're moving to the utility section
of the plugin panel. The first one here
is the azimuth tool. So let's figure out
what it's meant for. Let's listen to the audio. We can hear the left channel is louder and earlier
than the right one. And let's click this icon to
view the channel separately and move this slider to the very left to see the pure wave form. This is how different
the channels are. The left channel
starts much earlier and its amplitude
is much bigger. Of course, we could
just separate this stereo into to monitor channels and then synchronize their timing and
balance the volume. But it would take
much more time. The fastest way to fix it is
to use the azimuth module. Let's open it. Here we set the volume of the
left and right channels. And here the delay relative to the current starting point. If you don't know
where to start, you can try to use
the suggest button, but it's not always the correct. Let's try. Here's how big the things to the volume difference between
the left and right channel, it's adjusted,
increasing the volume of the right channel
by 7.7 decibels, which makes a lot of sense. But here, somehow it's adjusts, delaying the right channel
even more on 9.6 milliseconds. I already know that
it's not going to help, but let's listen anyway. Yes, so both channels
have become equally loud, but the delay is still here. It's still here and it's huge. So what we need to do is to
pull the right channel to the left and the left channel to the right for them
to meet in-between. Let's reach the
maximum and listen. Yes, this sounds much better
and sounds pretty balanced. But we can still
see a bit of delay. It's not that noticeable, but if we want to
synchronize the channels even more and we can
render it twice. On the second render, we don't need the
volume adjustment anymore since it's already
perfectly balanced. Here we go. Of course it
sounds more like a mono now. But this episode is not
about mixing and mastering. It's about how fast and easy to Piazza moon is
solving the problem.
34. Dither: Othering is the process
of adding noise to the audio signal one
Loring, it's a bit daft. It helps to avoid sinewave
errors and to preserve the dynamics of the audio
while converting bit value. The most common bit
depths value today are 322416 bits per sample. However, for the well audible
difference in this episode, we will cover 24-bit
audio into 8-bit audio. I prepared a very simple tune originally created in 24 bits. This is how it sounds
when converted into 8-bit without dithering. Let's open to either module. Our x use it isotopes m-bit plus noise
sharpening algorithm, which is based on the
psychoacoustic essentials. Its main point is to
generate more noise on the less audible
frequencies and less noise on the frequencies that
human ear is sensitive to. We can see it here on
the spectrum display. This yellow line represents the amount and the
shape of the dither. Let's select eight here. This will be the bit depth. We're going to convert
our audio two. And here we choose
the shaping type. Take a look at how the
spectrum changes when I switch the shapes
from none to ultra. It's a little high
at the low end, all the mid-range and high
mid-range is very quiet. And then a lot of noise
starts from 14 k, where a lot of the audio
devices won't even be reached. And this is the
dither amount itself, the highest value, the
noise we can get from. But since the noise
here is meant to improve the quality
of the conversion, It's not always a
good idea to keep it low or even
switch attend none. Here we choose when
dithering will stop. Never, which means the
static noise will go through the entire audio from the beginning to the
end, no matter what. During silence, which means
the dithering will follow the signal and stop at every
pause this signal has. And when quanta sized, the dithering will
be suspended in case the other
dithering is detected. We may want to
enable this checkbox when using high
noise shaping modes. This will preserve the
signal from clipping. And the last option here
becomes available only on the load dithering amount and
the noise shaping settings. And lets us enable additional harmonics suppression
when there is not enough dithering to guarantee the conversion
without distortion. Now let's try to check how does 8-bit sound when dithering. This piece is very
short and simple, so we can easily here the
amount of white noise. Here's our starting
point without any dither and noise shaping. Now if we choose the
ultra noise shaping and low to their amount, it'll sound like this. In this case, the load dither
amount works perfectly. And of course we hear some HIS, but this is the best results converting the audio
down to eight bit. Of course, most of the
time we decrease it to 3224 or 24 to 16 bit. And then noise there
is barely audible.
35. EQ: In this episode,
we're going to cover the RX equalizer
before we dive in. All note that this is just
a regular digital equalizer without any unique features that can make you've confused. If you already have experience
using any other EQs, nothing will surprise you here. With the use of the equalizer, we get control over the specific frequencies
and frequency ranges. We can make them
louder, quieter, or completely remove them
from selected audio. The equalizer works the
same way on any audio. What do we have here? The middle part of the module
is the frequency display. But unlike in many other EQs, we can't visually
monitor anything here. We can set our frequency
bands and filters here, but we can't see the frequency
spectrum of the audio. Here's the zoomable
frequency scale. Here is also the
zoomable decibel scale. How does it work? If this 0 decibel line
is absolutely straight, it means that there
are no changes yet and the audio
will say the same. To be able to change
there any frequency, you need to enable at
least one of these tools. We have here six bands
and two filters. There's high-pass and low-pass. The first one, high-pass. If we enable it, we can remove frequencies from the
low to the high. Here we choose how sharp or smooth we want the
shape of this filter. The gray zone is where the
frequencies were removed. If we turn it off, the
sound will come back to the original state with the settings of this
tools are saved. And if we turn it back on, it'll automatically returned
to the last position. If it was a high pass
filter in some equalizers, it is also cut a low
cut filter because it cuts the low frequencies
and passes high frequencies. The absolute opposite
is true too. This as a low-pass filter, it does everything the same
but in opposite direction. We can cut the
frequencies from right to left, from high to low. We also have six bands that allows us both the cut or boost frequencies anywhere from
20 to 20 thousand hertz. For example, I want to cut here, boost here, and then cut here. We can control the
amount of boost or cut by dragging them up or down. And we can also
change their width by dragging this dash
left or right. All these things we can also do here by clicking
on these numbers. Here's the frequency,
here's the game. And here's the Q, which is the width of the
frequency band. This band is also
called the bell, but we can change it to
the lower high shelf. We use it when we want
to increase or decrease the gain of the lower
high frequency ranges, we don't want to cut
them completely as we do with the high-pass
or low-pass filters. I'll switch back to Bell. We can also change the sharpness of the bands and filters. The less the value here, the sharper color boost, and the higher the value, the smoother it is. This equalizer has two
modes, digital and analog. If we switch to the analog mode, the frequency precision becomes inactive because this mode is an emulation of the analog
physical equalizers, which are not that flexible
as the digital ones. Here are the shapes start
from wide to narrow, and this is something we
cannot do in the digital mode. So both modes are
useful the same. And the last thing here is
a handy monitoring feature. If while previewing
we hold Option or Alt and also click
and hold a live band. We can hear the selected
frequency range. And after we do so, our x remember is the
width of this bad. And now we can also
hold Option or Alt. Click anywhere we like
and hold are moving. Listen to any
frequency ranges are any amount of decibels. The next handy
feature is to hold Shift while changing the game, locks the horizontal
movement so we can't accidentally change
the frequency while moving it up or down. This really helps a
lot when we look for resonating frequencies with
a high for precise thin bed. Once we've found it, It's very important to cut it without
moving left or right.
