Transcripts
1. The Art of Film Sound Design with Cubase Learn how to create the sound design of a scene: Hello, my name is Badillo Paper. I am a film director, film score composer,
and sound designer. I have been doing sound design
for films and advertising, and even composing the music of my files for more than 15 years, working in front and
behind the camera. During all the time, I have used sound language
as an instrument to convey emotions and generate deep sensations in the audience. I have created this course
so that you learn how to do sound design for audiovisual
productions day. Will you edit the sound design of one of my best productions? By the end of the course, you will be able to do a completely professional
sound design, truly understanding the
dimension of a film. You will know each stage of the sound design
process so that you can even work on a film set with a professional
production team. Making sound design
goes much further than mixing sound is a
creative process that requires knowledge of a
cinematic language to be able to represent what
the film script needs from the sound power. What delivers. This course is
designed for sound lovers. We want to know how the sound design of a
film is really created. Let's review what
are the contents of the At in sound design. First of all, in this
course you will learn by creating One of the most
interesting things. Is that you will learn to use the Qv system throughout
the entire course. But first of all,
you need to learn to differentiate between
the sound design, music production, and
the sound engineering. It's necessary to
be clear about it in order to become a
professional sound designer. On the other hand, you will know exactly what equipment
Gene record, an actress performance and set, and know exactly what
you need to develop a professional sound
design from a home studio. You're going to learn
the importance of sound, sensory signifiers,
and the movie script. So that you will
learn to replace visual elements of a movie
with sound elements. You will learn the importance of low frequencies in the
semetic power of the film. You will learn also
how to transfer the stereo language to the
5.1, so round language. Throughout all the scores
you will edit with me even the smallest sound of scene watching the
scenes of my works. So that you really feel doing a sound design from scratch, learn everything from real
movies on the screen, even using contact
media technology to truly take the sound
design to the next level. As a course project, you will have the chal***ge of creating the sound
design of sin, just as I do in this course. Believe me, you can manage to become a real sound designer even if you are already
an expert using Vs and recording in the studios. You need to know the
film sound language to really create the
sound design of a film. My name is above and this
is my Ali in sound design.
2. What is Sound Design Why does sound design exist: Hello people. The first thing
I'm going to address in this course is to clarify something that I've come
across throughout my career, not just during my
career making movies, but making music with my band. It's necessary to learn
to differentiate between what would be a sound
engineer in a sound designer, which would be more or less
similar to differentiating between a music producer
and a sound engineer. There are two completely
different things. When I was starting to record
in a studios with my band, in all the studios I went to the sound engineers recognize themselves as music producers just for the sake of
recording your music, mixing it, and giving your sound at the
end of the session, and this is the farthest them from reality
you can witness. Music production and
film sound design are completely different things
than sound engineering. The function of the
sound engineer is to correctly record
and mixing studio. Whatever you are
going to record is a completely technical
job that has nothing to do with
designing the sound of a movie or producing
music for an artist. But as far as what
concerns at this moment, which is the sound design
for audiovisual production, it's necessary to know that the sound design is the
creation and ordering of the elements that
are going to represent the sound dimension of
an audiovisual product. That is, everything that sounds
in a movie, for example, how the environment
sounds, the cars, the voices, the
footsteps of people, everything, Everything
that is played in an audiovisual
product went through a stage of production
in ordering to achieve a positive response
from the audience. Obviously, the sound
design also includes all the created strategies
that based on the distortion and the creative ordering
of the sounds allows us to improve the audio visa language
of the final production. But why does sound design exist? The main reason why
sound design exists is because the shooting sets
are very complex ******. There are practical workshops, workshops where there are
many people working at the same time to make the
scene come out perfect. But almost always the work that is done in the sets is more related to the visual
recording of the sound. Recording is also important, but the most important
thing is the visual one, because it's the most complex of all and the most
expensive of all. Also for obviously good reasons, imagining cameras,
studios, special effects, the entire crew behind the
shooting of the scene, actors, everything, Almost everything is focused mainly on the
visual recording. So when it comes to creating
the sound of a scene, that is to say the sound that the audience will hear
in the movie theater, set conditions are limited. Don't you mention that the
cases where the scene, the whole scene is shoot in a
studio with chroma screens, which will be then replaced by a search and landscape at
a background, for example. I'm going to give you a
perfect example of this, the following scene from 1917. You can see and feel everything as if the sound came
out of the setting. But the truth is that assuredly the only
sound that came out was perceived at that moment was the engine of the vehicle
that carried the camera. So all the sound of
what you are supposed to hear in the movie has
to be created later. And to be able to
do it, you need to have creativity, technique, and the cinematic
sensitivity that allows you to tell everything that is happening in the sound spectrum.
3. Where does the sound desing come from: Hello people. In this lesson
we're going to see in detail how a professional
microphone, like it is. One really works to record in film set and what
its components are. But not only the
microphone but also the port table recording device. The idea is to be able to
give you a description of what equipment you're going to use in the film set is like, so you become familiar with it. In fact, it's a
lesson that had not only included in the
sound design course, but also in my
filmmaking course. Because it's a knowledge that every film director should know. Let's start then. If we are under conditions where the priority is to make
the visual recording, I'm referring to the
conditions of a film shoot. This question
immediately comes up, where does the sound come from? There are two main sources, live sources and
back cap sources. Once we have the recordings, we will go to the
post production stage where the sound design
is created and edited. Obviously, it's necessary to know the sound
sources in detail. Live sources are
generally all those related to capturing the
actor's performance. Audio, mainly the voice and gestures produced by
the actor's voice, but also the live recording has the objective of
recording the sound of the actor's body with
respect to the sounds produced by the interaction of the character with
the environment. But there are also
external sources, which would be those previously recorded
or created sounds that don't belong to the actors
actions in the settings. Of course, all those sounds
that were not recorded in the setting but are going to be added to the mix to
represent the environments, the actors, and places in
which the story takes place. But here there is an
exception in this sense, because sometimes in the
setting it's not possible to capture the dialogues or
vocal expression of an actor. Then it's necessary to do
a abonlaor in the studio. This is also counted
as an external source. Let's see then how the
live recording is done. There are three main sources
for recording live sounds. Unidirectional microphones, Omnidirectional microphones
in the Leven microphones. These microphones
are connected to a portable cording device where the information is stored that will later be taken
to the mixing studio. I'm going to explain to you what each of these
microphones is used for. What you are seeing on
the screen right now is a classic condenser microphone for recording on a film set. The microphone is the long
bar that you see above. The rest is a device that
allows the microphone to remain still when attached
to the extension stick. These microphones can be unidirectional or
omnidirectional. Despite that, they can
look exactly the same. Unidirectional microphones
allow us to capture the sin of that place or source at
which we point the microphone. On the other hand,
the omnidirectional allows us to capture
an angle greater than 180 degrees to a 360 degrees
around the microphone. These microphones can
be connected with a cannon cable like the one
we can see on the screen. This kind of microphones have
high sensitivity to sound. They must be protected with a shield that protects
the microphone from the wind because the wind can generate noise shocks
in the recording. Let me stress that this is so important that we should add an extra hair cover
that allows us to forward protect the
microphone from the wind. Generally, the shield is
never completely covered with the entire hair
cover since we may need to change the microphone
or correct its connections. After all is the front of the microphone that is
going to capture the odio. The entire microphone
set is connected to an extension stick
that allows us to hold the microphone in
the air as we want. But this microphone
must be connected to a Port table
recording device. This example that we
have here is an H, a um, device for
recording on a film set. This will allow us to connect
several microphones and record audio within the
device on a memory cord. Portable recorders
are very simple. It's simply a device
that allows us to record and save the audio
captured by the microphones. In this case, this device
has six audio inputs so that we can record with six different microphones
at the same time. Audio recording can be monitored
by using a headphones. That you can block
right at this point. Additionally, this device comes with a front stereo microphone. This microphone is interchangeable
with other models and allows us to record stereo environments with
the highest quality. This microphone has its own volume control in
the same way as the other audio inputs
regarding the device system. It's very intuitive. Easy to use in this
case is a touch screen. We press on the part
of the card where we see exactly the folders where
the audio will be stored. We can delete vice and
format the memory. In this other property, we can see the output
volume of the device. Since this device can also be
used as an audio interface, there are a specific
configurations to work with PC or Mac. We also have this
another property that is very important
where we are going to check if the audio is not saturating the
different audio inputs. Additionally, there is
another property that is often used to record
music with the device. Finally, the last property
that this specific model brings is a special
configuration for people who record podcast, which in these times is
something widely used. It's important to
note that this device gives you the possibility
to record the audio coming from each audio track in different files so that we can edit the audio in
separate tracks. Microphones must be connected
to this device in this way, as well as the headphones with which we are going to
monitor the recording. Personally, I highly
recommend using two sound technicians at
the time of recording. One who can carry, hold, and control the portable
recording device. And the other
technician who will carry the extension stick
with the microphone, who must also wear the headphones to monitor
what he's happening, what he is listening to. Two sound technicians
must be used because the microphones are
extremely sensitive, so any vibration can cause
noise in the recording. But you guys can try to
carry both if you can. Now we're going to listen to
a unidirectional microphone. In nondirectional 1 1, 2, 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2 3 4 1 2, 3, 4. When it comes to
correctly position H in the microphone during the
recording of the scene, confusion usually
arises because we know the classic image of a shooting setting where there
are a technician, audio technician, person
holding a microphone on above. And believe me that in
the middle of the shoot, I have seen many people
making this mistake. That classic image we see the so technician holding
a microphone over some actors during
filming almost always belongs to an
omnidirectional microphone. Omnidirectional microphones
allows the entire area around the microphone to
be captured in a 360. We range physically. They can look identical to
the unidirectional ones, but obviously their
function is different. In the case of
omnidirectional microphones, this is the correct
way to use them. The reason why you see
that the microphone is used from above
in film shoots is because it's the best way to
shorten the distance between the omnidirectional microphone
and the actors faces. If we were recording
a shot like this one where the two actors
appear in full body, the most convenient
place to do it would be above high enough so that the microphone doesn't
appear inside the shot. Obviously, the wider
range of the microphone allows us to capture
the conversation between the two actors. However, it's important to
note that there should not be too much noise in the
place while recording. With this technique, it's
important to take into account all these details
in terms of production. Additionally, you can notice
that if the microphone were position add in another
place, such as from below. For example, the
distance would be too much between the microphone
and the actor's faces. We would have to bring it too close to make a good recording, and the microphone would
appear inside the shot. In this other example, we could use the
microphone from above. It's the most convenient place. But since the shot is
much more closed here, we have a little more freedom to position the microphone
from anywhere. Because when we realize what the final shot
would be like, we noticed that the
microphone could be down to. But we can only do this under these conditions in
which the shot is close enough to actors faces to be able to play with the place
where the microphone will be. However, whenever possible, always position the
microphone from above. To avoid problems. That is, unless the shot is
a low angle shot, I mean from the boton up, always use the
microphone from above. But in the case of
unidirectional microphones, they work completely
differently. Pay close attention to this, because the microphones look very similar to the naked eye. Let's suppose that this is our film set and we need to capture the voice
of the actress. So all we have to do is position the
microphone pointing at the actress mouth from a place where the microphone doesn't
appear in the frame. This is a great technique to record the voice of
the actors personally. It's my favorite because
you are exclusively capturing the voice
of the actor in a conversation with
a great quality, a greater quality
to what you would have using an
omnidirectional microphone. The most interesting
thing is that you can play with the position
of the microphone. That is, it's not imperative that the
microphone is from that side. You could perfectly place
the microphone from the other side and capture the girl's voice
in the same way. In fact, I think
that in this case, it would be even more convenient because we can get
even closer with the microphone because
the other actors head would cover the microphone. Obviously, we are in
a context where we are only interested in
the voice of the actress. But remember that
there are always two points of view
because there will also be another shot where the actors will appear
speaking or listening. For example, the choice of each one of the
microphones will depend on the
characteristics of the scene I'm reference in the first place to the value of the shot, if it is a close
or an open shot. And obviously how close
one actor is to the other. But there is a third kind of
microphones that are level. The microphones,
which are exactly this microphone I'm
using at this moment. You just have to hide
it inside the cloth, close enough to capture the actor's performance,
the actor's voice. Almost all of them are wireless. It allows us to capture the actor's voice even when
it is a very open shot. For example, a very open shot where it would be
impossible to place an omnidirectional
microphone because the technician would be seen holding the microphone
inside the shot. In those cases, the level a microphone is a
very good option. But what is the disadvantage
of this level a microphone? The the sound quality is much lower than that of the
traditional microphones. I mainly think that the
size speaks for itself. You can compare all the sensor a professional or
condenser microphone can have with a
level A microphone. But why is there this difference due to the dynamic range. Dynamic range is the sound space that a recording or
sound sequence occupies. That is the size of the sound spectrum from the
lowest to the highest point. Generally, the higher
quality a microphone has, the greater sensitivity is. This is basically why 1930s movie sounds too bad
to us today because we are used to listening
to movies with really dynamic sound
using a huge spectrum. Obviously, a level
microphone has less dynamic range than a traditional uni
directional microphone. Of course, there are exceptions. The problem is that
a high quality level microphone is
really expensive. But in any case, let's
say that you are shooting a battle
scene with Y shots, where it's impossible to place an omnidirectional
microphone. For example, we should
use the level ones. But additionally,
if the cases that are level microphones are not good enough,
are not that good, then you should use the
level ear microphone only to record the
performance of the actors later to a Davin in studio
having that reference. But there are other elements
that must be recorded in the setting depending on the characteristics
of the scene. I mean, steps, footsteps,
doors, et cetera. All this is done
in a wild track. We track that has
the objective of being the backing that
we are going to use in the sound mixing to create the sound design way. Just those sounds related to a specific details
such as clothing, footsteps, and textures also are recorded with
unidirectional microphone. On the other hand, sounds
such as the rain, wind, cars related to the environment are recorded with the
omnidirectional microphones. The sound technician
in setting usually works hand to hand
with the script orders filed that are recorded so that the sound designer can later
identify each of them, each of the sounds
in the editing. When I say the script,
I mean the person who has the order scenes in
the setting, in a shooting. I don't mean the script itself. You already know how to
record in the film set is it's a very
valuable information for you to be part of. A professional production team. A vocal le, for young film
directors and sound designers. Who must lose their fear
of immersing themselves in this recording and film
set until the next lesson.
4. The scene, the script and the sound: I have titled this lesson, the scene, the script,
and the sound. Because a good
sound designer has to have knowledge
of the following. Understanding the production
possibilities of a project. That is, the chal***ges that the project faces in
terms of production. For example, how many visual
effects will the films have? What role will the
sound design play in the sensation that the audience will have in the movie theater? In this sense, several
possibilities will arise. We will start with the first. The first has to do with
using sound design to save production resources and improve the film's semiotic language. This will happen having
the opportunity to translate things that
are in the screenplay. I mean real and visible things. Elements of the environment
or nature, for example, by sound elements
that replace that, saving the production
resources and at the same time in reaching
the language of the movie. In this sense, I'm
going to show you a example from a scene, from a short film that
I directed where we replaced elements that we
could not have in the scene. In terms of production, we replaced them
with sound design. So the scene is about a rebel soldier who is looking for his father
in the middle of a valley where there was some kind of battle
between conquering Spanish soldiers and
indigenous people who live in that mountain. Then the characters is walking, seeing the corpses in order to find his
father in the ground. But then the soldier was supposed to see an
indigenous mother in the distance crying over
the corpse of her daughter. But in terms of production,
we couldn't do that, so we had to replace it
with sound language. And that was the result.
Let's check it out. H. So as you notice, just by adding the sound of a woman crying
in the distance, the presence of the
woman is already felt. It doesn't matter if
we don't see her. She is there and even feels like the characters actually
listen to her. This is a perfect
example of how using sound language we can improve the audio visual
language of a film. On the other hand,
that sound design that we add to the movie can help to improve or hide the weaknesses
of a movie itself. In the following movie,
the movie Ghost, I don't know for what reason the demons were
depicted like that. I say this because at that time, there were already good
visual effects in the cinema. In films, there were good enough to avoid
doing what they did. But I suppose it's very easy
to say that from my time, just because Terminator
Two and other movies had great special effects and visual effects
back that time doesn't mean everyone had
access to that technology. The point is that in Ghost, the demons that take the soul
to the hell after death. I would say that
they are even funny, but the director of
the film knew it. The truth is that
at that time, 1991, there was the possibility of having good audio recordings. Therefore, the directors
made the decision to do everything possible
because the sound of the demons was so
terrifying that compensate that weaknesses of the
visual effect department and special effect department. So let's check it out. See, oh Carl. Did you notice, in fact, they look like cartoons,
like vague shadows. The thing is that
the sound design is terrifying, really scary. The sound makes you feel what you're seeing
in another way. This example is extraordinary
from my point of view. These are the things
we think are random. But no, they are deliberately done to the correct
elements of the film. Now we're going to see another
very important example that has to do with the
script, with the screenplay. The importance of si***ce. Si***ce is a sound signifier, which is often underestimated because we are so overwhelmed by technology and by
that desire to make sounds that we forget how
valuable si***ce is at times. So in the next scene, the main character is
divorcing from his wife. That is to say, they are already separated and she
is only singing the divorce papers while
they have one last coffee. But while she is
singing her documents, he begins to remember
everything that he lived with her and how quickly. With a simple signature, everything is over for
him. They check it out. Just get it out of the way. It'll be easier of if you notice the
creatives made, the decision to
leave the sound of the restaurant in
the background while the character remembers what he experienced with his ex wife. All memories are si***t because the truth
is that they are. What I'm trying to tell you
is that in most of cases, film directors would
have decided to leave a sample of the
memories explicit, with all the details, including the sound dimension. But now they know how important the absence
of sound can be. Of course, the assistance can even come from the
film director, because a film
director must have knowledge all the
creative areas of a film. But you could do that.
You could of course, propose it with great respect to a film director if
that were the case. Because when you are
doing the sound design, you will be in the very
process of creating the sound. In this process,
new ideas arise, and a good film director must be aware about it until
the next lesson.
5. What equipment should you have?: Hello, everyone. I guess
many of you are wondering, can I really do sound
design at home? I mean, in some kind
of home studio, the truth is that the answer
is that you absolutely can. The home studio revolutionized not only the music industry, but also the independent
film industry. You can even mix
around 5.1 at home. However, since this course is for you to learn
sound design, I'm going to teach
you mainly stereo mixing so that you can
do it at home very well. In order to achieve this, you must have three very
important elements. First of all, a good computer, it doesn't have to
be the best one, but with a good
configuration that has at least 16
gigabytes of frame, a good processor, and
a solid hard drive, the price of the computer
is very borrowed. It depends on the ground, Let's say from the 1,500
to $3,000 approximately. But this is relative. You could find a good computer somewhere that cost even less. That already depends on you and the country
where you are. The second thing, MSF
is a audio interface. The audio interface doesn't have to be the most expensive of all. It can be a simple
two channel one. There are many examples,
there are many brands. M audio panos varying a simple two channel interface can cost $200 approximately. Additionally, you would also
need two studio monitors. You had to pay close attention because to make a
movie sound design, this speaker should be able to reproduce very low frequencies. Unlike a musical
musical production in modern cinema from this time, low frequencies are used a
lot as a sound signifier. In fact, it's something
that we are going to see in this course, later on. Being able to feel and play with this is a
valuable resource. In order to be able to
experiment properly, you must have these
kind of speakers, these kind of monitors. For example, here we have presson monitors.
They are very good. You can find them from $150 to $200 There are
many motor brands as well. Additionally, you will
need a sub buffer. It's an additional
speaker that reproduces the lowest frequencies
typical of current movies. There are many brands
of sub buffers, but I highly recommend
that the super buffers and the speakers are
of the same brand. In this course, we're going to work on the low frequencies. I can recognize low frequencies using only these two monitors. But it's not something
you are going to be able to do at this time. At first, if you want
to have a complete set, I highly recommend having the two speakers and
also the super buffer. In the case of 5.1 X around, you simply need five speakers plus a super buffer
and of course, an audio interface that
has at least six outputs. Another important element
is the headphones. There are different options
rewarding headphones. There are sound engineers who recommend that you
have headphones without flat equalization so that it is faithful to the mix. Professional mix and headphones in general all tends to be flat. But the truth is that our mix
is going to be reproduced. It is going to be played
in a movie theater. And movie theaters don't
have flat equalization. This not only happens in
sound design of movies, but also in the world of music. The sound engineer
must always think about how the mix will
sound on the televisions, in the different types
of sound devices. In a home, for example, in a movie theater,
that is essential. I highly recommend
the 280 Cent, his. They cost approximately $100 or a little bit more and
are highly reliable. Well, that would be
all about equipment. Obviously you need the
digital audio workstation, which this time we're
going to use the base, but are authors like Pre
tools for Mac et cetera. But you want to know the truth. They are all the same but changes is the Indian
who shoots the arrow, that is how to use it. Well, let's continue with
this sound design course until the next lesson.
6. Project Explanation: Hello people. In this
model we are going to dig several scenes
from a short film, Cross Under the Moon in. As the idea is that we gradually learn how to dig
sound design from scratch. Pay close attention because
there are several lessons. But above all, remember
that you will be learning to use base as this
model progresses. Additionally, I'm going to
leave you an important task. As an exercise, you're
going to search on Youtube for sine from
a movie that you like, sine that doesn't have dialogs. And you're going to
download it and try to make the sound design
completely from scratch. Just like you're going
to learn in this model, this is an excel***t
exercise to achieve this. So pay close attention
and we're going to continue with this
sound design course.
7. Configuring a Project: Perfect. Here we are.
We are ready to get a powerful insight
in Q vase in order to approach sound
design properly. Even though this
course is not mainly focused on vase, I
mean the software, the digital audio workstation, it's important to know
how to use it to give you the chance to develop your
Ram project of any nature. The idea is that you followed
the instructions very well, but I'm going to explain to you the most important
properties and features in order to use
it whenever you want. I also remind you that this
course is developed in Vase 10.5 but you can use
the version you want. I think the most advanced is 12. I think they are practically
the same for years. So here I have already
opened the vase. We go to the file tab
and press a new project. Immediately, this window will be opened and you're going to find all these patterns
and presets that the vase gives us in
order to save time. But I think the most
important thing is to create an empty
project from scratch. We're going to go
to this button, and we are going to click on
this button, Create Empty. A browser window will be open. Immediately, you have to choose the folder you want
the project being. So I'm going to look for the folder I set
for this project. This one. Let me stress that the audio files related to this project will
be in that folder. We select the folder and automatically a new
project will be opened. Before doing anything, we
must save the project. Then we must go back to the
file tab and click on Save S. We are supposed to select the name of the
project by the fold, the software will save the project into
the project folder, the folder that we
previously chose. The most interesting
thing is that we can move the project folder
or whatever we want. The project will work fine. It's something very practical. I'm going to close this project, and I'm going to open the one I have already created
for the lesson. This file titled
Sound Design Perfect. Once we have already created the project and
save it properly, we have to make sure
that our sound card is properly connected to the Do digital audio
of work station. The purpose is that you have a general idea of these
kind of connections. You must go to the Studio tab and then you click Studio Setup. There are several
properties here. You're going to focus on BST
Audio System right here. Below this little tap, the name of your audio
interface will appear. Actually, my interface
is a lexicon, but since I'm
recording the lesson, I must use a program
of software that simulates a digital interface
called voice meter. Then clicking there will open the general properties
of the interface. But by clicking
on control panel, we will have access to the
interface configuration. In the case of my interface,
this window opens. These properties
allow me to establish the recording
resolution above of all configure the interface that it works in the best way. With respect to the
performance of our computer. You can change the
application priority setting so that Door takes more
Ram from the computer. And you can also change the
system performance so that the door recognizes that the
computer is not so powerful, for example, and adapts to that. All audio interfaces have this. It doesn't look
exactly like this, but its function is the
same. It works the same. By setting this, well, you
will be able to get the most out of your computer and
believe me, that is important. For example, I have it configured to get the best
performance possible. You already know where the
interface is configured. It's important to know
this because most of the performance problems
are related to this. Here on the right,
you will find what is called input latency
and output latency. These parameters are
related to the time it takes the computer
to play and record. A sound Latency is the time difference
that can cause recording or playback
to be inaccurate. Generally, when you're working
with audio interfaces, this problem doesn't exist. But the problem will
be noticed when your computer is not
powerful enough. I mean, for the fastest
configuration of the interface, it will generate a delay
that in the case of vase vase itself corrects that
delayed in the recording. That is to say that if
there was 1,000 seconds delay in the recording
vase itself corrects that. What you're going to notice is that as long as
you are recording, it may stop recording. Or simply after recording, the computer stays for
a few seconds thinking. This list that you
see here below. This is related to
the number of inputs and outputs that
the interface has. Actually the number
of inputs and outputs that appear here do not correspond to my interface but to the software I'm using
to record the lesson. My interface only has two
inputs and two outputs, but your interface could have as many channels
as possible, like professional
studio mixture, I mean 50 channels,
100 channels. For example. Once
you have connected your audio interface with
the doll with the base, we must go to the
audio connections. Here we must make
sure that the inputs and outputs of the
interface are enabled. For example, here
in the Input tab, you will see all
the connections and inputs that the
audio interface has. The problem is that sometimes, by default, this
for some reason, is set to not connected. We think that the
software doesn't work, that nothing works, that everything is
damaged, et cetera. And it turns out that it's not enough to set the
audio interface, but rather make sure
that the inputs or outputs are connected in the
audio connection properties. The reason why this exists
is because sometimes our project is simple and we don't need to use
so many inputs. The software allows us
to enable only some of them to maybe work more
comfortable in base. For example, if your
interface has 20 inputs, those 20 tracks will appear in base, it's more unconscionable. The same story happens
with the output. We must check the audio
output so that they are enabled so that the audio can come out through
our speakers. These are the typical
simple problems that sometimes make us waste time. Do not take for granted this. On the other hand,
in the same type, a studio type that I would say, it is the most important of all. In addition to the
audio connections, you will find the
mixing console. This console is a
digital representation of a physical console. I mean that mixing
console that you can find in any studio with
hundreds of tracks, approximately 20 years ago, those consoles were still
analog and what they did was connect each channel to an input of the interface. But now the console itself is an interface completely
connected to the door. So that is why I tell
you that this is a digital representation of each one of the
tracks of a console. And obviously in this
case here will be the fathers of each of the
tracks of our project. It's important to note at this time that depending
on the version of Q vase you have and I'm talking about the version
in terms of number, I mean 91011 or 12. I'm talking about the version
in terms of properties, that is elements,
artists or professional. For example, elements
doesn't allow you to add an infinite number of
tracks to your project. That is a limitation when it comes to sound
design for movies, which requires a large
number of tracks. Another important property of the studio tab is the
BST Plug In Manager. This tool allows us to configure the internal and external
effects of vase. I mean, sometimes we buy
or look for plug ins for archives with the purpose
of improving our mix. To improve our work. And all these plugins
should appear here. This tool allows us to know if the plugins are
correctly installed. That is, once they
are installed, they should appear here. On the other hand,
if it's the case that you have not Bod plugins, I need to get them somehow because I know
that that happens. You don't load them from some page how they're
freely or free. Sometimes you have to install
the plugins manually. The base will tell us below the specific folders in which these plugins
files should be. I highly recommend you trying
to buy the original ones because the cracked ones
generate errors in the system. They tend to generate delays and performance
related problems. But as I told you, if you're
going to get them like this, I mean for free and outdoor
internet surfing internet, you must go to the
folders that Kv shows below and make sure that the
blueing files are there. This is very important. On the other hand,
it also happens that sometimes you
uninstalled vs Blueing, but they still appear
in the fat list. It's a annoying because we usually have a long list
of effects and believe me, we don't want to have
anything useless in our work space and that will slow us down in cause confusion. Additionally, I could
tell you that the quality of our vase is not related
to the version of it. I mean, if it's ten or 11 or 12, I would say that the better
the quality of your plugins, the better Q vase will be. That is not the most
important of all, but sometimes it is crucial for the quality of
our sound design. After this tool, we're going
to go to BST instruments. This window allows us to know which or how many Di instruments are connected to the Kva. I'm not going to delve into
this at this moment because it's a lesson that I'm going to give later
on in the course. I don't want you
forget this for now. Remember that although this
is not a soundtrack class, we are going to see
some media elements to improve the sound
design of our works. The following property
is audio performance. This tool that is
here is a metal, like some blue lights. This tool allows us
to know when we are approaching the top of
our systems performance. This is important as
we activate effects. The blue light that
blinks here will go up. So obviously when it
reaches the limit, the system will start to crash. It's important to
know that there will be two main failures, the two Ram memory failures
and hard drive failures. We need at least eight
or 16 gigabytes of Ram that these kind of
things doesn't happen. On the other hand, a
good quality solid hard drive so that the system
also runs smoothly and fast. It's important to know
also that depending on the resolution that we
have set in the project, it will also consume
more memory or not. So this tool is very useful
to control if we have the possibility of adding
more plugins, project or not. It's always important to
have a good computer though. The following properties
is video player. This tool is essential for this course because this
is where we are going to see the reference
video of the movie or short film for which we are going to do the sound designed. This screen is going
to be connected to a video track where
the montage will be. In any case, I'm going
to show you this later in the course
when we are adding the files with which
we are going to work with Only that it's
important to know that it's one of the most
important properties of this studio type that I insist. It's one of the most
important types of the vase. The next important
thing is required. This tool allows us to connect
other software to vase. For example, when I
used to make music for movies in a very old
software called Reason, that software had
the possibility of connecting to vase
through this tool, you could also connect
the fruit loops to vase by using this tool. I personally do not recommend this because it consumes
too much memory. And I think that in that sense, contact is much better. I mean that media
technology of contact. But it's important to know this because this is a
tool that allows us to connect vase with other
music production software. For example, if you have
a very good computer, you can try it
without any problem. The last one is the studio
setup that we have already checked where there
is BST audio system, when you can configure
your audio interface. But generally the most
important properties of this set up top is BSD audio system. Or you can configure your
interface and this medi port set up if your Medicontrolerkywor
is already available. Actually, it's not that complex. We're going to leave this lesson up to here and we're
going to continue advancing in the most important Qvase properties until
the next lesson.
8. Knowing the Audio Tracks and Tabs: Perfect. Once we have already
prepared our project that we already have our folder created and we have
saved the project in it. Additionally, we know
what is the studio tap. We are ready to move
on to the project tap. In this tap, we must
focus on two properties. We must go to the project
setup on the bottom. We're going to click in
it and we'll be open this window where we are
going to find sound features. First of all, we're going
to focus on the frame rate. What is the frame rate? Since this is a course
focus on sound design, it's important to set the
frame rate of the project with the frame rate of the video file that we are going to use
for the sound design. The problem is that
if the frame rate doesn't match that
of the video file, there may be errors
when you go to export the audio file,
It may not happen. But it's also possible that
it happens due to the frames, especially in the transitions
from one shot to another. These transitions are direct, Most of them are direct. They don't dissolve.