36. EQ Match: With the use of EQ match, we can easily learn
the equalizer settings of the one audio and
apply them with another. The module is incredibly simple. We just said how precise
we want to analyze the frequency spectrum of the
selection and press learn. And here we see the EQ spectrum. Now we switch to the second tab. Press compare and
see how it changed. This also works great
with the single sounds. For example, with the
drunk kicks sample. Here's the reference kick
that we want to learn from. This is how it looks like. Here's the kick we
want to apply to their settings too. That's it.
37. Fade & Gain: We already mentioned
the fate mode earlier in this course. It helps to create
a smooth beginning and the ending of the sound. When we were talking
about decreasing the amount of breathing
in the recording, I mentioned that there
are few tools to do it manually and fade
is one of them. Let's come back to
that vocal speed. Let's try to make
these breaths a bit quieter and shorter. Here's every new line
starts with a breath. I'll repeat what I
said the first time when we were listening
to these vocals. The breaths are not the problem. It's more about the
personal preferences of a producer and
sound engineer. There is a million songs out
there with heavier breaths, but we're going to reduce them
for educational purposes. So the fade module
has two modes. Baden, which smooths at the
beginning and fade-out, which smooths the ending. In each of these modes
have for phage shapes, our breaths or at the
beginning of the phrases. If we choose fade in and the
longer our selection is, the smoother the fade will be. It starts fading here
from the beginning of the selection and until here, the end of the selection. So if I keep it like this, it will also fade the vocal, which is not what we need. Also looked a little
bit of the breath. And now let's compare. Great. And if we select log, the fade starts much slower and much faster
before the end. Since our breath is in the
first part of the selection, it will be quieter than if
it wasn't a linear shape. And everything is absolutely
the same with the fade-out. Let's imagine this
is the ending of the song and we need
to fade it out. We select somewhere from
here and until the end. Because if I end the selection right at the end of the phrase, it won't be that smooth if I expand the selection until here. The next thing we can use
here at the game module, It's as simple as possible. We just select the range we
want to change the volume on. And we specify how many
decibels we want to increase or decrease
on the selection. For example, I select
this breath and let's say I wanted to decrease
it on six decibels. I choose here negative
six, and press Render. Done. I like using the game module to clean the
pauses between the signal, whether it's a musical
fall or conversation. Because if I just
delete the pause, it will also remove
this space between the phrases and the change
of timing of this file. But if I use the game with hard reduction,
let's say maximum, the timing will
remain the same with the space won't contain
any information anymore. For example, here's
the mouth click. And I just cleaned
it up like this. Very fast in handy.
38. Leveler: With the use of the leveler, we can quickly finalize the audio in terms of
loudness and some of the additional features like S reduction, breath
control, etc. However, this is not
a Mastering plug-in. You won't be able to adjust
the width of your mics, set the multi-band compression
or anything like that. For this purpose, this isotope has a fantastic product name, ozone, which covers all of the aspects of
top-notch mastering. The first thing that
catches our eye when we open the module is the root mean square
statistics of the current audio. I recommend you learn it to the RMS if you don't
know what it's about because you'll face a lot of working in the audio
post-production area. The total RMS, which is
the root mean square, is the average value of
the entire audio file. This is the highest value in
the 50 millisecond range. And this is the lowest value also in the 50
millisecond range. Roughly speaking, this is the loudest value on our audio
in the very short range. This is the quietest, and
this is the average loudness. Everything in decibels. The leveler is a
smart tool and it sets the clip gain to
fulfill our settings. For us to see the clip gain, we need to click the View
clip gain icon or simply press Command plus G or
Control plus G. Next, we need to specify whether our audio is a
dialogue or music, the level or uses different
algorithms for both types. Next is the main slider, which we specify the average root-mean-squared level
we want to reach. But to avoid clipping to provide a high compression
transparency level, the output RMS level may want to vary from
what we said here, especially on the
high gain values. Responsiveness is where we
set the reaction speed of the clip gain to the amplitude changes the lower the value, the sharper the clip game. It helps the shape the attack, but sometimes can make it a bit abrupt and even cause
some unwanted artifacts. The higher values we shape the level amount of
a single transient, but the phrases and sentences, with the use of the
preserved dynamics lighter. We adjust the
difference between the quiet and the loud sounds. The lower values provide us with the more original dynamics. The difference between
peaks and dips will be more like
the audio original. And the higher values
provide maximum equality, which means the loudest
moments will be quieter and the quietest louder. And the last two sliders as reduction and breath control or the simplified functions of the modules we've
already covered earlier. We can adjust the level
of the sharp syllabus and breaths or we can turn
these functions off. We want to apply
neither of them. Let's try it out. Here's the original audio. Where's my stuff? We
didn't know that. My dad replied and
winks at my mom. We can hear the last part a lot quieter than the first one. Let's say I want to reach
around negative 16 decibels. Now it's negative 21. And let's say I want both
parts sounding equally loud. So I keep the preserved
dynamic slider minimized. But let's compare it with
the slider on maximum. We can see that when preserved
dynamics is minimized, both parts of the audio
are pretty equal. And when it's maximized, the original dynamic
is preserved and not much changed
from the original. But in both cases the audio
became louder in general. And if we render it now, we can see that these
numbers have changed. Though we're reaching
for negative 16. It's actually louder. It's also around
negative 14 mill. In this case, we need to go
lower to reach negative 16. Let's try negative 19
decibels. Yes, that's it.
39. Loudness control: The loudness control
is also meant to change the volume
of the audio. But unlike the leveler, it doesn't adjust the clip gain relative to the
amplitude changes, it increases or decreases
a signal equally. The loudness control
is ELC, AFS focused, ALK EFS is the same as L UFS and the
difference is only in the name elk EFS is loudness
K weighted full-scale, and L UFS is loudness
unit full-scale. This is the smart loudness
calculation algorithm based not only on technical
specific patients, but also on human
loudness perception. The module consists
of three parts. Here we set the target, the parameters we want
our audio to meet. Here we see the current loudness specifications of the audio. And if we click this arrow, we opened the display
with the parameters are visualized on the time
and loudness scales. When we set a true peak, which is the highest
amplitude point, we should remember about the
digital analog conversion. As long as the audio stays inside the digital
device are D-Day, I'll be you cell phone, streaming platform and so on. These peaks will remain on
exactly the same point. But once we open
and try to listen, the signal converts
from digital to analog, which may have a slightly
different amplitude. And if we keep the
true peak at 0 and analog amplitude turns
to be a little higher, we will get clipping. So for example, if
you're planning to distribute your audio
on YouTube or Spotify, keep your true peak at minus one decibel and you will meet their
disabled TP requirements. The next target is the
integrated elk AFS. This is the average
loudness value. And as I said, it's based not only on decibel calculations, but is also considering
the frequency levels since our ears have
different sensitivity to the different frequencies. For this episode,
I also attached a PDF file where you
can find the true peak and the integrated alkane
BFS or DFS requirements of the most popular
streaming platforms. The next parameter is optional. We can turn it on and off and select the
measurement types, short-term elk EFS,
or momentary elk AFS. When we select the
short-term elk AFS, we can set the
maximum alkane EFS calculated in a 3
second time range. And if the momentary
ALK EFS is selected, we can set the maximum FCFS calculated in a 400
millisecond time range, which is 0.4 of a second. Here we set in loudness units the amount of the discrepancies we allow discrepancies from
the parameters we set above. The program loudness
gate is enabled by default because it meets most of the common
loudness requirements. What does it do
when it's enabled? The low-level monetary signal is excluded from
the calculations. In the second row, we see the specification
of the current audio. This display is the
visualization of these measurements integrated,
short-term, and momentary. Let's say we're preparing the audio for the YouTube video. We set negative one and
true peak or shorten DB TP. Then we set it to negative
14 integrated TFS, which is also one of the
YouTube requirements. Let's say I'm not too
sure what value I should use for the short-term
or the momentary period. I simply turn it off for it
to be set automatically. And we'll also keep the
tolerance by default. Since we're dealing with the
common loudness foundered, we also leave this
function enabled. If we click this gear icon, we can turn on the
high accuracy mode, which provides us with
a higher processing. This will also make the
processing a bit slower, but it's not critical
for the short audio. Here we can export a log
of the current loudness. Let's export it
and open it here. Here are the timestamps
on every 2.5th, the elk AFS values of the integrated short-term
and momentary measurements. Okay, back to the module. We've already set
our values here. So let's render. Here we go. The true peak now is negative one integrated LCA
EFS is a negative 14. And these values are great
because they're disabled here, but they are correct. And of course, these peaks
of the waveform market now, because they were too loud. Although if we zoom in, we see that it's not clipping. The sinewave is rounded and there will be no
distortion if we play it. But if we wanted to
look more equal, we'd want to use the
level of before. We discussed that in
the previous video, it changes the clip gain to
make the loudness more equal. Then we're coming back here
and polishing the audio with the precise true peak
and integrated LPF settings.
40. Mixing: With the use of
the mixing module, we can change the
precedence amount of the right and left channels
in the stereo file. It has a pretty
simple interface. Here we choose the presence of the left and
right channels in the left output and here the
same for the right output. It may be a bit
confusing at first, but for you to understand, Let's play the audio. The piano and the Mallat are
located at the very left. Whilst the plucking clean guitar and the pad or at
the very right. Now these default current
settings won't change anything. If I play, it's all the same. Because now it repeats the
setting of this audio. It's 100% of the
left channel and 0% of the right channel
and the left output. And it's also 100%
of the right channel and 0% of the left channel
and the right output. If I move, let's
say left channel in the left output from 100% to 0%, it will become inaudible, mute. The same with the right channel. Now let's maximize
the right channel and the left output and the left channel and
the right output. What's happening? The
channels are now switched. Piano and malate are now
playing in the right ear and then the plucking clean guitar and the pattern now
playing in the left ear. But what happens
when we go below 0? We also increase the
presence of the channel, but only it's inverted now. So not only did we switch the
left and the right channel, that we also flip
them upside down. Here's the original audio. Here's when we just switched the right and
the left channels. Here were the switch
channels are also inverted. A very interesting
and very useful tool when working with the stereo.
41. Normalize: The normalized tool is simply increasing or
reducing the level of the audio until the highest peak of it reaches the desired value. For example, here's the
loudest part of the audio, somewhere at 0 decibels fs. And let's say I want
to normalize it to negative six decibels fs. I said here negative
six, and here it is. Now the whole audio becomes
quieter and as much where necessary for the
loudest moments to reach negative six decibels IFS. It's similar to the gain
module because both of them just make the entire
audio quieter or louder. But the difference is that
in the gain tool we set the amount of decibels we
want to increase or decrease. Here we set the
decibel fs value. It has three CH.