So this discrepancy between the file and the
project could cause problems. Additionally, it's
important to know that the video file that
we're going to use to edit the sound design must
have very low resolution. The lowest possible resolution, you may have a
powerful computer, but still we always
reach the limit. You should pay
attention to that. In that little type, we can change the frame rate. It may be 24 frames per second
or 30 frames per second, et cetera, et cetera. But when it comes
to sound design, the most important thing is
that the project frame rate matches the frame rate of
the video file right here. Below, you can change
the sample rate. The sample rate is
the resolution, that resolution of
the project match that resolution you set in the interface settings
that settings we saw in the last lesson in
the studio top, et cetera. Here you can change
the bit depth. It's also related to
sound quality right here. You can change the
audiophile format. It can be a wave. Or if you're working
in Apple Mac, you can use for example, they are all not
compressed formats. Everything you're
going to record in the vase are going
to be stored in the hard drive in that format so we're ready
to start adding the tracks. We go to the same project tab and then we unfold this
ad track property, and then we select audio track. This small window
immediately opens. In the first box,
you will be able to choose the audio input. I mean that specific input of your interface that you're going to connect to this track. I remind you that many
inputs appear here because I'm using the
software to record the class. But where it reads, Select Hardware Input, the inputs of your audio
interface will appear. This is important
because you could have several different microphones connected to different tracks, recording anywhere in a studio, for example, or in
your home studio. But anyway, you can
modify that later too. Tracks can have two
types of configuration. You can set a model
configuration, interior configuration. But what is the difference
between these two depending on the kind of recording device you
are working with? I mean, also the kind of
microphones you're working with. The device will generate
a mono or sterio file. In other words, if
you're working with a portable recorder and you are using only
one microphone, for example, the device will
generate a mono file in. That file is supposed to be
in a mono track when editing. On the other hand, if that
same portable recorder is working with two
microphones at the same time, the portable device
is going to generate an sterio file in that sterio file is supposed to be on anterior track in Q vase. Depending on the
nature of the file, you should set this
to mono ortero. If you don't, it's going to sound bad and you're
going to notice it. The main difference
is that basically if you add a mono file
on a stereo track, it's going to sound
on one side only. On the other hand, if you add a stereophile on a mono track, it's going to sound
terribly bad. Let's continue then here
where it reads audio output. It has to do with
the channel where this track is going to come out. A steroid is the main vase, mix the stereo track where everything we're
editing comes out. You can also add several
tracks here at the same time. Even change the name
in the name box. When the tracks are
here in the main panel, the timeline is
generated and you can change the name of
the tracks as you want. Let's make a review
about these symbols. This button is used to mute the track that it doesn't sound. The button is to play only the selected tracks
When they are selected, the others are
automatically mute. Additionally, this
little circular button works to enable the track, so you can record on it. For example, I'm going to
enable the first track, and I'm going to press
record down here, Spanos there I'm recording
on the first track. If instead I wanted to record on the next
track, for example, the third track and andando there is also the option to record in
two at the same time. Dopants probando. When you already
have your recording, you can move and
shift them in time. I'm going to move
the clips a little bit If I only want a
track above to play, or if I want only the
one below to Sound. I can mute the other tracks,
for example, like this. But at the same time
the tracks that are here in this panel are
connected to the mixture. I mean mixed console, what we had to do is
go to the studio, tap and open the mixed console, the one we saw in
the last lesson. But notice that there
is an important detail. Despite the fact
that we only have four tracks on the main panel, seven faders appear on the mixer as if there
were seven tracks. The thing is that these
first two tracks belong to the tracks that we activated
in the audio connections. I had told you that if we
activated more inputs, more tracks would appear here. This first track that is here is a stereo reference, all inputs. And the second track
is the input itself, where I have my microphone connected to pay attention that their faders are color red to differentiate them from
the project tracks. These faders allow you
to lower the volume of the input so that it doesn't
distort or go all the way. It's a digital weight of lowering the gain
of the audio input. Right after them are the project tracks which
have white faders. This is done this way
because it's made to look like an
analog studio mixer. The mixed console
is connected to the tracks we are working
on in the timeline. It's exactly the same, only the mixer allows us to more easily control the
volume of each track. All digital Ad workstations work under this same principle. On the other hand,
remember that there are interfaces that include
the physical mixer. So when I move these
failures here, the physical faders also move. It's a great tool for
professional studios. Actually, in the last red, fader belongs to
the output track. All that is coming out there
is the final mix in stereo. And also that last track
works as one more track. That is, you can add
effects and plug these in the same way as in any
track of your project. Now by pressing
this letter E here, we're going to move on to
the properties of the track. I'm going to talk about
the main functions of it, but we are going to see them, all of them throughout
the course. Here you will find
three main panels, but what does each
of them work for? In the middle one,
which is the main one, we can add a series of
fold Q vase effects, compressors, limiters,
equalizers, et cetera. By using these general effects, you can quickly modify
the nature of the sound without having to resort to
any external effects to vase. The Q vase itself also
comes with plugins, which we'll talk
about in a moment. But this central panel
makes us work easier. For example, on this tap there
is a parametric equalizer, which has a graphic where we can modify
the frequencies by generating points that
modify that blue line, that is the qualization line. Basically, this is
a general objective of the main panels to give you the chance to modify the nature of the sound
by using these effects. Here, they are not
the best effects, but they are quite good to mix. To do sound design, I usually use external plugins. And that is why we are going to talk about this next panel, the one on the left, which from my point of view
is the most important of all. This dashboard allows us to add external effects to
vase external blueing, but also those blue gins
that vase brings By default, you can find each of them here
in this case, for example, I use a T Rex
parametric equalizer and I look for it like this, I select it and it's
automatically added to the track. So this is a better equalizer than the ones that
Qvase comes with. And I can configure
it however I want. Each of these little
boxes that are here have the purpose
of adding effects. You can add as many as you want and they will be
perfectly organized. But on the other hand, in this right panel,
there are descends. There are tracks to receive external effects to the track. What is the purpose
of this right panel? That when we add effects in
the left panel, for example, we are going to consume more
Ram memory of the computer because that effect would only
affect that single track. The solution is to
create an effect track. Right here in this track, I can add an effect, can name the track with the name of that effect to
identify it with the purpose to generate a single general effect that can affect all the
tracks I want, I can use that reserve. For example, my new effect
track is immediately added. I cannot record on it. It's only an effect, which in this case is this reve. Obviously, when it comes to
having a great sound quality, we use fancy effects that
consume computer resources. We can add as many as we want. In this right panel, we click one of the
boxes and select Reverb, that Effect track in which I add one single
effect can affect all the tracks I want by saving a lot of Ram in
computer resources. But if you have a good computer, maybe you will not
need to do this. However, to the extent that you specialized in sound design, you will be looking for more
advanced and heavy plugins. And believe me that you will take your computer to the limit, then you will always
have to do this. As I told you, you had to create an effect
track and you will connect it to the sends in the right panel of the
track. Properties. In any track, of course, I'm explaining the most
important for you to have a really useful knowledge about the QB is a powerful insight. So let's try this effect. I'm going to add it to
the sen and I'm going to record some voice to try it. Gravano, something was missing. It was not on, it
must look orange. It's possible that your base
version is of another color. Let's listen to it again. That is, that would be to add the revert by a scent that
is using an external. But as I told you, we can
remove it and we can add the direct revert in the left panel
directly on the track. In this way it will
have greater quality, but it will only affect this track and it will
sound much cleaner. But also consuming more
resources of the computer. Using an external effect Track also allows me in a certain way, to add exactly the same
effect to the same tracks. But this is not the only
way to achieve this. We can go back to
the Project tab and press a Track. We
can click Group. But what is this
group track for? Let's imagine that
all the tracks must sound as if they were
in the same place. I can create a group track
with the name of voices, for example, there
on that track. I can add reverse,
but not only that, I can add penon compress
source equalizers, but all that track
is going to work as a general output of the
tracks that I connect to it. As I'm adding this reverse, it could be an effect
with the difference that there will only be a
general configuration here. We cannot individualize defect as in the case of the
external effect track. For example, here
on the first track, we open the track
and make sure that the output is connected
to the group track. Remember that we can change both the input and the output, so we must shift the
output to the group track. That is called voices. Of course, then obviously, if you add a reverse
to that track, voices, everything that passes
through that group track, it's going to sound
with reverse. Let's try it, for example. In the same way I can
connect the second track, for example, to
that group track. Obviously it will
sound with rever two, I mean these two tracks are connected to this group track. The group track will
appear in the mixer. You can see the track here
with the green father below. It reads the name voices. Remember that this group track is connected to
the output track, that general stereo
track of the project. Let's si***ce the
first track and we will record on the second track. I will change the
auto time clips, they don't play at the same
time. Let's check this out. Pro Perfect. You already know how to
add tracks to the project. All this knowledge is very important to be able
to better order your work and make a better sound design
and even musical mix. Remember that you can use defect tracks to save
computer resources. Remember that once you
create defect track, you can add defect to the right panel on
the track properties. But there are also other tracks, which are the instrument
track and the media track. But we will not see
them at this moment because I want to explain to
you in the middle lesson. You don't forget this, but basically the instrument
would be the contact, which is the one that
generates the sound. And the media track is
where the instructions are, that instructions of how that
instrument should behave. On the other hand, there
is also the time track, the tempo track, which works
especially for musicians, for music to have the
musical time when we are composing media music or
also recording music. Finally, the video track. On this track, we
will be able to add the reference video we are going to use to make the sound design. We can move this
track as we want. Obviously, this
track is connected to the video screen
that you already know. Try to digest the information, review again and put it into practice until the next lesson.
9. Adding a video and Summary: Perfect. We are here again. Now we're going to
learn how to add a video file inside the vase to have an example of how that reference video
will look in our tracks. This is fundamental to this course because it's
a sound design course. I'm going to collect the
video file from my folder. What we're going to do is just drag that video
file into the vase. Pay close attention to this, because on the first stride, it will appear that the software
doesn't accept the file. So pay attention that
I'm holding the file, but Base gives me a signal
that I'm not able to add it. It turns out that it's
specifically in the area below, in the time line where
I can drop the file. Then immediately a video track and an audio track are created. The particularity
of this audio track is that it is ster one. Why? Because obviously it's
the audio of this work. This work is a short film for which I composed a soundtrack. We can move these
tracks wherever we want to work more comfortably. We can check how it sounds. I usually put the video
reference always on top so that the video is not crossed in the middle
of the tracks. So let's check this out. Obviously, we can now
activate the video player, which is the screen
where you can see the video that
is on the track. Here's something important
that I insist on. Again, it's important that
this video file is not heavy. I mean, it's supposed
to be very compressed, maybe an M before
with low resolution, just enough to see
the reference video. Especially for those
people who make music. This is essential, possibly that catalase perfect. Another important detail that I wanted to show you is that you have the possibility to
edit the video if you want. For example, if we had some sound effect or in the case of musicians
make a search and composition or musical
beat that inevitably lasts longer than the scene and there really is no
way to change that. You can use the scissor tools, cut the video that each move
the shot to where you want. Generally, this is
useful for musicians, so we just go to these
tools that are up here and select the scissors
encode where we need to. It's quite similar to final code or any video
editing software. Remember that once you
cut, you are not deleting, you can stretch the
files and recover it. Again, I explain this like this because I know that some
of you are beginners, so you can use other
tools like the eraser. And actually we can
use this tool to mute some cross sections or the entire audio
clip or video clip. The most important thing is
that you lose your fear of using the tools since
it's about using dose. It's also important to know where the essential tools are. Some people tend to
memorize automatic commands so you can activate a function automatically from the keyboard. And that is the enemy of knowing how to use
not only software, but also becoming a
good versatile editor that is capable
using any software. Almost all digital
audio workstations work under these
same principles. It's important to know
these principles in order to face any
software without fear. Another important detail that I wanted to show you is that you hear what the stereo audio track sounds like when we put
it on a mono track. Let's check this out. Now, listen to the difference on the
stereo track is possible. Second, it's important
to recognize this. It doesn't happen to you
while you are editing and you get confused and think everything
is sounding and wrong. Let's recap everything
we have seen quickly to refresh our knowledge
and be prepared, remember how important
the studio tape is. The first property is
audio connections, where we are going to
see the audio inputs to make sure they are connected. As we checked, remember
that the input and output of your
interface will appear here. But I think that it's
enough to know that simply the inputs or outputs
are never enough connected. The next big thing in the studio tape is
the mixing console. So we go to the studio tab
and open the mix console. Remember that all the
tracks of our project will be here to be able to
control the volumes easily. On the other hand, remember
that there will also be the input tracks in the
general output track, the stereo track, as well as the fix tracks and the group tracks that we saw previously. Those group tracks which are connected to the
stereo general track. The following is a
step login manager. This tool allows us to
be able to make sure which are the plugins that
are installed in the system. As I told you to know which
are the folders where we must install the
plugins when necessary, especially when you get
the plugins for free, and sometimes it's
difficult to install them. This tool allows us to know if they are installed properly. The following is the BSD instruments tool
that allows us to know which are the
media instruments that are connected to based, which in the case of this course we're
going to use contact. We will see contact later. But it's a software
to work media, especially media Music, But it also works perfectly
for sound design. But as I told you, we
will see that later. The following is
audio performance. Remember that this
tool allows us to know how the computer's
performance is, especially when we load many
plug ins at the same time. Remember that here is also the video player that is connected to our video
tracking the project. The reward is used to connect other software
with the base, such as the recent
software for example. But there are also
other softwares like pretty loops, for example. Finally, the studio setting
where you will be able to configure the audio
interface with the base. This would be a general
description of Vas, a summary of the most important
and main characteristics. To be able to start working in it and to better
understand the course, any question you may have,
you can reach me out. But remember that we will continue to see
many things about Vas as we progress in the
course until the next lesson.
10. Cross Under the Moon: Perfect. Here we are again in the digital audio
workstation base. We are ready to
start this project, which is a short film. It's a completely
professional short film. As I told you, the idea is to create the sound design
of some of the scenes. If we're going to
start by addressing the first scene of
the short film, the purpose of this lesson in the following lessons is to make you understand
that you are able to do a completely professional sound
design by using resources that you
are able to find an internet serving
the internet. If we're going to create
a sound environment in every single sound
out of the scene, let's watch the scene first. In fact that the scene has
a soundtrack and music, but this time we are not
going to work with music. But I'm going to
show you the scene with music to explain to you what we are going to do and what should be included
in the sound design. Remember that all sound
design is based on our sensitivity to feel
how the image sounds, or how it should sound
to the audience. Let's watch the scene then. In this scene, you
are supposed to hear a naval battle
in the distance. What we are seeing on the
screen are the remains of a shipwreck on a beach
on an unknown island. In other words, while we
are seeing these remains, the battle continues
in the distance. What we must create is that whole atmosphere
of the battle in the distance that it feels like we are listening to
that battle in the distance. But obviously, we are on
the coast of an island. The sea has to be heard. To pay attention to
all the details, you must learn to
detect small details. For example, the
size of the waves, how many waves collide
with the character, and how many steps
the character takes, even how close or far the
character is from the camera. All these are very
important details to create the sound perfect. This scene ends here, so we already know what we have to create in terms
of sound design, but now we have to look at
the scene again without music analyzing what specific
sounds I need to create. That, because we are
supposed to search for those sounds on the Internet or only select them
from a sound pool. Reach enough in sounds
to build these. So what do we need, for
example, for the battle? For example, if we didn't have the full
sound of a battle, we would need soldiers,
cannons, et cetera. Additionally, we need the sound of the sea in the distance. Not to mention that
the most complex thing is the arrival of the character, where we will need
waves, splashes. We need the sound of
cloth in the water. There are several things. We also need the
character's expressions because when the camera gets
closer to the character, we should be able to
hear their moans and pay attention to something
important regarding the sea. When we listen to the sea, we are not only hearing the wave that crashes
against the coast, but the sea in the
distance is also sounding. In other words, everything
we hear is the result of the mixture of near and far
waves at the same time. In that sense, one
of the skills that the sound designer must have is to detect the layers of sound. In all the images, there are things that can be heard farther away and closer. But above all, we have to know how to detect
how far and how close things sound and the correct
reverberation of things. In fact, reverse
is something that we will address in
more detail later. But what matters is how we detect the correct
layers of sound. Because we must train ourselves, especially if in the future we want to do a sound
design and surround 5.1 Remember that we must
create a sound bank. This sound bank must be updated all the time
with new sounds. Every sound designer
should have one that contains phones
of all kinds. I mean, sounds recorded by yourself and other sounds
that you find on Internet. For example, this
bank that I have here is at least 50%
taken from Internet. You can create your own bank. There are 1,000
of free sounds on Youtube that you can use. No one is going to
complain about it. Now, if you have the
portable recorder that I mentioned, even better, you must use it to record sounds all the time. That is the idea. Remember that you must
have a good microphone. These recordings are
of true quality. Remember that in
sounds like the C, you need to reach the
entire sound spectrum. I mean low frequencies. What is the first thing
we're going to do? Well, we're going to
choose the sound of the C, that sound we are going to use. We're going to our folder to find the most appropriate one. This is a folder I have all deep waves near
and far turbu***t C. Several sounds and they
are all from the Internet. I am telling you this
so you can see how far you can go using
Internet resources. In the end, it doesn't matter where you get
the sounds from, as long as they have quality and the sound design is good. Let's now see how
many tracks we need to add to create
the first scene. First, we need to add
the necessary tracks. Remember we go to
the project tab. We select a track
and we must pay attention that the
track is set in stereo. Why? Because the audio file we are going to use
is in a stereo. That battle sound I
have is in stereo time. We're not going to focus
on the battle because it's something that we
will see specifically. In an example later. I already have the
sound of the battle. Here we have our
track for the battle. So now we're going to add the track corresponding to the sound of the sea
in the distance. This should also
be set to a serio. This is an important detail due to the man city of the sea. If you had the chance
to record the sea, you are supposed to do it
using two microphones here. I'm going to add another track of the waves hitting the shore. I'm actually going to add another track of waves
hitting the shore line. But we also need the sound of the character
heating the water. We need a splash
sound to create this. Once we add the
necessary tracks, it's time to know
the panoramic point of view of the sounding scene. For example, on this scene, if you watch the image, the beach is supposed
to be on the right due to that slight slope that can be seen
in the background. Therefore, the battle organ ad should also sound on the right. Maybe you don't notice that
is to the right at first. But as we move forward, when we reach the silver plate, the reflection of the sea makes us understand that
is to the right. But this panoramic direction only corresponds to
this initial sequence, because it has more or
less the same shots. But the following
is a bit tricky, because in the next sequence, where the character is
coming out of the water, the shots change point
of view several times. In other words, sometimes
the C is in front, slightly to the right
here, for example. It changes to the right completely because although
it's to the right, it's so close that it must
be felt from the front. Look at this another shot
where the C is on the left. Here it's on the
right because since the character is
supposed to have already come out of the water, the C should be
heard on the right, but a little farther away. This really seems very obvious. But after watching movies
and sharpening for so long, I realize that it's not obvious. This is one of the
fundamentals of sound design, even here. Later on, the story enters another sequence where
the natural laws already changed because the characters falls asleep and
begins to dream. Look at everything you
have to pay attention to before starting to
edit or even add sounds. It's practically
creatively ordering what we are going to
do in the edition. This is part of the
sensitivity that you must develop to
build a soundscape. We're going to leave this lesson after here and move
on to the next one, where we'll start
adding the sounds.