42. Phase: The face tool is meant to fix some of the
waveform issues by rotating it left or right
at up to 180 degrees. Let's open the module
to see what's in it. Here are the main controls
where we choose the number of degrees we want to rotate
our left and right channels. If minus r0 rotated
left if plus right. These values for the left and right channels are
linked by default, they move together, but we can unlink them by
clicking this icon, and now they're independent. We also have a suggest
button that lets the module analyze the sinewave
and suggest these values. We can also enabled the
adaptive phase rotation, the face tool or
rotate the waveform depending on how it
changes throughout time. Let's take a look
at this waveform, which looks a bit unusual compared to what
we're used to seeing. But if we zoom in a little, we see this beautiful
equals sine wave. This is how pure for a
140 Hertz looks like. We can also see that
in the left and the right channels here
are almost an anti phase. When the left channel
sign goes up, the right channel sign goes down and the other way around. If it was perfect anti phase, the channels would
cancel each other in mono and there would
be no sound at all. But we can see that they are not perfectly against each other, which is why instead
of the cancellation, we just get a quieter in mono. But anyway, we don't
want this to happen. So we're changing the phase between the left and
the right channels. Here it is. When the left goes up, the rate goes up as well, and we're not afraid
of the mono anymore. Another use of this tool
is avoiding clipping. Let me use the Gain module to create us small clipping
somewhere here. Let's say four decibels. If we play, we see this box get red because
now the clipping occurs. What do we do? We select this clipping area and rotate it on example
negative 80 degrees. What happens here is that
the high amplitude got divided and it doesn't
reaches 0 decibels anymore. No more clipping. And what's important, it doesn't change to
the way it sounds.
43. Plug-in: Now it's time to
talk about one of our x's most interesting
and powerful features, which is the module
called plug-in. Let us use our
favorite audio unit or a VST plugins rights
inside the RX. Unfortunately, it doesn't
support VST three yet, but I'm sure it will soon. So how does it work? We open the plug-in module. We click Select plugin, and I already have some
of the plug-ins here. But if you didn't specify
the plugin path yet, you won't have anything here. So the first thing
you need to do is go here, Manage Plugins. We click Add and add the folders that contain
our VST and AU plug-ins. Then we can click rescan in case the scanning didn't
automatically start. We can enable this function
if we want to group the plug-ins that we
have at least one similar word in their names. Now after a while you will
have seen here all of the supported effect
plugins ready to use from the
folders you specified. For example, I'll take this free soft tubes
iteration now plug-in. It's now contained in
the RX module shell, which is why we still
have all these functions. It's working just the
same as in our DAWs. This OTT plugin. I can preview it, make comparisons out of it, and of course, render
when I liked the result.
44. Resample: The sample rate conversion or the resample tool is
designed to provide flexible control
over the process of increasing or decreasing the sample rate of
the audio file. I recommend you dive
into details about the sample rate as
well as bit depth, what we were talking about
in the dither episode. I'll try to quickly
explain the basics. If we look at this sign, we see these thoughts and the spaces between them
are individual samples. The more samples, the
shorter they are. And accordingly, the more
precise the sine wave, the sample rate is
measured one per second. Which means if
we're dealing with, let's say 44.1541 thousand samples are describing
the sine wave in 1 second period per time. The sample rate determines the maximum audio frequency
that it can be reproduced. Theoretically the maximum
frequency that can be represented as half
the sample rate known as the Nyquist frequency. So if we want to deliver the whole audible
frequency range, which is 20 hertz
to 20 kilohertz. The audio should be described at least 40 thousand
samples per second. But practically there has to be a headroom for the
transition band, which is why instead
of 40 kilohertz, we have 44.1 kilohertz. Although this topic is much deeper than my
explanation and there's some reasons to use
higher sample rates than 44.1 kilohertz. The common practice is to
record in higher sample rates. Let's save 48 or 96 K or even
higher and then reduce it. I'm mixing, mastering or
a distribution stages. This is when the
correct resampling becomes very important, especially when it
comes to down-sampling, which means decreasing
the sample rate. Why especially downsampling, because when we decrease
the sample rate, the upper frequencies
that are now beyond the range needs
to go somewhere. And they are shifting into
the current frequency range, which causes the aliasing. Aliasing is defined as the miss identification
of a signal frequency which can introduce distortion or other artifacts
into the recording. Our current sine
is 48 kilohertz, and here it's also 48
thousand is chosen, which is why it's written. No re-sampling, select
a resampling rate. But let's say we need to
downsample it to 44.1 kilohertz. I choose 44,100. And here it's suggesting
the resembling options. The white line here
calls the ideal filter. This is the edge with
the new frequency range. And all of the information
above this line will be shifted to the frequency
range causing the aliasing, which is why we need to
apply the cutoff filter. The cutoff filter is this
yellow line and we can move it over frequencies
by dragging the slider. Now we can see if we extend the cutoffs zone beyond
this white line, beyond the ideal filter, this red line shows up. This is the aliasing that we don't want to have in our audio. That's why when we chose
44,100 here the first time, it automatically showed us
the most balanced option. We have a very small
frequency reduction here in exchange for the
very few aliasing. But we can operate
the sharpness of the cutoff filter with the use of the filter steepness slider. Now the reasonable question, why don't we just
maximize the steepness and move it to the ideal filter? Because doing so will
increase our pre ringing, which is also one of
the artifacts that can be described as
the reversed echo. And if for any reason we're getting this kind of artifact, we can try to remove it by changing the position
of the slider. It helps us find the balance
between pre-reading closer to 0 and post drinking
closer to one. Also, when we were working with the recordings with the
loudness close to 0, It's recommended
to keep the post delimiter enabled
to avoid clipping. D interesting function here
is to change take Omi. If we enable it, no resampling will be made. But in the information
section of the file will be written
in new sample rate. It helps to prevent
some of the length and playback speed differences when operating the file in different apps on
different platforms. So let's try now to decrease the sample rate and let's
see how it looks like. Let's go for the
lowest value here, which is 11,025 samples. A second. Of course, there is
no point to listen to this extremely short piece, but let's take a
look at how many samples are year from now. From this to this. It's obviously not that precise as to who
was around 48 K. Put the most important thing
here is that the 11,025 sample rate can carry only
up to around 5.5 kilohertz. And RX automatically adjusted its spectrogram for
this frequency range and we can not go above it.
45. Signal Generator: The signal generator can be
used to fix DC offset to illustrate different
types of sine waves or to create some of the basic
sound design elements. I already mentioned
that test tone function while covering the
preferences menu, we can hear the tone
and real-time there. Here it works a bit differently. And to use this module, we need to load some audio
or create an empty project. Let's create a new project. Let's start from the tones tab. We chose a waveform, frequency of the tone and
how loud you want it to be. That's it for now. Let's render. We got here a typical
440 Hertz sine. Note that when our
tab is not empty, when we have some audio here, we can now choose
the pasting mode. When the tab is empty only
the insert mode is available. But when we have
some content here, we can choose how do we want this tone to be
rendered in this tab? We can replace it, which means every new render will replace the current audio. Or we can mix, which means every new render will add new information to
the current mode. For example, I choose Replace
and choose here square. Now it's replaced. But now I change the
mode to the mix. And now I choose here triangle. And let's say 700 hertz. Here we go. I'll undo it. What's interesting here is
these additional functions. For example, I can make the slide from one
frequency to another. Let's say I want a slide from a 100 hertz to 1000 hertz.
I choose them here. And I can also specify
the shape of the slide. Let's see how do
each of them look like linearly log scale. In Mel scale. Another cool feature
here is the modulation. Here we choose the
amount of pitch jump, how deep the vibrator
is going to be. Just take a look and listen, 10%, 30, 70% percent. Here we choose the
speed of the vibration. It's five hertz by default, but let's set it to 20 hertz. The higher the frequency, the faster the vibrator. And let's compare
it with one hurt. Great. We can also change the slide from increasing
to decreasing. Let's say from five
K to 100 hertz. Here's everything the same
but only about the volume. This is the starting loudness
and this will be the final. We can make the
loudness increase or decrease with
these sort of steps, just like we did
the frequencies. And we can play with the
anti-aliasing slider if we hear some
of the artifacts. Now when we have
some audio here, we can go to the silence tab and check how this DC
offset slider works. Roughly speaking, DC is the
zero-point of the waveform, and it's marked in our x
with the infinity icon. This is important
for the center of the waveform to lay
right on this line. But sometimes it's off due to a bunch of the analog
digital errors, and this is where we can fix it. The last tab here is
the noise generator, just the same as
the tone generator, but instead of one precise frequency here we get the noise. We choose the noise type and
we see its frequency nature. The white noise is the same
loud on all the frequencies, and pink and brown are more
loud at the low frequencies.
46. Time & Pitch: With the use of the
time in pitch tool, we can stretch the audio file, changing its temple,
and also raise or laureates tone.
Let's take a look. The first thing here is
the stretch options. If we know the tempo of
our file, we set it here. By default, it's 120
beats per minute, but I changed it to 112 BPM, which is the tempo
of this audio. If we don't know our temple, the result will be approximate. But in this example we
know our temple and now we can correctly speed
it up or slow it down. For example, I want my new
temple to be out 130 PPM. I set it here. And now we see that
the Stretch ratio changed from 100% to 86 In 2% because this percentage is the coefficient between the initial temple
and the new tempo. We press compare and see
that it changed from around 11 seconds,
approximately nine seconds. And we can hear
it became faster. We can also achieve the same result if we
just drag this slider. Let me return
everything by default. Let's say I have no
idea what my tempo is and I want to make the
audio twice faster. I move this slider to
50% or type here 50. And that's it. These values now aren't correct relative to the current
tempo of the audio, but they become correct
relative to each other. The next use of this
module is pitch shifting, which means moving
the tonal elements of the signal up or down. I choose for this episode
of pretty slow single vocal so we can clearly seats it's notes on
the spectrogram. Here is the fundamental
harmonic and all of the other right harmonics
that multiply from it. We can listen to them separately
by using the Magic Wand to select this button, to listen to the selection only. Before we start processing, we need to choose
an algorithm for a. We have here high-quality solo and fast radius algorithms, which are the isotopes
branded pitching technology. The first and the last are the ultimate algorithms
for any kind of sound. And the only difference
here is the priority is given to the speed and
here to the quality. And the solo algorithm is meant for any kind
of single toll. For example, if
we're dealing with the violin or the vocal, which is in our case. Let's say we want to raise
the voice on two semitones. We put here two, and that's it. We see the harmonics got higher and it
sounds accordingly. We also have the
advanced settings here. When the solo
instrument is chosen, all of these functions
are frozen and we have access to the
adaptive Windows lighter. Simply put this slider, we can avoid some
of the artifacts. For example, if we maximize it, we will get a sort
of choppy sound. Let's try. The minimum position
works great in this case. But if you're working
with a fast solo part and pitching a lot, it may need a bigger
window size in this case, to avoid the artifacts, if we switch to the radius, the window size will be
set automatically and instead we'll have a bunch
of other options available. Let's quickly run through them. Transient sensitivity, how deep the module was searched for
the trends ins in this audio. It's better to keep this value low when working with
this signal with highly audible transient to prevent them from
Soundbeam to sharp. And the other way around when the transients are
not clear enough, we might want to
raise this value. Noise generation
generates the noise instead of stretching
the exiting one, It's most noticeable in some noisy or airy
content types like a tale of a snare drum
or any kind of siblings. In some cases, it may preserve the processed audio
from sounding flanged. Synthetic pitch coherence helps preserve the original Tambora
in the pitch solo elements. Although higher values can
make it sound harsher, phase coherence can preserve the relations between the
left and right channels. If we hear any changes
in our stereo image, we can try to increase
the value of the slider. And if we decrease
it when working on multichannel with completely
different instruments. The last section of the
module is dedicated to format shifting formats or the resonating frequencies
of the vocal tract. Roughly speaking, because of the formats we can
tell, for example, the voice of the kid, from
the voice of the adult, even if they have
the same pitch. So let's try. We will
increase four semitones, which are two tones to the
voice without format shifting. And then with the formats also
shifted to four semitones. Let's compare. Yes, In the first example, the voice got higher. But we still hear that this is the voice of the adult woman. And in the second example, it sounds like yo
sunblock a kid. We can visually compare that
when we shifted the formats. This information
here also raised. Here, we adjust the strength
of the format shifting. But to be honest,
I've never heard of difference between the
positions of the slider, so I keep it maximized. Here we adjust how wide will be the format detection range. Here we can also make two comparisons and make sure
that nothing was changed. But I'm sure there is no
useless functions in R x, so I'll probably didn't have a suitable material yet
to hear the difference. But in general, format shifting is a fantastic feature and it works great not only with the voice but any kind of audio. And sometimes when
experimenting we can get really cool unusual results.