11. Sound of the Big Waves: Perfect. Here we are again. Let's start adding the
sound of the battle. I already told you that I had the sound of the battle
which was already done. And I'm going to drag it up here right on the battleship track. This sound has a kind of loop, so we must cut a single portion with the scissor tool
that you see above. Let's hear that battle
sound here with the scene, we must place it right at
the same time as the image. Do you see how the scene
of war begins to field to the remains that are on the beach and the
sound of the battle. But what is the detail
that we must do so that this sound
environment works? We must span it, as I
mentioned, to the right, because despite the fact that the sound is interior and there are elements that sound
from one side or the other, we must try to push
it more to the right, because the scene requires that we must look for
this over the track. In order to open the
track properties, we must go to this
little vertical bar that is right here over
the volume father ****. And this tool allows us to control the pending of the mix, which in this case is the
pending of the track. So we can move the pan to
the right or the left. In this case, we need it to
sound slightly to the right, but why not completely? Because we need the
sound to be surround so that it fills the
entire sound spectrum. We must let it also sound
a little to the left. An important detail
before moving forward. Move the audio
clips on the track. There is a tool that allows
us to have more precision. This button that is above
and to the right, this one. If I activate that button, the clip will adapt to the musical measures
of the base project. That is something that
doesn't concern us at this moment because we
are not editing music. But if I deactivate it, I can move the clip
to the exact time that I want in the mix
without limitations. If I activate the button, notice how the displacement of the clip adapts to the bars. Actually, you can see
the musical bars 6789. This is so because in case you can compose
professional music, it's very important
to know this. Because sometimes we activate it accidentally without knowing, and then we don't know how
to deactivate it and we waste a lot of time trying
to figure out how to fix it. Let's keep listening
to how it sounds after panning the battle sound
of it to the right. It's interesting
because as it is a sound environment of
a battle in the sea. The sound of the
water of the ocean is also noticeable
here at this point, where the cannons
begin to sound louder, we must lower the volume
because the other part of the scene that comes after
the silver plate begins, we must chop the audio clip
to reduce its duration. We go to the Caesar
tool to chop the clip. Remember this tool
panel up here? Then we need to pull this
little white tap to the left. It's like a little
triangle in the corner. To the extent that we are
pulling the small triangle, some curved lines appear in the audio clip that are
the fading of the sound. At the end of the
clip, it's a fade out. You can pull that tap as far as you want and
you can also play with the size of
the audio clip to see where that fade
out will end up. In this case, we are doing
this so that the sound of the battle face as the
other scene appears, where the characters is
coming out of the water. Actually, we could leave some of the sound of the cannons
in the following scene, but in reality, cinematically, there isn't a ellipses. Ellipses, in the language
of film writing, is a narrative leap in time. Then the cannons are not
supposed to keep sounding. So the idea is to gradually
fade the sound of the cannons until the sound of the beach comes in
with more volume. Of course, you will always
have to work on these types of guides and instructions together with the director of
the film or short film. In fact, we have to cut
the canyons much sooner. Right here, the sea
should enter the scene. The sound of the sea. Remember how I explained before, even if it's the
sound of the beach, there are two layers. The sounds of the waves hitting the shore and
the sound of the sea. In the distance, we are hearing
things at the same time. I mentioned to you
that the creativity of the sound design lies
in those details. Those details are not obvious. They seem obvious when
you explain them, but they are not obvious when it comes to creating
the sound design. Let's review then
the sounds that I already have from the beach here. We note that it
sounds quite good. It's a sea that is
not very strong, but let's check another one. Notice how interesting
this beach sound is. It's a beach sound
in the distance. It's deeper, it has
lower frequencies. That is why I mentioned
to you that we must develop that
sensitivity to sounds. In fact, this is a stronger
than the previous one, but it's heard from a distance. We're going to check
the entire audio to see if it doesn't change
too much over time, and we notice that it doesn't. We're going to start
with that sound. We're going to add right here
on the track, distant C. I'm going to add them
first and then order them. We already have the sound. We already review it. It, since we don't
need the complete, we are going to cut
just a piece of the C sound to put it
right where we need it. We already have the sound
of the distant sea. Now we are going to look for the sound of the sea
hitting the shore. To add it as well, this sounds very good. Let's add it at once to vase so you can see
what we can do. I'm going to check
other sounds more. This sound is also very good. The waves are softer. Then we will use other
sounds of water, the splash, et cetera. We are going to
test the sound with the image because the image itself should always
be our guide. Pay attention to the
detail that when the image of the solder enters, just at that moment, a wave hits the shore. We're supposed to
find a piece of that audio of that sound
that can match that wave. If we double click
on the audio clip, it opens in a new window from a closer view to see the
sound waves in more detail. But I think it's better
to do it directly in the vase timeline here, where the tracks are directly. So I'm going to put
the audio where the wave appears to
see if it matches, so there's a wave. I'm going
to bring the audio closer. Little by little here the wave hits the shore. So we must cut the
audio portion. We must fade out the
audio portion that we cut so that the next wave of the original audio
doesn't enter. In addition, it should b***d in with the sound
of the distance. Now we're going to
do the second wave. We just have to cut one more piece of
audio that has a wave, but there is a detail
to take into account. That second wave that we are creating is different
than the first. It's softer and the
shot is closer. We need to start by
setting up the track for the first wave that is bigger so that it
really feels bigger. In the mix, we must add a parametric equalizer
to the track. I'm going to select the
classic tax equalizer which is a parametric one. The parametric ones are those equalizers that have
like a graph in the middle. You have to be careful
not to get confused because the graphic
equalizer is different. The graphic simply has faders
on each frequency line. This is a parametric equalizer. This is the tax classic
equalizer as I mentioned. But you can look for the one
you want on the internet. There are many good
ones out there. The advantage of these
tax is that it's a suit, that is to say
that it comes with many plugins, reverse delays, plugins for mastering et cetera, which we will use later. Since the first wave
is bigger and heavier, we must increase the low
frequencies of that wave. We must try to be sensitive
with this slightly moving the frequencies until it
sounds adequate enough for us. With this issue of frequencies, I wanted to mention
something important. There is no specific frequency
for a type of sound, because not even human voices
are completely the same. There are higher voices
and there are lower ones. The same thing happens
with this wave. This wave could be more acute, it would have to be
modified much more. It's better to learn to
develop that sensitivity, to detect that something is
sounding right or wrong. I'm racing that
low frequency area because my experience
when I hear it, tells me that it can be there. But try to be very careful with disposed theories in this
regard because I ran into this problem a lot
recording with engineers who spoke like
audio experts talking about calculations
and spectrum analyzer and they always fail
to find a good sound. Let's check the sound of the
wave with the image stem. I'm going to lower the high
frequencies of it as well, even to reinforce the
sound of the wave. We can modify the
sounds of the distance. We can chop the
audio portion that is playing at that moment
and increase the volume. We can cut just right here. Until this point, I explain to you how
to fade in and fade out with the small white
taps in the corners. But if we see right
in the middle, there is a white one, that
is a small white square. Keeping the square press and
moving the mouse up or down, we can modify the volume of that portion of
the audio clip. Doing this allows us
to feel that the wave carries more force
from the C as well. Pay attention to
this other detail. I have cut the piece of audio to make it
coincide with the wave. I have overlapped the audio clip with the other
parts that remains. But we should not
leave this like this because the
cuts will be heard. So we must select the
area that we cut. Press the X so that a
dissolved transition is made. Did you notice how now
the wave feels heavier? The final sound of the wave
is the product of mixing two different wave
sounds perfect. We are going to
leave this lesson here and we are going to finish editing the C and the waves in the next
lesson. See you there.
12. Sound of the Waves: Perfect. In the last lesson, we had finished our big wave. We already had it ready. Here we have. The
next wave is smaller, we must make it going as
well. What should we do? We must divide the wave clip
into two parts so that it exactly matches the duration of the wave that we
see in the image. We are going to chop the
clip the same way as the last time man, but unlike the previous wave. From the point of
view of the shot, this wave is coming
from the right. This is very important here. Most people make mistakes. We must make sure that the pen must coincide with each
shot of the sequence. We open the track properties and move the pen to the right. After finishing that wave, we are going to copy
and paste this. So we are going to
***gthen the ado clip to try to match the sound with the sound movement
of the character. We are not going to
pan it for the moment. We just want to test if the sound of the wave can
work for the character. Remember that to copy
and paste Audet, copy and paste by pressing
control C and control V. In fact, what we have to do is lower the volume so that it looks like the contact that the character's knee makes
with the water on the shore. In fact, we are going to
do the same as last time. We're going to use
the little white taps to lower the volume
of the Ode clip. Remember that the
small triangles on the edges are to fade
in and fade out. And the smallest square in the middle is to raise
and lower the volume. Here comes another shot where
the character is closer. This is also supposed
to be an ellipses. We must cut all the audio clips, because obviously
we are going to have to pan the audio again. The next thing is to make
a track to be able to generate a new point of
view of the distance. But we could do this also
by duplicating the track. We just click on
the distance track. Then we press the
right mouse button and select Duplicate. This allows us to
have the same track with the same audio eclipse. We just need to press Duplicate. Once we have the new
track, we rename it. What we are going to do, we are going to leave only the parts of the distance audio in
the parts that we need. The rest we can delete. What we're going to do is
to see in the image when the distance is to the
right or to the left. And we are going to
leave the respective parts in each track. If we need to create
another track, we do it. Remember that at the beginning, the C was pinned to the right. But when that first
strong wave enters, the C panning turns
in the middle. In this shot, the panning
returns to the right. Try to pay attention to
the fade in and fade out. As I taught you, the pants
are placed into the air. This is the correct and
professional way to do it. To recap at the beginning, the C is to the right until
we reach the silver plate. Then the C is in the middle, that moment of the strong wave. Then the pan back to the right. Remember not to fully
pan the tracks. Do it slightly so you don't
lose the surround. Sound Here the C is to the left. Although it could work
from the front as well. In reality it's to the left. But I would change it. That is, I would
create another track. To set the specific
pan to the left, I duplicate the track. I must let everything
that is not pan to the left to leave
only that small part. Let's give the track a
name to identify it. Let's erase what left of
the distance up here. We let the new truck go
to right here like this. We have the distance
to the right again. But since it's another
ascended to the ellipses, we must lower the
volume of the distance. We fix the transitions here too. That is to say the
fade in and fade out. That transition has to be
smoother at this time. Remember that to
soften the transition simply by ***gthening,
we can achieve it. I mean that fade in, fade out. The other reason why the distant should be
less allowed here is because the soldiers gestures should be heard
more at this time. Perfect. Let's take it
then from the beginning. At the beginning, we could
better combine the sounds. Make a cocino so that the
battle is heard first, and then the C enters
slightly, actually. In this case, the intra depends
on the director's taste. That is, on what
the film director wants to have in the audio. You have to work hand
in hand with them. Notice how I lower the
volume to the clip. Only remember to make the transitions of Aud Eclipse. By pressing the
X. It's necessary that these transitions
are not noticed. And if they are noticed, it must be deliberated. Perfect. We already
have the sound of our beach almost finished, but what is missing? The sounds of the soldiers
contact with the water, But we will see that
in the next lesson.
13. Sounds of Water: Hello again. What are
we going to do now? Every time the soldier
struggles to get closer to the shore, that
must be heard. His contact with the
water must be heard. However, the sound of his gestures coming
out of the water, that is to say his tire
voice, for example. At this moment, it doesn't matter because the
sea is supposed to sound so loud that the voice shouldn't be
heard at that moment. But there is an exception,
only in the shot where he turns around and we see him. It's important to
hear his voice, his gestures because
the scene needs that because we are
watching him coughing, et cetera, and the sea is
not visible in that shot. But in the rest of the
shot of the scene, we must add splash sounds in
order that the contact of the soldier with the
water is felt perfect. I'm going to open
the audiophile. I found this on Internet. For the splash sounds,
you can listen to it. Perfect. I'm going
to drag the file to the base to add it
to the splash track. The idea now is that we listen to it while
looking at the scene, it's able to lower the volume so that the
sound is further felt. If you can notice the
splash sound is a sort of beach like background and this
makes it interesting too. We had to be very
attentive to the image and sound so that they can match. We had to find a
splash that isn't too strong because his hands are
partially under the water. Did you notice this? Did you see how good that part looked? The job is that we must extract each of
the sounds that is cut the audio clip movement by movement until all
the sounds are found. The interesting thing now is to listen to it with all the mix, all background ambient sound, Just as we found the
fierce splash sound. We work one by one. It's a hard work actually, but at the end of
the sound design, it's worth hearing a
job well done that, it really sounds
like the movies too. By doing so, you will gradually develop the sensitivity
of sound design. Remember that as the character
comes out of the water, there is the less water. A Notice that it's not only about putting the splash sound
at the right time, but also playing
with the volume to make it sound farther or closer. Here in this space, we
must add another splash. Maybe we don't
like the first one we select so we can
look for another one. In this case, this audio file
has several splash sounds, so we have to search until
we find a suitable one. That one is interesting. It sounds good, but I think it's too soft
for what we need. This one is much better. You notice how little by little this sound
design is being built. Look back at the leg. It's necessary for
that to sound. That leg must be heard. It's a hard work, but it's
important to do it very well. Very important because if we recorded the live sound
of that character, that C would be heard so loud that would be
impossible to capture the sound details of the
character's contact with the water ring is interesting because
as we progress, the result motivates us. Do you notice how well it sounds with the scene? What
we are going to do? We must duplicate this track, because in the same way as we
did the sound of the scene, we must plan each
of the details. They make a complete
match with the image. For example, in this part, the characters comes
from right to left. We must leave a track on
the right side and one on the left leaving each splash
sound where it corresponds. Remember to delete the clips on the other track that don't
match the side and move on. Notice that here the
sound continues to the right up to this point
where the shot changes. We then delete the clip
on the right track above and pan the other
track to the left. And here we continue
listening to everything the same until the
end, deleting the eclipse. Because the rest of the
splashes are on the left side. I mean they are heard
from that point of view. Let's listen to it now
from the beginning. I'm sure you love how it sounds. Very real. Let's hear
it from farther back. Sounds good, right?
There are some sounds missing here from the
arms when he is crawling. But I'm going to
finish them later. But for now, we're
going to continue advancing until the
next lesson where we are going to see the sound of the fabric until the next time.
14. The Sound of the Cloth: What are we going to
do in this lesson? We're going to add
the sound of clothes. This is important to
give more shape to the sound that it
sounds more real. Especially it sounds like the sound comes
from the character. I already have some sounds
that I found on the Internet, some odors where there
are Robin fabrics, but all these sounds
are on the Internet. But if you have the portable recording device
with the microphone, you can record
clothes by your own, you have clothes
and you can record the sounds in order
to use them later. The people who recorded this audio you are
hearing did that. They simply recorded the fabric and uploaded it to the Internet. Listen very carefully.