47. Variable Pitch: Variable pitch is similar to the dialogue contour
module we covered earlier. They have an almost
identical interface and can actually perform
pretty much the same tasks, but despite that, they have
slightly different purposes, which is why a few of the
controls are different. In my opinion, dialogue contour, it is meant to vary it a page in the original dialogue to change
the expression method and the variable pitch is designed to fix some pitches shoes which often happen and are more
critical in musical content. Although this preserved
time function turns to the module into a great
sound design tool as well. We will come back to
that in a moment. So the workflow here is the same as we had in
dialogue on tour. We have a straight pitch
line that is located at 0. By default, we can create up to 25 points on it and raise them up or
down accordingly, changing the pitch
of the audio and the amount of semitones we pitched his written
beside every point. We can smoother
the curve between points or completely reset it. When the preserved
time is disabled, the pitching is
affecting the temple. The higher the pitch,
the faster the playback and the other way
around. Let's listen. If we enable this function, the pitch won't be affecting
the same time in any way. These two sliders are already familiar to us from
the previous episode. Pitch coherence helps preserve the original Tom Bray of
the pitch solo elements, although higher values can
make it sound harsher, transient sensitivity
is how deep the module was searched for
the transients in this audio, It's better to keep this value low when working with
this signal with highly auditable transients to prevent them from
sounding too sharp. And the other way around, when the transits are
not clear enough, we might want to
raise this value. Let's try now to fix
this floating pitch. We have two issues
in this audio. Here. The pitch bends down. Here it goes up. Let's select them and
press M to mark them as the region so we
can easily find them. It's not that deep, so
I'll go with one semitone and the deepest part of it's somewhere here,
more to the right. So accordingly, I'll move my correction also somewhere
here. Let's listen. It sounds much better and the
line looks pretty straight. Let's render and move
to the second issue. This raises also
note that highest, so I'll not go more than
negative one semitone here. And I don't want to include this transition between the
notes because it's fine. The band bends before
the transition. This band is also shifted a little to the right
from the center, which is why we're going to place this thought
somewhere here. Let's compare. Excellent, It sounds right, and the harmonics
are straight now.
48. Variable Time: As you already might
guess from the name, the only difference between the variable pitch and the
variable time is at the first one fixes the pitch issues and the second one fixes
the timing issues. I used this module
mostly for the dialogues because when it comes to
music and my opinion, it's much easier to
fix the timing and the DAW where we can use the
bar scale I metronome. However, for this
episode is example, we're trying to fix the timing and the acoustic
guitars recording. Let's try to find the
range of the wrong timing. It starts somewhere here and
ends approximately here. The difference here with
the previous module is that when the pitches bent, we can actually see it
on the spectrogram. But when we have the timing
issue, we can only guess. I'll start by adding 1 between this range right in the middle. And as I can here, there is not too big speeding, so I'll try to reduce the
speed on, let's save 10%. So we'll have 90% here. Let's try. It's better. But I can still hear to an
imbalance in this temple. Feels like the speed
change to be more equal unlike the
triangle we have. Now, let's try to flatten
it a little by adding one more point here and spreading them to the
beginning until the end. In this case, the
speed will drop to 90% earlier and it'll be 90%
throughout all the ranch. Great. This is much better. But I also want to try to lessen the transient
sensitivity because this recording is
already sharp enough. We get this sort of
punch every time to Guitar Pick
touches the string. Like her.
49. Measurements: And we're moving to
the last section of the module pattern all
which calls measurements. It contains only four tools. They are simple and some of
them already covered earlier, so I decided to talk about them all together in one episode. Find similar meant to find
similar pieces in the audio. We just select the
piece and choose how similar the part
we're looking for. For example, if we choose one, it will look for the piece
similar 100% to our selection. And if 0.5, then 50%, Let's try. Here is a beautiful acquire. Let's say by any
reason we need to find everything similar to the
second part of this chord. I select it, maximize
the value here, and click Find All. And it couldn't find anything. Although I'm sure
that this quarter repeats at least twice
through the audio. Why wasn't it found? It's because there are no
copy paste parts here. And even though it
was the same chord, it was sung twice
and it's impossible to play or sing
something 100% the same. What do I do now? I lowered the amount of
similarity, and here they are. Now if I click somewhere
to place the play head, the selections will be lost. So I click here, add markers, and now
we have these regions. We click on them and
they all sound the same. Perfect. Now I can process them
altogether if I need. Just a reminder
of what we talked about at the beginning
of this course. We can enter the marker menu by pressing Option M or Alt M, or by clicking on this tool. Here we have access to all
of our markers and regions. To place the single marker, we just press M and to
mark the selection, we select the area
and also press M. Here is the marker,
and here's the region. We can do the
whatever we'd like, including exporting
and importing, which is very handy when sharing the project or transferring
through different devices. And once we don't need
these markers and regions, we can select all of them and
then click Remove Selected. The spectrum tool. We can only find out any
details about spectrogram, the entire audio
or the selection only doesn't need
much explanation. The left channel is
white, the red is blue. And here we also have access to the extended
representation settings. These are the same
spectrogram settings that we already covered in the settings episode in
the waveform stats module, we can find out the advanced
waveforms specifications of our audio file. We cannot change anything here, but if we click on
these play heads, we can jump to where
it was detected. For example, I want
to see the place with the lowest RMS level
of the right channel. Here it is. Or the
sample peak level of the left channel over here.
50. Practice: Welcome to the last
episode of this course, which I decided to
dedicate to practice. We're going to work on
the recordings that include pretty much
common issues. Of course, it doesn't include all the possible problems that are excess capable to solve, but I hope that
managed to explain you the use of every module. I also tried to provide you
with suitable audio examples for you to try to fix
different problems with the use of
different modules, just like I did
throughout the course. The meaning of
this episode is to face the real life example, the recording that has more than one type of
of an issue and maybe take it a few tips about the casual workflow
on isotopes are X. In this episode,
we have a piece of the classical
guitar masterclass. It contain is both
dialogue and music, which we can tell by
looking at the spectrogram. These are the dialogue parts. And this part has precise lines which are the harmonics
of the musical tones. We can also tell that this
recording is pretty noisy because we can see the
orange gray fractions. The next very obvious thing here is this low-frequency hum, which is somewhere
between a 100 hertz. This part is extremely loud. And if we slide to the
very waveform view, we can see a lot
of heavy clipping through the entire audio. This is the typical amateur
recording that you'll face a lot if you do
the noise cleaning for a living or maybe
you're a videographer who doesn't have high-quality
audio equipment yet. Let's try to listen
to get more of an understanding of what's
going inside this recording. Before we begin. We did first and then
it's followed embody. So yes, most of the problems
we heard now we could, and we can tell from the
spectrogram in the waveform, which are static
background noise. Dynamic noises such as random clicks,
Russell, phone rings, and a few guitar
squeaks, heavy clipping, low-frequency hum,
unbalanced loudness. And in addition,
I also heard that the right channel is a bit
louder than the left one, especially from the
dialogue parts. The panning should depend on
what's going on the video because this audio is taken
from a video recording. But in this case, I saw a video and I know that it's supposed
to be in the center. After we have an idea of how
problematic this audio is, it's time to ask yourself
a good question. What's the result we want to and what we can achieve here? And how much time can we
afford to spend on it? Let's imagine these
two situations. In the first case, this is just a random low
rate freelance job or the client needs the
quickest turnaround possible for 30 minutes of
his street blog recording. We'd rather quickly apply the essential
automatic processing and send it to the client. Because if we are stuck in
this recording for a few days, neither we, where the client
is going to be happy. In the second case,
it's a recording of a wedding speech and your
best friend's wedding. There is no tight deadline
and you'd probably want to do everything possible to make
it sound as good as possible. You're going to go
through every click, every smallest Russell and
try different tools on it. We won't spend hours on this
recording of this episode, but this audio file, just like any other, is available for
you to download. So you can try achieving
better results by applying your knowledge and
spending more time on it. There are a few major
problems with this recording. So why don't we ask for advice
for the repair Assistant. I know IT advanced that these
solutions won't be enough. But let's just see
what's going on to suggest at detected a
clipping and a noise. And here are the
suggested options. The clip and spectral de-noise, D clip, voice denoise and game. The game here is to compensate the lowering after
the voice denoise. And again D clip and spectral de-noise probably
with the different settings. In general, it's correct. We have clipping, so it
did suggest the clip and as well as the spectral de-noise for the background noise. We can render it right away or we can open it as
a module chain. Here we can edit these
modules in any way, change their settings,
their positions, and so on. But this works great
when you don't need to constantly change the
settings of the modules. Besides, it's only
if you need to process some selection with
only one of these modules, you'd have to disable
all the others, which is taking more time to compare it to using these
modules separately. Since this is complex audio, we aren't going to use the module chain as well
as the repair resistant. Let's start by making the audio
more friendly tour years. Let's manually lower
this part with applause and then use
of the clip claim. Something like that. So it'll sound pretty equal
compared to the main part. We can also create a smooth fade in with the
use of the fate tool. We can also make the
whole recording lower, but it won't reverse
the clipping. The sign peaks will
remain squared. We can hear these squares
as the distortion. Let's use D clip to fix it. I'll use this suggest
function for this one. And it shows us 0 decibel range because what we have here
is an extreme clipping and there is no point to
narrow the gates because even 0 decibel value
will round the peaks. At least this is
what our x things, but we'll still be listening to this audio little by little. So if we detect some
additional clipping, we will come back to the clip and use more precise settings. Moving on and let's
quickly get rid of this annoying coming with
the D HM module. Learn, compare. Amazing. Let's render it. Let's now try to lower
the static noise. I don't want to apply
the same processing for the entire recording
because some parts contain dialogues and some music which may require the use of different modules or settings. And I don't want to
include the applause, so I choose the dialogue range between the applause
and the guitar. I want to compare the
spectral de-noise with the voice denoise here. Both are in the adaptive
mode because I don't see a good noise range
here to learn from. Besides the background noise
here is not that stable for its quality removal with
a single noise profile. And I'll do the two
comparison options from the voice denoise. First using the surgical mode and second using
the gentle mode. Played very well
before we start. Not begin with. And then it's followed,
embodied in silence. Playing very well. Before we start. Not begin. This is a really
hard choice to make, but I think I prefer the spectral de-noise
because it retains more energy in the
voice in addition to these enchantment and
synthesis functions. Although voice denoise provided
us with a more soft voice and I would've probably chosen
it if we had lesser noise. Well, let me also try dialogue
Isolate in this piece. Made me fall. We started to play, begin. And then it's
followed in bonding. In this phase of silence. I think this is a winner here. It preserves the originality
of the voice the most. It sounds cleaner, but there
are still some clicks, especially plenty of
them during this pause. We can't just delete
this part because it'll change the
timing of this audio. Since this audio was
taken from a video file, we cannot change
the iteration in any way in order to not to
ruin the synchronization, we can simply quiet
it with the help of this clip gain week just smoothly lower this
part somehow like this. So it doesn't
become quiet all at once and accordingly
doesn't have this weird feeling
when you've veins. We could also use the
game module for this task because although the clip game provides us with
more flexibility, it takes us a little
more time to apply it. Y, let's say we need to reduce the loudness at every
pause between the phrases. If we use the clip game for it, it will require us to make at least three clicks to create this game triangle to
set starting, ending. And the points, I'm
not a big deal, right? Just a couple of seconds. But imagine how many
times you need to do so throughout this
16 minute recording. If you remember at the very
beginning of this course I mentioned the instant
process function. It's a great alternative
to manual gaining. We enable the instant process
and choose here again, we opened the game module, set it to the way we like, let's say negative 15 decibels. Then we choose it.