It's very interesting. But listening to this, your mind opens when you see the movies. From now on, it's a
new point of view because when you see scene where you listen to the fabric, you're going to say to yourself, oh, this is how it's done. Now I understand it, and that is very important
for the sound designer. Listen to the sounds
like making the bed. Listen to this other, because we need these sounds. When he is coming out of the
water and lying in the sand, listen to this other sound. It even has a ser, we're going to use
the first audio we checked to add the
sound of the fabrics. I already edited a small part
to show you how it sounds. Let's say that to advance
work and learn faster. Let's listen to that
small part of the image. I'm going to turn
up the volume on the track that I've already
created for the splashes. We're going to listen to it, we're going to look
for the exact failure. This track, we close
this, we check this out. Did you notice it? How
interesting it is? We can play with
the volume in order to make it sound much real. I mean, we need to make it sound organic with
the rest of the mix. But we are going to add
other fabric sounds in this other part so that you
can see how the process is. Especially since this
part has the C two, we are going to use the
exact same audio clip that we used in the shot later, but we are going to
use another portion of that audio in a
different position. We had to be aware
that we cannot always use the same
portion of sound within the same scene
because it can be noticed if the
scene is different, that is, in another part of the short film or movie,
it doesn't matter. In that case, we can
use the same sounds, but never within the same scene using the same audio clip. I'm going to select a
little different part. Remember that you
have to be patient. They are very subtle sounds. In the case of clothes, here I already have
the portion I need. Let's listen to the sound
of the sea to level the adio the volumes there. Even if you don't notice it, the clothes are sounding. Only the sound of the sea exceeds the sound
of the clothes. But we can increase the volume until it's more noticeable. And I'm turning up the
volume directly on the clip. Like I taught you in
this past lesson, we can add that clothing sound
in all the parts we want. For example, in all
these initial parts when it comes out of the sea. Let's listen to it
again, isolated and try to be open to
what you are hearing. Maybe a certain part of
the sound of the water, sounds like the cloth,
like the fabric. So we don't need to add
more sound to that part. So that kind of thing usually
happens because in the end, the audio is abstract. So we don't see it visually, we just listen, right? Well, this is the end of this lesson on
fabrics, on clothing. We are going to continue seeing much more of this kind of thing, but for now we're going to
move towards the actors expressions to provide
seeing more realism. We're going to do it
with a previously recorded dubin to add it to the mix in the so far this
class until the next lesson.
15. Groaning Sound: Perfect. We are here again. What are we going to do now? We are going to add the actors gestures, some vocal gestures, especially in that part where
he is seen more closely, which is at the
end of the scene. We could also include it at the beginning when he
comes out of the water, but it's not necessary because the C actually sounds very loud. So we're going to add the
a, another stereo track. Here's an important detail. I'm going to create
a stereo track because it's a voice
recorded in mono. I supported it in stereo. Therefore, the odio
file is in a stereo. The track, where that
file should be in stereo. We're going to create
the track and give the name. Pay attention to this. The interesting thing is that this dabbing odio doesn't
exactly belong to zine. It belongs to a later where my Tac pain and indigenous
G is healing him. But since I'm doing
pain gestures, those gestures work
perfectly for zine. In the same way as we work on editing the sound
of the clothes, we are going to cut small
portions of gestures that match what we are
going to see on the screen. So we had to cut a piece
that matches when I crawl, and also especially when
I spit water and cough. Let's listen then and try, for example, if
you noticed when I turn around and have
to cough at first, it's perfect when I call, but when I spit out water, there must be a sound
that represents that. But if you notice it in the co, several times in a row and
in the scene I cou once. Then what we had to do is
to cut one of the times I cou and paste it
in the right place. We're going to look
for the exact moment where I spit out the water. And we put the piece
of audio there. Notice that I gasp after
throwing out the water, but that gasp goes later. I need to extend the sound
of the sea in the background a bit more here. I cough again. So we are creating all
the micro gestures, obviously, even if water comes out with the need to
add the sound water, because that amount of water is not supposed to make
noise with the sand. We have to be quite detailed. Selecting the correct gestures. Did you notice it? Obviously, I'm cutting, testing and leaving
the parts that I like. Actually, this is a job that takes more time
than this lesson. But I'm showing you how it's
done that you are aware that is the same thing
that we have been doing in the prior lessons. I mean, we overlap audio
clips at transitions, adjusting volumes of each, small portion of
audio, et cetera. So let's listen to it now
with the background. Sound Pay attention to
this. Here the camera does a kind of line. That is the camera
approaches the character, the same change when
the camera is far away. Everything is supposed
to be quieter. So we need to lower the
volume a bit directly on the audio clip as the camera
approaches torn it up. Remember how to do it in
the little white tabs, we must lower the volume
until you feel that distance perfect. We already have
this part finished. As I mentioned,
we're going to add a little panting when the character is coming
out of the water. Personally, I think it's
not necessary because the C is supposed to be heard
louder than a time voice. This small part can be useful. Remember that if we
hear a repeated, we delete it, and that's it. We already have the
panting portion we need, and we're going to add
it right in this part. But we need to do
something first. We must duplicate this track, because in the same way
as with the other sounds, the character is coming
from one direction. That panting has to be heard
from that direction as well. Remember that it's not the
same here, for example, where you see the Ac from the
front to point of view to this other part where the Ac
is coming out of the water. We duplicate let the clips
that are on the track above, we change the name of the new track and in the
part that we already did, we delete all the clips from the new because that part should
be heard in the middle. Remember that the
new track is going to be heard slightly
to the right. We're going to open
the properties and we're going to the
pending to the right. Once we have the track
slightly to the right, we start trying to
match the image so that the sounds look like
the characters movement. Let's try then. Do you notice you have to
match the movement with the panting facto king? Remember that it is
a very delicate job. Had to be very precise. Perfect. Now let's listen to it with the background sound. But as I told you, the sea
must sound much louder. The panting must be
heard in a lower volume. So we are going to lower
the volume a little. You can go listening and changing the volume
of the track. I mean, the idea is that you
can barely hear the voice. Actually, I'm quite excited. When the sound design
is almost ready, the scene begins to
feel like it's alive. We're going to listen to
everything from the beginning. Let's check this out.
Everything from the beginning. Do you realize how
good it sounds? It sounds like what
we wanted, of course. We can now listen to
it with the music to make it sound even better.
Let's take it out. Here is a little jump in the music, but it
doesn't matter. It's just so that you can hear how it would
sound with the music. Perfect. Later on, we're
going to experiment with the contact to add a little
more power to this scene. But we will do that later
until the next lesson.
16. Cross Transitions: In this lesson, I'm
going to explain in depth the topic of transitions between
the old eclipse here in this part
where the music is, which I clarify is not intended to explain
anything musical, but to make you understand
how cross transitions work. Because sometimes
we get stuck there. The idea is that you can create a cross transition whenever you want without any confusion
Whale working on base. So you're going to use this part of the
music as an example. I told you that to make a cross transitions you
had to press the X, that is to say
overlaps the clips, and then press X here. I'm doing it so that you can
hear clearly how it sounds like this. We don't feel the
transition dirt, I mean, we don't feel that there
is a cut because it's a cross transition. But
the problem is what? This happens when there is a fade in or fade
out in the clip, and we overlap it
with another clip. If we do this, there is no cross fade between
the two clips, simply when the time line reaches the clip
with the fade in, which is this case
the previous clip will stop playing the one below, then the clip above will begin. You noticed at this
moment the clip stop playing and went to
the clip that is above. It's necessary that there
is always an X so that there can be a perfect and fluid dissolve between the two. Clip. Explain this to you. Because when I
started using vase, it caused me problems. Right now, it seems
very simple to me. But I know when we are
starting to use base, not everything is as
simple as it seems. If we want the clip that is
above to be the other one, that is the first one, we must press this small
tab that is below, and select the other clip. There's the other clip above. We can do the same
but in reverse. That is to say, make a fade out and overlap it
with the other clip. The clip will then
softly stop playing and the other clip will immediately enter without a transition. You notice how it sounds. Then remember how to
change the overlap of clips simply by
pressing the tab below. There we select which
the clip we want to be above or below, as
simple as that. In order to create
a cross dissolve, we had to remove the fade in
or fade out of the clips. Then we overlap the clips
that look like this shaded, and then we press the
letter X on the keyboard. There, there is a perfect
cross transition. Try to be very
careful with this. The most interesting
thing is that all digital audio workstations work on this same principle when it comes to editing all Eclipse. So let's see everything from the beginning.
One more time, 0, perfect. So far this lesson and we will continue advancing
in the course.
17. Some Environments: Perfect. We are here
in base again to continue editing this work and continue learning sound design. This time we're going
to work on a couple of scenes that have voices. There are not too many voices, but these voices go over an
environment of a atmosphere. This will allow us to
understand the nature of how to edit a voice and
make a sound design. We must begin to create
the environment, the space where the
characters are. We must do this before
tackling anything else. So we're going to look for
the environment first, which in the case of the
sines is also the sea nearby, but this time much farther away. I'm going to select
some old file that I have here in my sound backup. We need the sound at the C. Remember that all these sounds like there's no excuse for not
being able to do this job. The particularity of
these scenes in which we are going to work is
that, for example, the first one is a dream,
On the other hand, the second, it's not a dream, the C is quite far away. It's interesting because we're even going to add
other elements of the environment related to the sea to create a convincing
atmosphere in the scene. That is basically what
we are going to see. In this lesson, we're going to look for the
sound of the Sea. I'm going to select,
for example, one of the old files that we are using in
the other scenes. With the difference that
we have to modify it. I'm going to add it but
on a completely new track so that it has a completely
different equalization. We will be able to create the effect of the sea
in the distance better. I create a new track and give
it a name of environment. We move the track up by pressing on the
track and moving it, that doesn't affect
the sound at all, it's just the order. We already have the
audio file here. And what we have to
do is now divided because there are
two scenes here. The first scene stars, then it goes on and on and on and on until the character
wakes up over here, Just right here, right here. In this part, we cut with the source because
another scene begins this in continuous
and goes on until the girl is fishing.
We cut again. Here is the scene with
the girl fishing. And right after
another scene starts, we use source again. One of the reasons why you
have to have enough Ram in your computers is because
you are going to have to make several audio tracks
with a specific effects. Each effect consumes
a part of the memory. It's something that we
are going to do too, because in each of those
parts that we just cut is the background
of a specific, a scene that should
have its track. Here, I have duplicated
the track so we can change the pining
of the background, just like we did in
the past lessons. We're going to start with that. A scene that I told you
about, which is a dream. Actually you are hearing
the sea at this moment. But I have to turn the volume down because obviously
the sea has to be heard far away because this is not happening
so close to the sea. But additionally, the
volume is not the only tool that we must use to make
the sound far away. Because the truth
is that sound waves in nature have a
specific behavior. For example, low
frequencies have much more energy
than the high ones, therefore they travel further. That means that the C in the
distance should sound with lower frequencies than
when we hear it up close. We can use an equalizer to
create that sound effect. I'm going to use the
equalizer on the track where the C is playing to lower the high frequencies
of the sea and create that effect of
the sea in the distance. I'm going to lower
the high frequencies and you're going to
listen to the result. You notice how the sound changes significantly just by suppressing
the high frequencies. And I'm not turning
the volume down, I'm just modifying the
frequencies, high frequencies. That voice that you hear
in the background is the voice of the
girl in the dream. She is speaking in the native
language, Mayes language. Of course, when the sea
appears closer on the screen, we can modify the
sound of the sea. I'm going to move this cross
section of the sound of the sea to the
other track to have two different sound
point of view. That is precisely
the sound design. It's to do this work with
details and of course to imagine the possible solutions to the chal***ges of the scene. We must pay close attention
to the fade in and fade out. They must be very short because the sudden change from one image to another
is somehow felt. I mean, there is not
a cross dissolve between one scene and the other. The change is direct. I would say that we should only the ends or the beginnings
of the old eclipse. Depending on what the case is, try to listen that the
change is somehow sudden. That's how it should be firmed, because the image changes. In this part, the C is far away. Again, I left the sound
on the track above. The only thing that would
have to be done is to set the same volume as
when the scene started. I think it must be less volume. We fix the fade in and
fade out in the same way. Actually, all the sound
design goes with a track. But we are not working
on a soundtrack. We are creating
the sound design. We are supposed to focus on the sound in the
sound environment. Sometimes the
beginning and the end of the clips are tricky. You had to work carefully here. The C sound goes on, but just right here, the sound changes because
the point of view changes. We have this track set in the
center in terms of panning. But when we reach
that another shot, the point of view changes. We are supposed to set
the pan to the right, although it's the same scene. The shot changes, we must duplicate the track in order
to solve this problem. We'll rename the first, because that is the main one. I'm going to name another track. To the left is the same
track but pant to the left. I'm going to delete this
AudioclipseI'mI'mingleave, the cross section that I need and just right here
as the sea is nearby. Again, we can move this cross section to
the other track below. If we continue
advancing the right at the scene where
they are eating, we are going to
address that the scene later on to edit the voices. But the thing is
that in this part, the atmosphere of the sea must also be heard
in the distance. We need to lower the
volume a bit perfect. We already have our sound
environment quite good. We can lower the volume even more to make
it sound better. You can even automate that
volume with the pen tool. With that tool, we
can mark points to raise and lower the volume
throughout the audio clip. It's a very useful tool. Additionally, if you want to end down that automation curve, you can go to the
audio tape and you can press Remove Curve. We're going to leave
this lesson here, but we are going to
continue advancing the other sound elements that are going to make
the environment feel more real until
the next lesson.
18. Seagulls Fauna: Perfect. We're going to continue working on our
sound environment. Since we are on the beach, it's supposed that there must
be a fauna on that beach. That fauna is part of
the sound environment. It's supposed that there must
be seagulls on the beach. In this short film, there is a part where some
seagulls appear. It's natural, but since the sea gulls must
be in the place, even when we are
not seeing them, we must add them to the
sound dimension somehow. I have to add the
seagal sound in the first sense before
seeing them visually later. This must be done with
the purpose of enriching the environment where
the dramatic events of the story take place. I'm adding another
track for the Eagles. Sound The track is below. We get it up to right here. In addition, we are
going to play with the audio file we're
going to use because you can modify them as you want in order to have
the specific tone, a specific nature of
the Eagles you want. I'm going to turn
the volume down, but personally, I wouldn't place the eagles
at the beginning. I would place them at the end. At the end of the dream,
when the character wakes up, we need to find a
little section of the seagull sound
that suggests that the seagulls are passing by and that they are also flying
away into the distance. We are supposed to focus on a very subtle sound and place
it alongside this shot. We need to add a fade out to this audioclip to create the feeling that
the sea gulls are moving away as if they were passing by. But obviously, this Eagle
Sound needs a reserve. We go to the track
properties and we select our reserve of two racks. And I'm going to select
the whole reserve. This has nothing to do
with the whole of a place, indoor place, because you can modify the nature of the
reserve in the properties. You can select whatever
you want as long as you modified the *****, you can see over there
in the first one, the mix know you will
be able to modify how much reserve the amount of river you want in the clip. The second one, the
diffusion is how much that rever is going to
expand the size of the reve. The third one is the time
it will take for the reve to fade out. Bring. Another important
thing we can do with this sound effect is that we can modify the nature of the sound itself in order
to have another version. We just have to go to the Odio and processes and we
select time stretch. This window will be open. You just press new version, because you are going to create another version
of the same file. By moving this **** over here, you can modify the ***gth of the audio file in order to
modify the sound itself. As long as you set that **** over 100% you are going
to stretch the sound. If the number is below 100, you're going to
squeeze the file. I mean, you're going
to squeeze the ***gth. It will sound faster. It's very useful and it's
interesting because you can create another version
of the same file. I mean, you don't have
to look for another file to another sound in order
to have another version. We can add this
another version of the agle sounds in order to
enhance the environment, the sound environment in
the conversation scene. We can change the order in which the seagulls are sounding. Also, right? Do we can actually set the sound before
they are talking? Since we have the Sea
Gold sounds set here, we can take how
everything sounds with the music only to have a
glimpse of the final result. And we can also check how it sounds with the music
at the beginning. How interesting it is. It's evident that the sounds of the clothes are still missing. I mean the sound resulting
from the interaction of the character with the
ground in his sound clothes, but we will see that later. Something important to note here is that if you
were editing in Surround 5.1 the
sound of the beach, and this scene, for example, could sound in the rear speakers to give that
excel***t sensation, especially here in this shot when we are watching the
character in front of us. But from that point of view
that we are seeing him, the C is supposed
to be behind us. Unlike the other shot, for example, where the
C is in front of us. You must pay close attention to this while editing in stereo. Now pay attention to
this other detail. I don't know if you managed
to notice a low bit, that the music has is
like a very low blow. This is deliberately
done so that it b***ds in with the sound and
sounds like the A itself. When it comes to sound design, it's necessary to create that perfect combination
between music and sound. Having that unique
concept allows us to have more power in
the sound dimension. In any case, we're
going to see all those as effects later on in the middle lesson
where we are going to see those sound effects
in the contact. We're going to leave this
lesson up here to continue advancing towards the
sound of the fabrics, the clothing sound in this interesting project
until the next lesson.
19. The sound of the sand and cloth: Perfect. We're going
to continue adding more elements to
this sound design. In this case, we're going
to work on the sound of the fabrics and the sound
of the sun in the place, especially in this scene
where he wakes up and then approaches where the fruit
is, which is a papi. Actually we're going to add
a couple of tracks to the. I highly recommend you to
have order with the tracks. Maybe I'm not having it at the moment because I'm
not editing a movie, which would imply
many audio tracks. I don't need to have so
much order right now. But since I have mentioned it, I'm going to quickly show you a strategy that will
help you to have it. We're going to add a
track for the sounds of the fabrics and clothes
and one for the sand. When I say the sand, I mean the sound of resulting from the characters
contact with the sand. As I mentioned, if
you want to have an order while
using many tracks, you can create a folder. The folders allows us to group tracks in the
base without altering the mix in that folder. You could group these two tracks that we have created
to identify. It is a scene where the
character is waking up. It's a perfect example
to keep in order. You can open the folder and
the tracks are displayed. It's extremely useful
to imagine a project where there are hundreds of tracks for a movie, for example. In this kind of projects, it's essential to use this. Even for music, you could use
it only that in music there are generally fewer tracks in
sound designed for a movie. I mean, is enough to
mention that a song lasts approximately 4
minutes, maximum. A movie is so much longer the music tends to
be more minimalist too, especially in this
era. Let's begin then. We're going to start
with the sounds of the clothing Sound. We're going to look
for our Sounds folder or backcap'vet samples of clothing that we
can use. For example, I think this one is
suitable as appropriate. I'm going to add it
to the time line. Look at this message
that has come out. It happens that sometimes the filed is not
supported by the system. I mean the file format. It's important to know
that sometimes amp three formats are
incompatible with the system. In these cases, we must
convert the files to Web. If they are convert
them into A, obviously, if the original file is a or if that is to say that
they are not compressed, it's much better, the sound
quality will be better. I'm going to add the footsteps Sound I mean the
sound of the sand, the footsteps of the
character on the sound. This is just perfect. I think we rat file here
depending on the file. As I told you, sometimes
base will accept or not. But if this problem occurs, there are online converters, we continue, then there's something important
to highlight. Depending on the
distance between the camera and the
character actor, there are things that
should be heard or not. For example, in this sing, the character is
relatively far away. It's assumed that the
clothes and fabric of the clothes should not be
heard as such a volume. In other words,
the clothes cannot be heard as if you were
next to the character. We can subtly suggest the sound in the same
way as we did before. We must find an exact sound of fabrics that matches the image, which in this case is the
movement of the body. I think we already
have something here. Here we have to represent the outcome sound of
when he lowers his hand. Here the volume does have to increase because we
see the character. You also have to have
a bit of intuition. Sometimes the sound of the cloth seems like
something else, for example, then
this is the clothing. So seems like the rubbing of
the boot against the ground. If you think it sounds
good, leave it like that. Don't get too complicated. Right, Right, it sounds good. And for grabbing the fruit, we can use the same clothing. Sound It doesn't matter. I think we get it here. We have a ready cut
everything I need. If you want to combine
all the clips into one, you can use the glue tool, but you have to be careful. Because if you combine it
like this using this tool, you won't be able
to do automation on the clips because it's not
becoming a single clip, it's just several
connected clips. But there is another
way if you have the same separate clips and you want to convert them into
a single audio clip, I mean you can do
automations in it. You have to select the clips
and go to the audio press, bounce selection,
and then it replace. This is a new audio clip
generated by the software. On this, you can do
a volume automation. We're going to jump right
into the sound Sound, which is a complement
to this meaning here we have to
separate each time. Descended sounds, here, here, here, here again, and here. Once I have them separated, I can play with
each of the sounds. Let's see, A, Even if you think the
sound is too fast, you can select the audio section and go to the audio tab and then process and
time stretch here. As we did before,
you're going to expand the audio
to make it longer. As a result, it
will sound slower but be careful because
as you expand it more, the sound will be distorted and it will lose its own nature. That is, it can start
to sound strange, but it's a nice way
to have more sounds. And you can start mixing
the sand with the clothing. Sound Pay attention to this
important detail. And this is in the character
approaches the camera. This must also be
represented in the sound. We must increase the volume
of each audio section. As the character
approaches the camera, we must lower the volume to these steps here and then
gradually turn it up. You had to be very subtle
and delicate with this here, we can use more
clothing and sound to continue representing
the papaya. You had to be very
patient with this. It's a slow job, but with an incredible resort. Did you notice how
interesting everything is? Let's listen. Since
the character is waking up, let's
listen again. A perfect. We are going to
leave this lesson app to here and we're going to move on to the next one where
we will work on voices.
20. Voices: Perfect, we are here again. What are we going to do now? We're going to work on voices in the last details
of this scene. But in any case, we're
going to address this topic of voices later on
in another lesson. Most of all, to tackle
the harmonic issue. That is a very complex problem to solve when editing voices. But the purpose of this
lesson is to give you a glimpse and idea about how to edit the
voices and how to mix them to make them sound real, to make them match
with the scene. Here we have the Jones voice. There's also a wood
fire over here, but we can work on this later. For now, we're going
to work on the voices. I'll be Sita weather was. You might go see
the here. Listen. Yes, the color cruising Lissa list to no to when goes here. You should hear the girl's
voice but it was muted. Let's listen to it again. My perfect. What is the first thing
we're going to do? There is second of premised, you must know regarding
edit invoices. Reverberation is one of the most important things when
it comes to edit invoices. And this problem is
not only related with sound design
for filmmaking, but also to music. One of the most common
problems I came across when I was recording in
the studios with my band, it was to ask the
sound engineer in the studio to match the
reverberation of the drums, specifically the snare
drum and the voice. This was very important
because it allows the music sounds in
the same atmosphere. In other words, as if the whole band were
playing in the same place. You can't imagine
how difficult it is, but regarding this scene, there is a background music that music takes us into a
specific atmosphere where we need the voices to match that atmosphere of the
vehicles are sounding. The first theme we're
going to do is to add an equalizer to the track. We don't need a
compressor because it can break the dynamic
of the voice. The compressors allow us to level the volume of
the voice so that it sounds at the same
volume all the time by losing its naturalness. But on the other hand, in
the case of reverberation, we can play with it and modify it to make the voices
match the scene. Here, I added the whole revert. Obviously there is
to match there, we must remove and add reverse
until it sounds perfect. Tom. I mean like this, stop, bring in that reverberation is there not only because of the atmosphere
generated by the music, but because the characters are talking in a kind of caves, kind of cilic is why is to. You can notice how
wonderful it sounds. That reverberation really takes the voice to the next level. Because if you see
the image in detail, there is a cave. And that cave gives us a hint that there could
be a reverberation in the place that
reverberation is not born from nothing is in
fact on that location. When we recorded there was
not such reverberation, but the edited scene makes
us feel that there was. On the other hand, with
regard to equalization, we must take into
account the type of sound background
that the scene has. Sometimes there is music
and we need to enhance the frequencies
of the voice that the voice stands out
above the music. Additionally,
equalization allows us to remove the harmonics
from the recording. In this case, there
are no harmonics because these voices were
recorded in a studio. Later in another lesson, we will cover that
subject of harmonics. But at this moment,
we must boast some frequencies of the voice a little so that
it sounds better. With the music, we
must subtly try the low and high frequencies where you can try to
experiment as well. Co CPS, this is the quality. As for the equalization, we can make a smile. That is an equalization
that improves the loss and heights a little to
give it more presence. However, you have
to pay attention to this because all the
voices are different. In fact, it's a mistake to think that we can use a
preset to equalize a voice that doesn't make any sense because we have to
develop the ability to feel, which are those
frequencies that the voice needs to stand out
from the background. For example, the low
areas of my voice are in this range of frequencies
among the hundreds. It's never lower,
but there could be another voice that
is lower or higher, as in the case of a
woman, for example. Actually, when it comes to
doing sound design for movies, equalization is very
subtle because we don't want to change the nature
of the performance. We want it to sound real, like we are actually
seeing the characters. We need to reinforce the
lows and heights to generate presence in the voice
qualities to nobody. But when here, I would say
that there are too many bases, too many low frequencies. And one of the reasons
why you didn't have to emphasize the low frequencies so much is because the camera is not so close to the face. In fact, if it were
farther from the camera, the low frequencies
would have to be heard. Let now it sounds better. Quinoa, quinto. So we had to do the same
with the girl's voice. So, I'm going to add, and
also the reverberation. Here, we must apply the same reverberation
we did with Juan. With John, it's important to understand the parameters
of the reverberation. Time has to do with the distance
between each repetition. I'm going to explain
it to you better. The difference between
reverberation and delay is the distance
between the bounces. The more distance there is, what we are going
to hear is a delay, less distance there is. What we are going to
hear is a kind of reverse in the case
of reverberation, it's also mixed with diffusion that bounce
that is very close to the original sound also has a diffusion that makes them
keep sounding over time. We must experiment with this to understand the nature
of this effect well, and be able to use it
as we really want. Perfect. It sounds good to me. It myslunaI think that John's voice has a bit of
excessive, but it's okay. We just take a bit of it until it matches the
scene with the image. Of course, modifying the
parameters very slightly, it's just perfect mysluna before the God glosses. So.
21. Tips for studio dubbing Harmonics: How to do a dubbing
correctly in the studio. I had mentioned to you that those voices that could not be recorded on the set should
be dubbed in the studio. This is not too complicated, but there is only one detail
that you must take into account if you don't want
to fail in the attempt. You must pay close attention
the distance between the actor and the microphone
and the type of shot. And this is one of the
most common mistakes and why it happens
that the voice of the actor with
some sections must match the distance between
the camera and the actor. Otherwise, it
becomes incongruous. If the shot I'm doing is a conversation
between two people, are seen full length. The actor in the dubbing should not be close to the microphone. But at the distance
that represents that distance between the
camera and the actor. Poorly do dubs omit this, and the result is
very unprofessional. In fact, at no time should the actors record their voice
while near the microphone. The only exception would be if we are talking about a scene where the actor is whispering
something in someone's ear. Pay attention to this example. I'm going to move away from
my microphone in the same way as the bust is away from the
camera in the microphone. My voice would then
sound like this. So this would be
the distance that the actor should have
from the microphone in a dubbing for a sin with a shot of these
characteristics. But if the shot was closer, then I would have
to get closer to the microphone so that my
voice matches the image. And if the shot
were even closer, the actor should get closer. One of the reasons why the
studio where we record must have good sound
briefing is because the reverberation and
acoustics of the room where we record can affect
the voice in some way. For example, if the place of the conversation is outdoors, and it's also an open shot where the two characters
can be seen in a kind of American
shot, for example. The actor must record keeping a distance
from the microphone, which implies that the waves
produced by the voice will bounce around the room and
reach the microphone later. That is, it will be noticed
that you are in a room, and it will be heard
incongruent with the scene. In these cases, it's
advisable to record either in a good studio
or try to do a diving with a laptop and the live sound recording
equipment that is the microphone with the
portable recording device, and do the davn in a
place similar to where the scene was recorded or where the scene
is supposed to be. These details are
very important to be able to guarantee that
the Diving is adequate. But let's suppose that you are actually recording a short film, and you need to do the
diving in a home studio, and that is in a
part of your house where there are some
reverberation, for example. In that case, we must eliminate the harmonics
generated by the play, and we must do that in the sound edition in
the following way. It's very simple. Perfect view here in the Q vase
system is very simple. I have recorded a voice
in some room of my flat, where there are more
reverb than here. So I moved away
from the microphone so that the rever
eration bounces. So remember that the bounces are going to come back
to the microphone. So that was a result. One, two, three, four, one, two, three, four. One, two, three, four. Hello. One, two, three, four. Hello. If you realize what
you hear, you feel the space. That is to say that the
voice is in a room. One, two, three, four, three. The conversation or the
doping we are doing has the purpose to represent
a conversation in a room. That reverberation don't
cause any problem. But anyway, regardless it
matches the scene or not, we are supposed to eliminate
the harmonics from the voice because harmonics
d to the sound mix. So the first thing we're
going to do is a loop of this voice that I recorded. We simply have to position the markers at the beginning
and the end of the voice, and then press this
bottom right here. So, while this purple
button is activated, QBs will play everything between those markers over
and over again. One, two, three, four, one, two, three, four. One, two, three, four. Hello. One, two, three, four. Hello. One tooth. So we must go to the
track properties, and we must find a
graphic equalizer. Let me refresh the
difference between a parmetric equalizer
and a graphic one. The parametric
equalizer is this one. It is a kind of screen where
you can see a spectrum, the sound spectrum,
and you can move the qualization by using these key points
around the spectrum. There are different
paramtric equalizers. Actually, we use
this one before. There are others two that are
very useful like this one. I don't mean to say that you
can do what we are going to do by using this
parametric equalizer. But it happens that it's easier for you to
understand what we are going to do by using a
graphic equalizer like this. This kind of equalizer
allows us to move a specific hears lines belonging a specific
place of the spectrum. So this type of
equalizers are easier to use because simply by moving each one of these
small failures, we can raise and
lower the gain of a specific frequency
range of the sound. So what we are going
to do is try to find the harmonic frequency
in the recording. In order to eliminate it, or at least try to lower the gain of that
specific frequency, that specific range
of frequency. We had to be patient
with this. Three, four. Hello. I would say the
harmonics were in this soon, but each voice is different. It could be in another song, of course. Hello. O two. Hello. What you had
to find is a kind of annoying is just one
of these frequencies. O two, three, four. Hello. Okay. Hello.
One, two, three, four. Hello. So we have
to go testing in the areas that we more or less believe that this
whistle could be. Two, three, four.
Hello. So we got it. Just right here is
that and knowing his that messes
up the sound mix. Hello. So it's
right at 500 hers. To recognize this, I have
raised again of that frequency. So now we have to lower the gain of that
frequency to remove it. So we're going to turn down
just that little favor. Hello. Hello. One,
two, three, four. Hello. One, two, three, four. I'm going to raise the gain again so you can
notice the harmonic. One, two, three, four. Hello. I suppose that you'll
notice it match more. Hello. Believe it or not, this little whistle is
making a lot of noise in the mix because there
could be many more voices. Hello. One, two, three, four. Hello. Remember that depending
on the type of voice, the harmonics will be in a higher or lower
range of the spectrum. It's very important this. Hello. One, two, three, four. Harmonics are not
only related to voices but also
musical instruments. For example, in a drum set, specifically the snare drum. Usually produces a
lot of harmonics. So later on in the
sound editing, those harmonics are supposed to be removed from the sound mix. Of course, eliminating
harmonics also translates into
losing sound quality, because just as you
are eliminating that his that's whistle, you're also eliminating part
of the nature of the sound. That is what it's always better to record in a good studio. Hello. One, two, three. So this is a proper way
to remove harmonics. But you can do this
not only in vase, but also using Adolf premiere, for example, that is
for video editing. Because actually ad Premiere, you are able to
do sound edition. So in that software, you're able to use graphic
equalizers, for example. I tell you this
because sometimes we are using Adolf premiere, and we are not keen to open
a new project in Q vase. O two, three, four. Hello. Try to listen to
the difference again. Hello. Hello. One,
two, three, four. Hello. So to recap, you just have to find the
frequency range where the he is generated and lower the gain to that fader of that frequency. Hello. I highly recommend that you practice with
different kind of voices. So that you learn to
recognize harmonics easily. Another important
details is that sometimes when the shootings
are very low budget, sometimes the directors want to double all the performances. But it turns out that they don't record in any reference
of the actors, and they must end up trying
to remember or discover what the voice of the
performance they did on the day of the
filming was like. And that is very difficult. That is a vital mistake
because in terms of acting, there are actors
who cannot reach the level they did on
the date of the shoot. On the other hand,
in the studio, we can also create sound banks. That is to record the sound of clothing breathing moons to have them in a backup
for our later edition. But you need to know
that obviously, all of those backup sounds
that have to do with human reactions cannot be
used for the main characters, but for tertiary or extra
characters that had not relevance within the story but are important in the scenes. Sometimes there are
actions and scenes where the characters
participate only once, and you don't see them again. And of course, sometimes
it's necessary to improve the audio recording
of those characters. Well, as I told
you, there aren't too many secrets
for db and voices. Some completely
cobines that you will do it well until
the next lesson.