And here we go. We just select the part and
it gets negative 15 decibels. Incidentally, this noise in
this case is our ambience. And to make it even more static, we can process this pause
with the D click on the heavy settings. I'm done. This is much better since
we are already in D click. Let's also process the first and the second
phases with it. Next we have a very noticeable high-frequency
strike here. Let's try to reduce its
energy with the EQ module. If we go lower, it'll
make a voice of UDL. Besides, it'll also make
this piece of the voice very different from the
other parts of the phrase that we don't need. Let's also set a clip
gain here to reduce a little from the word
well, playing video. Here we can add a little
since it sounds a bit quiet. But there's still a pretty obvious interruption
in the word. Well, let's try to
find its harmonics. I think this is a, let's now select
all the harmonics. Use our spectral repair
module to suppress them. Eubanks brokenness. We can still hear clipping
in the following parts. Let me fall. We started to play. Before we go. Let's try to fight
it individually. Before we always started
to play the leaf. That's not the beginning. We did for sound. And BC. And then it's followed
embodying in this phase. In this phase, in this
phase of silence. In some parts of this distortion can not be reverted already. Though this part is much
cleaner than the previous one. We can still hear
this distracting HIS. Let's try to process it
with the spectral de-noise. And then it's
followed. Embodying. In this phase of silence. It's clean, but the
voice is more distorted, val, it's not what we need. So let's try the Learn mode. In this case, the his aesthetic. So the learned function
should work well. This piece is good to learn. And then it's
followed. Embodying in this phase of silence. Great result. You've made me fall. We started to begin. Here's someone turning a page. I don't need that, so I simply lower the gain to the bottom, not
at the beginning. But now the silence
is to sudden. No problem because we
have the ambiance match. Let's learn the
single room tone, and then let's just
render it here. Love the beginning. We did for sound almost perfect. It's just high frequencies here are still cutting it abruptly. But this isn't a
tale of the voice, so let's simply cut
it at the high end with the use of this
low-pass filter. Let's just make it more radical. Let's say at four K. And let's render the ambiance match on
this piece where we cut it. To begin. Begin. Great. We also do the same
procedure here. And then it's
followed embodying. And then this here is also some rustling
that is happening. Let's try D Russell for
a maximum reduction. Please see this better, but there are still
some leftovers. So I think it's worth
polishing it with the deconstruct and follow
embodying in this phase. And here is the
cell phone rings. It consists of many short blips, and it's pretty hard to
select them one-by-one with the magic wand or
even brush or lasso. I'll just use this
time-frequency selection tool. Select this and this. These are the two most
active harmonics here. And let me try to attenuate them with the spectral repair. In this phase. In this phase. Excellent. Likely the guitar
part is pretty clean. There's nothing much what a hiss and the squeaks to get rid of. The HIS is the same as
here in the open part. So we're going to learn here and simply render
this whole part. Guitar playing is the
main topic of this video. So we'd probably
want to preserve as much of the original
sound as possible. That's why we should be very careful with the threshold and the reduction levels
to make sure we don't cache anything but noise. I'd preview first the
output noise only. Great. I don't hear
any actual sound of the guitar in the
cancelled signal. So now we can
confidently render him. Now let's work on these
three major squeaks with the guitar denoise. We don't need to get
rid of them completely, just making them a lot
less noticeable unless sharp will go for the
average settings here, because if we suppress
a lot of squeaks, it would be Valerie audible,
unpleasant volume depths. In case we needed to
completely cut them, we'd better do this with
the use of spectral repair, which is capable to replace removed information with
the surrounding areas. But since we just need to lower the presence
of the squeaks, it's easier to do it
with the guitar denoise. Lastly, we can use the mixing
tool to rebalance the pad. It's more to the right so we can decrease the presence
of the right channel in the left output and
the other way around to increase the presence of the left channel than
the right output. Now it's time to
use the leveler. Since we have both
dialogues and music here, we can separate and
process the recording with the two different
optimization modes. This part will be processed
in dialogue mode, and this part a music mode. Let's go for something
like negative 20 decibels, which is including the dynamics of this audio will bring us closer to negative 14
ALK AFS integrated. We also need neither S reduction
or breath control here, so we just turned them off and these options
will remain default. Now we open the loudness
control and we see that the integrated
loudness doesn't reach negative 14 intergrated GFS yet, as well as the true peaks
value is not what we need. This video will be
posted on YouTube. So we set negative 14 elk AFS integrated and
negative one decibel of a true p. We also less
than the tolerance because if we have a big
discrepancy in these values, we not be able to fit the
YouTube requirements. So we set it to 0.5 integrated loudness unit, which
should be fine. After we process the stats are not always updating
automatically. We can just close it and check our new loudness specifications with the waveform stats tool. It's perfectly
negative 14 GIFS now. But the true peak is still not even close to
negative one decibel. But this is absolutely fine because as long as
it's higher than negative one decibel were
saved from possibly clipping. We would try to get it close to negative one if we worked on a musical track and we wanted to make it as
loud as possible. But in this case, it
works great for us. So this is pretty much it. As I said, working in R x is a lot of bulk
combining the modules, experimenting and finding
a balance between the time spent on the audio and the
quality of the result.