22. Low Frecuencies: Hello people. In this lesson
we're going to understand the importance of
low frequencies and why it's so important. It's necessary to have a super, super offer to achieve a
completely professional mix. First of all, you have
to understand one thing. In sound design for movies, the mix is very different
from that of music. In general, one of the most significant aspects of this difference is dynamics. What is this about? Dynamic
range is the ability of sound to travel from a very
low to a very high frequency, or from a low volume
to high volume. The larger that
sound spectrum is, the better the mix or the sound design in
general will be. But additionally, the
dynamic itself is the amount of volume variations in
popular songs, for example. Despite the fact that there is a great dynamic range as
a result of technology, of course, there is no significant dynamic
in the volumes. Most of the songs are mixed and master so that they're always sound at the same level with a dynamic reduced 0
minimum expression. On the other hand, in
the cinema this works differently both in soundtracks
and in the sound design. A significant dynamic
is used to move the audience in the most
dramatic moments of the story. Today, there are sound
tools that allows us to add sounds low enough to stimulate sensations
in the audience. Generally, the sounds
are of a digital origin. That is, they are sounds that come from media
libraries for example, or sounds digitally modified to achieve those frequencies. One of the first people to use these kind of
frequencies to boast the dramatic quality
of his story was James Cameron in
the movie Titanic. His purpose was to represent that vastness of the ocean
and the ship by using sound. This is one of the things
most incredible of the movie. The moment where the
ship is shown making its way into the ocean,
cut in the ocean. The low frequencies of
the sea are fundamental, both underwater and
out of the water. As I mentioned before, low
frequencies can be used to give more strength to
certain moment of the story. I'm going to give you
an example about it. I'm going to show you sine from the movie American Beauty. One of the last since
Ricky's father, the Colonel has just
kicked his sons out of the house and goes to Lester's
house to try to kiss him. And since he thinks
he's homosexual, just like him, of course,
it's all like fusion. Of course, the audience
at that moment in the film doesn't imagine that
the Colonel is homosexual. I mean, because he thought
his son was homosexual. The Colonel goes to
Lester's garage, runs in him, hugs him, and tries to kiss him. But pay attention to this look
and listen to what happens to the sound design when the colonel puts his
hand on Lester's back. Let's check it out,
wife. I don't know. Probably out to ******* that dorky prince of
real estate *******. And you know what? I don't care. Your wife is with another
man and you don't care. No. Our marriage is just for show commercial for how normal we
are when we're in Anything. Man, you are shaky. We really ought to. Getting
out of these clothes. Yeah, it's okay. You just tell me what you need. Oh, I'm sorry. You got the wrong idea. Did you notice you notice that low sounds that rumbled
at that moment, the connel puts his
hand on Lester's back. It's very emotional because it's shocking when you find out
that Rick's father is gay. I mean, he was hiding and repressing it
throughout the story. It's very valuable
resource to portray the surprise and try to
excite the audience. But there is a chal***ge
in this regard. It happens that more
technology increases. There is a possibility of
reaching more low frequencies. But it happens that the
low frequencies that musical instruments reach are not longer enough to achieve it. The sound designer have to have the resort to sympathize
sounds to make it. There are many tools today
to enrich our sound design. In this course, I'm
going to show you, I'm going to introduce
you to contact me. The contact
technology, you don't need to be a musician
to use contact, but obviously if
you are a musician, it will be an
incredible experience to learn how to use it. Contact is a software
that we can add to any digital audio
workstation to add sample digital
instruments to reach unattainable nodes and
experimental sounds. Try not to be afraid to use
this kind of technology. Experimentation is the basis of everything until
the next lesson.
23. The Kontakt System and MIDI technology: Perfect. We're here
again in our project. What are we going to do now? We're going to
address what would be the media technology, specifically the contact,
and what we can use this contact technology in order to enhance
the sound design. But I know that you
have surely heard that media and contact are used
to create soundtracks. The truth is that contact goes much further than
creating music. On the other hand, there
are many movies in audiovisual products that
don't require music itself. So the first thing
you're going to do is to connect the contact to the door to the digital
audio work station, the vase. I suppose that you already
have your media controller, but it doesn't
matter if you don't, because I'm sure that after listening to this lesson,
you will want to have it. Most media keyboards are
plug and play immediately. When you connect them
to your computer, they automatically
adapt to the system. But anyway, to make sure that vase is recognizing
the media keyboard, you just have to check this little light on the
right and bottom that indicates that the
key vase is receiving a signal from the mid
controller keyboard. It's important to be aware of these details and
especially that most controller keyboards sometimes have
electrical problems. One way to detect this is that the doll is not
receiving any signal. On the other hand,
obviously there are complex sophisticated
keyboards that may require an
installation driver, but most don't require that. But for those who are
starting out in sound design, I really recommend buying a
very simple two octave one. I mean, simply to add these kind of sound effects
to your project. What are we going to do now? We go to the Project tab
and we click Instrument. This little window will be displayed again
in the first box. We are going to have
the several systems we have installed in the computer. Here in this box
reads contact five, but actually my
contact version is 6.5 but it doesn't matter. The thing is that
the contact you must have installed and
when you installed, it will appear here
in this small box. We make sure that the contact is selected and we press
a track immediately, a new track will appear. This is a di instrument track. Basically, this track seems
to be the same as the others. I mean, it has almost
all the functions of a normal audio track. That is, the properties
to add effects and panning in the same way as
we did in the other tracks. Clicking this, thereby accessing the track properties
with the difference that audio is not
recorded on the track. If we click on this
little keyboard that we see here in blue, we can access to the contact. This contact panel
will be displayed is a dash word when you can add any instrument
you may have for contact. I mean, they are all
designed for contact. How does contact work? Simply, the keyboard
that we had connected to the base sends signals
to the software. The software translate
those signals, those instructions into
different instruments. Sounds all of these language. On the left panel, there are libraries with instruments,
all my libraries. And on the right, that panel where I can drag
different instruments that I want once we have
already added our contact. In this way we can access, we can go to the studio tab that we check in the
previous lessons. We click in BST instruments. If you remember, that box was empty in the
previous lessons, but now the contact
is right there, because we already added the instrument track to
the vase, to the project. This panel works to the
activate contact when we have already made a lot
of progress in a project, especially when the project
is related to music, because in those cases, there are too many tracks with instruments and that
loads the computer a lot. We can press this freeze
button and unload instruments and
convert everything we have done into ado clips, thereby freeing up the memory. If you're going to
use media technology, I highly recommend having
enough brand memory because there are libraries that really consume a lot of memory. Apart from media
instruments, tracks, there are also medi tracks, and obviously there is a
difference between them. If we go to the project tab, we can find the media
track that is over here. You can write down
the name you want. As an example, the media
track is simply track, where we are going to record what we play on the keyboard. That is instructions that the
keyboard is going to give. To the media instrument track
that the instrument sounds, which in this case
those instruments are what I add to the contact. Of course, I can add as many media instrument
track as I want. Everything will depend
on what you want to do and also on the capacity
of your computer. Here, for example, I added another media instrument track
to add another instrument, but I could have added
it in the same contact. But I'm showing you these so you can see what can be done. Since we can add the number
of instruments that I want to the same contact from several
libraries for example, then I can add as many
medi tracks as I want. Those medi tracks will control
each of those instruments. For example, in this
context I'm going to add the instrument from the library we are
going to use in this lesson, that is gravity. I'm going to select
this specific one, which is the one
I'm going to use. We just need to drag
it to this panel. Additionally, in the other
instrument track down here, we can load another instrument from the same
library, for example. In fact, I highly
recommend you to buy this library because
it's very useful. In fact, you can take your sound design to the next level by
using this library. I assure you that you are
not going to regret buying this one because it's a library about experimentation
is not music at all. I mean is sound effects, the distortion of effects, sound distortion, et cetera. We have already created two
media instruments, tracks. But pay attention
to this. When you create this medi track, you need to configure what will be the output of
that media track. Because the track has to know
where its instructions go. That is, to which of the
two media instruments track its instructions Go. Pay attention that the
medi track already detects the input
from our keyboard, But we have to select which of the two instrument
tracks will be the output for this medi track. You can connect
the medi tracks to the instrument tracks you want. Any instrument track you want. Why have I specifically chosen this library called
Gravity for this lesson? Because the idea is that
you can see how we can improve these scenes using
these special sound effects. This is one of the best
Libries I have found. To do that, I'm going
to randomly press the keys on my
keyboard so that you can listen to what
it sounds like. Since in this model we are
talking about low frequencies. If there is something in which
this library stands out, it's in the low frequencies. This specific instrument in this library allows
me to generate low sounds that would be impossible to generate
with that real instrument. On the other hand,
there are sounds that, in a musical context could
be part of the music itself, but we could perfectly
use them here to improve the sound design in
general of these scenes, these low sounds impossible to have on a real
musical instrument, it's a great advantage
to have the chance to reach those low frequencies
by using this library. Actually, if you had a
super buffer, for example, you will be able to perceive those low frequencies
in their own nature. If I mix those low
frequencies, those low sounds, with all we have created
in the previous lessons, the result is usually great. I'm going to open
the properties and I'm going to turn
the volume up a bit, we can check how it sounds. I think the music is off. I'm going to turn it on then. So I'm going to play
those low sounds. While everything we have
created is playing, did you guys pay attention
to those low sounds? I'm obviously
following a rhythm, but it gives a great
depth to the whole mix. I must confess that I am a really lover of
low frequencies, but the interesting
thing is that, in fact, the music
might not be playing. Listen now how good it sounds. Anyway, you see how important these sounds
become in the narrative, because the whole environment is already full of sound narrative. In fact, audiovisual
narrative and that low sound simply
gives us tension. It tells us about
the tense moment that the characters
is experiencing. I can assure you
that this really takes our work to
the next level. We're going to leave
this lesson here. In the next lesson, I will show you
other effects from the same library until
the next lesson.
24. The Kontakt System: We're here again reviewing this magnificent livery in the same way as we use
the low frequencies, we can use other effect. Actually, I haven't
mentioned that the name of the library comes from
the movie Gravity, because actually the library itself was based on the
soundtrack of that movie. Because even though that
soundtrack is music itself, there are many aspects
of that soundtrack that are related to
sound art itself. That is what I want to show you. We're going to try other effects and sounds that allows us to generate sensations without
having to create music. So let's use the beginning of the sound design of this
scene as an example. To add another effect in this scene, I'm
going to use a riser. A riser is a sort
of sound effect. An elongated effect is a constant effect that
generates attention in the audience because
actually the character in the scene is striving
to reach the, the shore. So a raiser could be
suitable this time. That is an example
because actually the riser sounded mixed
with the low beat, with that low frequency. But pay attention to
this and other effect, specifically in the scene where the character is sore and
ends up falling asleep, especially when the camera
moves away from the character, which is just when
he falls asleep. That is, a sound that
represents fading. Pay attention that the sound
fades little by little. You're going to find
all these sounds in this kind of libraries because
actually the soundtrack, the soundtrack may not
include those sound effects. I mean, because of so
many possibilities, maybe the composer doesn't know this technology or he just
doesn't imagine any of it. I think in those cases, we must take a step forward and to be able to make
our sound design stand out and complete all those sensations
that music cannot give. In fact, I think music is
running out of originality. Time passes and film music is becoming more abstract
and experimental. Almost all independent films don't have a soundtrack
but a great sound design. And in fact, the border
between soundtrack and sound design is
increasingly blurring, because the music
of the films is becoming a great
sound design itself. Pay attention to these
sounds, for example, everything they could
represent in a movie. All these sounds could be perfectly in the
sound background of a scene where a person is experiencing something
psychologically strong. For example, even
in conversations, we can add these sounds, for example, in the scene of the conversation between
the character and the girl. This is scene we have here. We can try a couple of
these sound effects here. Whether you can notice how that subtle sound immerses more in what
the guy is imagining. Let's listen to it again. We, all these sounds are generated by this library, but there are
infinite libraries. On the other hand, we
don't have to be deep. We can simply improve
the atmosphere of the scene with this
special effects. For example, in the same scene, later when the conversation
is progressing, we can add some subtle sounds
to improve the atmosphere. It's important that you
remember that there is retrospective
recording in the vase and it's a very useful tool. Actually, I'm going to give you an example if I
want to, to record, I just have to click
the Record button here below the vase starts recording as if it
were an audio track. It's going to record whatever
I'm doing on the keyboard. It will generate a meta clips which contains the
Met instructions. They are all musical nodes. We can edit these mediclipse just like the audio clips with the difference that I can't make transitions between them
because they are not audio. I mean it's a digital language. What we can do is combine one clip with another
to generate a new one. We go to the Met Tab and then
we click on Bounce Medi. Once we click there,
automatically the Met Eclipse become one. But what I want to
explain to you regarding retrospective recording is that you can play the keyboard
while playing the music. I mean, you just click
Play and you let the base play and you can start trying things on your keyboard
to experiment. Once we stop the recording, we can click this button,
Insert Retrospective Recording. Then everything we did
since the last time we played Base will automatically
appear on the Da. Track is excel***t because we can experiment
and experiment, and let the base place
for a long time and discover what is
exactly the sound we need for a sound design. In fact, may I confess that when it comes
to recording ding, I never press the record button. I simply press play on base
and start trying notes. And if I like what I hear, I press Retrospective Recording. The purpose of the media
lesson is encourage you too, to get in touch with this
technology in order to take your sound design to the next level is a
very valuable skill. It's a very valuable tool. Notice how far this
technology goes. So many examples,
so many movies. Anyway, I'm going to show you another lesson later where I precisely mix the
low frequencies at an even more powerful level. So I hope you have really
enjoyed this lesson. Try to experiment
and be motivated in this path of sound design
until the next lesson.
25. The Mix Introduction: Hello again. In this model, we're going to learn how to make the mix the most general
aspects of the mix. Above all, what we need to know regarding 5.1 surround mix, My purpose is that you learn
to make an Stemix that can generate the sensations
of a 5.1 surround mix. You don't need to be a
sound engineer to do this. You had to develop enough
intuition to be able to understand sound and its
cinematic dimension. Pay close attention,
and let's start the.
26. The Mix Part I The Sound & Space: The first thing we need
to understand about film mixing is the spatial
dimension of sound. The main objective
of film mixing is to create an immersive experiences. In the case of sound
mixing for music, its purpose has always been for the music to sound louder
and more powerful. Which is why current music
has limited as much as possible the recording of
live instruments on studios, because those acoustic
recordings are full of noise, and that noise limits the possibility of reaching
as much volume as possible. Video. In this context, the
same evolution ended up developing physical or
digital devices that generate compression
and cleansing of those sounds to reach that attractive volume
for the audience. What I'm trying
to say by this is that film sound mix works differently to make
it attractive. We don't need to add
a lot of effects on blue gins to get the sounds in the mix compressed
to get louder. Rather, we have to be aware of the spatial dimension of sound. And the spatial dimension
of sound manifests itself both in the
recording and in the mix. On the one hand in recording, the spatial dimension
is translated into the distance between the microphone and
the sound source, because the sound waves will take time to reach
the microphone. And that will generate a type
of reverberation in space and even delayed in
sound because the sound travels at
a constant speed. This factor starts
from the recording. That is, having a
sound source that really resembles the
image is essential, is one of the most
important things when it comes to sound design. For example, in the image
that you are seeing. At this moment, the sea
is in the distance. It's seen from a cliff. So that the sound that we use to represent the C
cannot seems like it. But I know you are wondering what role sound effects
play in the mix for movies. It turns out that the conditions
are not always perfect. That is the sound source
that we are going to, it doesn't always
match the image. So the defects, in this case, equalizers and reverbs, have
to be used to fix that. I mean, we must try to bring the sound closer to the image in order to use equalss
and reverses correctly. You must be aware of a
very simple principle that has to do with this issue
about the space and sound. It happens that the
low waves travel farther and have more
energy than the hive waves. It's not the same to
hear an explosion from a distance than
to hear it up close. For example, if we
have an explosion sound that is 100 meters away. But what we really want is to represent that is
500 meters away. By using the ecozers, we must try to suppress the high frequencies and
rise the low frequencies. We feel the sensation and
feeling that this distance is. Pay attention to this
example of the atomic bomb. The camera is kilometers away. What we can hear are
the low frequencies. That they are so powerful
that they managed to travel and even have the ability to make
the Earth tremble. Obviously, here, the
sound is already recorded because it's the
nature of the recording itself. But if the sound of
explosion were closer, then we could remove
high frequencies in the edition to generate
the sensation of distance. Actually it's quite
similar to what we did in the last edition
of Cross Under the Moon. That, that is scene where
the C is in the distance. That scene where the
character wakes up, just right here, for example. Let's listen to the
sea in isolation. If you remember, we remove the high frequencies
by using an Ecos. Of course, those
high frequencies will never be completely eliminated because
those frequencies will remain in the background. We're going to open
again the Coser. Let's take that curve. In the high frequencies, the high frequencies are turned down but not completely mute, because they should
still be playing. But the feeling of
distance cannot only be generated through
equalization, But also using reverb, because the sound while traveling is going
to bounce in space. Therefore, adding
reverberation is also a factor that
create distance. Here we are again in the Q base. I'm going to show
you a sine from another sharp fine
I have directed, its name is Cara. This sine is a talin. It's more complex in terms of sound design
because there are many sounds in the edition and many elements that
must be created. But what I'm trying
to explain to you is that you don't need to add many blue ins and effects to create a professional
sound design. The secret is to correctly
order the sounds and create that spatial
dimension of the mix. The complexity doesn't
lie in the facts. So I'm going to show you
the whole scene first. I am sure you hear it and
imagine that there are a lot of compressors and
effects behind each track, and it's not like that at all. Instead of that, what I have done is a proper
ordering of the sounds. And I have used the reverse
and equalization to generate the atmosphere
of the battle above. To create also the
distance between each element that is
sounding in the scene. Remember that the
audience is hearing everything from the point
of view of the camera. And from that point of view, we must create an immersive
experience for the audience. If you could notice
in the background, there is an
atmosphere of battle, as if it were a distant battle. The only effect that that track has is an equalizer
and a bit of reverse. So I'm going to open the track properties to check them out. It happens that even though
this is a distant battle, it doesn't make a perfect
match with the scene. For it to match, it's
necessary to add more reverve that it feels farther away from what the sound
itself sounds like. I'm going to play
this in isolation. I'm going to mute
the rest of the mix. Where you can most
notice it is in the strong explosion
in the cannon shot. I'm going to let you hear
it without the reverse, so you feel how the distance with that battle is shortened. In fact, like this in the
cannon shot feels closer. I mean, it's assumed that
if it's cannon shot, that cannon shot is far away. I mean, we don't see the
cannon in the image. The reverse allows me to increase that distance
from the camera. But we must be careful. We must try little
by little until it feels consistent
with the image. In fact, we could add more playing with the reverse
diffusion *****. I personally think
it's a lot of reverb, but you can notice that not only playing with
the frequencies, we can achieve the
effect of distance, but also using the reserves, especially in this forest
that has wooden trees. The same happens with
the sound of swords. I'm going to go to
the sword tracks and we are going
to check them out. We're going to scroll
down to the sword track. They are just right here. And I'm going to open
the track properties. You can notice that there's
only a hole defect, a reserve, that
effect is to make the sword sound to do a
match with the environment. So let's check the
source in isolation. Actually, this sound is also mixed with the
swing of the sort. And pay attention to
this important detail. At the end of the
fight, there is a sound of the sword piercing
the soldiers flesh. But that sound doesn't
have a reverb. I mean like the sword clashing because it's supposed
to be another material. The metal is what generates
that reverb variation. Being aware of the nature of the material that
is supposed to be producing the sound is very important when it comes
to doing sound design. Additionally, that
distant battle background also contains air that allows everything that is
playing on top of it to seems like it's playing
in the same environment. But pay attention to
this other detail. Semetically's important
that the last blow of the sword against
the soldier's flesh sounds louder than
he really would. Because it's a fight that it's necessary to mark
not only the end, but that blow was deadly. It's necessary to convey that
he really killed the sold. The same goes for the sound of the soldier falling,
hitting the ground. At that distance that we are seeing everything
from the camera. It's difficult to
hear that contact with the ground in reality, but highlighting it in the mix. It's important for the scene. The sound has to be connected to the storytelling as well. The scene is telling that
two soldiers are fighting. I must understand everything
that happens precisely. We can play with
search and details, taking into account two factors, both the distance between
the element and the camera, and also the importance of
that element in the scene. Pay attention to the moment when we see the boots a close. They are also heard closer. The image is indicating directly to me that
the boots are close. On the other hand,
the importance of the sound in the use of
the splashing blood, another important detail is
the pinning of the bullet. The bullet hits the tree that is to the left,
but not only that, but the time between the
sound of the musket and the bullet is a fraction
of second difference. But those are the details that take the sound design
to the next level. In fact, you can see it
directly on the vase. Visually as the sound of
the musket plays first, and then the sound of
the bullet enters. But as I told you, you should be aware that a bullet
behaves like this. That gives realism to the scene. It's not a matter of
adding compressors and a specialized effect
not at all is to create all the immersive
setting detail by, as I mentioned, the detail of the panning is
very important. I'm going to open
the track properties so you can see how the
panning is set to the left. Listen to that
voice that sounds. It's supposed to be from
a soldier who is nearby. So it shouldn't have revere. The arrow doesn't reverse either because the
shot is very close. But obviously in this fight, as it is an open shot, you should then hear
the sword clashing with a certain reverberation that transmits to us that
they are in that space. This scene is very interesting
in terms of sound design. There is even a
vocal gestures of effort that helps to make
the last blow feel stronger. It's just right here. I'm going to play it in
isolation to check it out. The track where the
little voice is on has an equalizer to bring out the higher frequencies of
that voice so that you can hear it clearly through all
the noise of the battle. Notice that even in this case, I don't need to
add a compressor, just that equalizer to slightly emphasize the higher
frequencies of the voice. In terms of mixing, the first thing we must do
is to level the volumes and create the true spatial
dimension of the place. Listen to the sound environment that is in the background. That nighttime sound escape is playing along with the
entire mix of the battle. And that sound escape
includes air and wind. Pay attention to this. That sound environment
that sound escapes had a lot of wind in air that
made a bit of noise. So with the equalizer, I had to lower the lowest
and highest frequencies to suppress the
wind noise of it. In fact, there is still some
noise in the environment, but it doesn't matter because the rest of the scene covers it. In the case of compressors, we must understand
what a compress or is and why they are
used in sound design. In the sound mix,
compressors are generally used so that
a specific element sounds more clearly
despite the fact that there is noise
around it, for example. This is widely used in action scenes where
there is also dialogue. It's gaining body. This is the beautiful top speed. I can get out of road
faster than this. But the problem with compressors
and sound mixing for movies is that sometimes they
destroy the sound dynamics. The truth is that
human beings don't naturally always speak
at the same volume. I mean, there are words that we say with more force than others. In fact, this is a
fundamental of acting. The compressor will simply
turn up those parts and frequencies that
sounded naturally at low volumes and organ app. In the case of a pop song
it's perfect because we need to hear the voice
clearly all the time. But as I told you, it's detrimental to
acting performance. We are going to leave
this lesson up to here, and we're going to continue with the mixing aspects
in the next lesson.
27. The Mix Part II Master EQ , Multiband compressor, Anymix Pro & Quad Image: Let's continue with
this mix lesson. In the general track, I
mean the output track, we can add some effect, that is sample gins. To give a personal
touch to the mix. I mean to give a unique touch to the sound design
of the movie. All these elements
serve to improve the audio visual
quality of the film. In this sense, we're going to
use samples for mastering. Let me mention that
you guys could finish your mix and then send that mix to a mastering studio where they do it as
good as possible. Obviously, that would
be the best option. Remember that there
are studios with the physical equipment
necessary to do mastering, but my idea is that
you guys can do a pre mastering that can work well enough for independent projects. The main tools that
we must use are both a master equalizer and
a multiband compressor. Because we need to give power to the most important
frequencies in the story, which in this case
of this short film, are the low frequencies of the sound of the C. In addition, we have worked with
the C throughout the course and also with the
low effects of the meeting. Those low frequencies
are very important. This is the mastering from that I'm going to add
to the output track. I am also going to add this multiband
compressor also from X. This is not it, I'm
going to remove it, and the multiband
compressor is this one. But I'm also going to add other plugins that will
help me expand the sound of the mix that it sounds bigger to the sites and even
improve the sound space. The first one is this Animi pro, but we are also going to use the quad image of
x just right here. So I'm going to
explain one by one how they work in terms
of mixing the sound. So I'm going to deactivate
all defects first. And I'm going to look for that scene where the
character is coming out of the water to work
on it. As an example, I'm going to start
first with the plug in to improve the stereo
image of the mix, to improve the sound space
of the sound design. The plug in we are going
to use for that is the quad image, just right here. The last one, what is this
effect about? What is it for? This effect allows
me to spread out to the sites or center the
frequencies separately. On this screen that
you see here are four frequency ranges
from 20 K to 20, I mean to the high frequencies, to the low frequencies, depending on how I raise or lower this point that you
are seeing at this moment, I will expand the sound to
the size or make it sound. In the middle is to the size
and down is to the center. As long as I move it, you're
going to listen to it. I'm going to move the
low frequencies there. I'm expanding the
low frequencies of the mix to the sides. Now I'm going to
center it, in fact, you have a small
reference guide below. Additionally, I'm also
affecting the low middle range. It's important to
know that this effect could be used directly
on any track. To center the, so for example, directly on the track of the instrument that
produces the sound. I mean, centering
it is important because if we are using a
super buffer for example. We're really going to fill
the center low frequencies. But you can
experiment with that. Experimentation is
also important. It's actually very important when it comes to sound design. We can do the same with
the other frequencies such as high frequencies. I can also expand them. This would be the best tool to expand the stereo
sound of our mix. Of course, you
shouldn't overdo it. As the more I expand the mix, the power of the sound
loses its punch. Additionally,
although you can use this plugin on other
tracks within the mix. The nature of this
plan makes it more appropriate for the
overall output track. Let's go now with the mix. This plugin works to do something similar to
the previous one, but only with the general space, regardless of the frequencies that is with the entire mix. This screen is a kind of guide, a map that tells us where we
are with respect to the mix. We are in the center, in
front of the two speakers, but the point of
view from above, these red circles that
read left and right, we can move them to move the sound away from
our point of view. For example, it's very interesting when we
move the sound away, let's listen to it with
the sound of the sea. But just as we move
the sound away, we can also bring it closer. I think the difference
is quite clear. Of course, everything
will be felt more in the low frequencies because they are the ones
with the most energy. This effect is interesting
because we can even expand the distance
of the sea by using it. I think it's very useful. But just as I can't change the distance of the mix
from my point of view, I can also spread the
sound to the sides. I mean exactly the same as
using the previous blueing. Pay attention to how
it sounds when I center all the sound
mix towards the middle. You can also use this begin on other tracks if you want
to generate an effect. For example, for
example, in a sin, if someone is hearing
everything through a metal tube,
something like that. This blue gin is very useful
for movie sound design. I even use it for orchestral
music that I usually do. However I recommend that you always use it
on the general, do not over use it. That is, don't exaggerate in
the distortion of the sound. It's not something
correct or versatile, it's important to take
that into account. Additionally, you should
remember that in terms of mastering the previous
blue gin is better, actually is completely
adapted to that because it's designed to expand
the separate frequencies. Additionally, all the mix must have a multiband
compressor. Why do we need the
multiband compressor? Because despite the fact that
the film mix is dynamic, we must also gain volume
in a certain way. We need to use this
compressor and set it to a flat setting so
that it can give us some gain in those
parts of the sound design. That sound, the
multiband compressor is not only going to
help us with that, but it's also going to
help us to eliminate some noise frequencies
that are spoiling the mix. All of these processes
are necessary to clean up the overall mix
of our sound design. You don't necessarily have
to use the two racks. You can also use other ones, But always paying attention to the configuration
of the plug in. That must be flat. Here you can see that
the ***** are flat. Only the part of the
low frequencies are somewhat altered because
it's something classic. But in general terms,
it's set flat. However, there's
something to which we must pay close attention. We must pay close attention
to the big input wheel. The input is the
amount of gain that the lowest sounds in the
entire mix will have. Let's check it in
the volume matter on the track right here, where this light
goes up and down, indicating when the
sound is saturated. So we can roll the
wheel and look at the volume wave matter to see how much the amount of input I'm adding is affecting the mix. The more you move the wheel up, the quieter sounds will
increase in volume. That is what is used in
electronic music of pop songs. To make it sound as
loud as possible, you can listen to it with
a little amount of input, but you can also hear it with a greater amount
of input at all. Yeah. But as I told you before, the fact that
everything is heard at the same volume doesn't
make any sense. The sound of cinema
is not like that. Sound design for movies
has great dynamics, sound surprises in movies. I mean this is the very core
of sound design for movies. The peculiarity of
the movie theater is that the speakers are so large that the dynamic range of sound is greater for us. That is, even though we can
hear scene at low volume, that scene is heard loud
enough to be understood. Then when it comes to those exciting moments with
blurring special effects, the audience feels
that it's incredible. Remember that all
movie sound design is based on the conditions of a movie theater or a home
theater that is the same. Both work under
the same principle of generating an
immersive experience. So remember to set the multiband compressor in a classic way. I mean that it's flat. Do not add too much input. Remember that it's a
movie only add a little. If you add more, it will
be like in the mix of a pop sun and it
doesn't make sense. Now we must go to the
master equalizer. What the master
equalizer is going to do is boast the frequencies. That is, it will not modify the qualization of
the mix itself. For example, here there are several configurations depending
on the type of project. But we can use, for
example, the slight smile. If there is a plugin that
will make us feel that the audio is mastered,
it's this one. This plugin will
add more energy to the most important
frequencies of our project. If for example it was an
action movie project, we could move these
***** and make the low emit frequencies more
expanded in the spectrum. Obviously, you're
not going to feel a difference as big as
in a musical project. The music mixes are much more compressed to tip more volumes. So when using this plugging, the difference is greater. I tell you this because we have to learn to be
sensitive to this. We must be delicate. In fact, one of the
problems I had in the studios where I
recorded with my band, it was the over use of plugins. But as I told you, everything
will depend on the project. If we are working in an
independent film with a story of a daily life where the low frequencies
are not used, it doesn't make any sense to
reinforce those frequencies. So we simply use
this plugging to expand the sound
in the spectrum. So pay attention
to the power level that those low beats reach. When the plug in is activated, let's listen to it now. Deactivated, I'm going
to activate it again. It sounds much bigger. It expands the spectrum
where the mix is playing. I think it's one of the
best track plugins. I would say that
these four plugins are the most important of all, in order to create
that personal touch, to give that personal
touch to the general mix. But remember that
if everything that we have seen so far
is not well done, this final mix on the final track is not
going to make any sense. Regarding the order in which we must put these
effects over here, we must put the equalss, compressors first, always first, and then the effects to modify the stereo image of the
mix recapitulating. The first is to reinforce the low and high frequencies so that they expand
in the spectrum. The second effect is the
multi van compressor that will help us to give a
pre master into the mix. Of course, adding input to the quieter parts of the
mix to raise them a bit. This even boasts the
important frequencies and cleans up the frequencies
that are generating noise. Remember not to destroy
the dynamics of sound design by using
the input wheel. The following is the mix pro,
which is very important. We can use it both
in tracks and in the final mix to modify the
stereo image of the mix, but also the distance
that the sound has with respect to the point
of view of the audience. We are going to
see some of these in next lesson on Surround, But it's important to
know that since we don't have the devices to work around, we can use this effect to try to replace that type of mix. We are supposed to be
creative with this, because the round
mix can only work with six speakers
and six outputs. And we are supposed
to be listening to everything at the
same time in a room. And find a little last effect, that is the quad image that works for the stereo
expansion by frequencies. I would say that in terms of mastering this is more important
than the previous one. Because since we can
expand by frequencies, we will be able to improve the sensation of space
in the sound design. The most important thing to take into account when
it comes to using all these effects is to be aware that we must be delicate, subtle, and sensitive with the changes so that we don't
damage the sound design. I mean, not to exaggerate
with the use of effects until here this lesson
and until the next time.
28. The Mix Part III: 5.1 Surround Setup & Automated Layouts: Perfect. We are
here in vase again. What are we going to do now? We are going to see
how to configure vase in order to work with Surround 5.1 But we are also going to see how to
use automated panning, which is something
extremely useful when it comes to creating a three
dimensional sound design. We already know that our mix is, our project is an
stereo project. I mean, all the mix is coming out through one
single stereo track, that is the output track. But if we had an LD
interface with six outputs, at least in additionally
six speaker monitors that we need in our home
studio or our studio, knowing that that
is essential to be able to mix 5.1 around. So under those conditions,
having that equipment, we just have to go to
the studio tab and open the audio connection
properties just right here. We must pay close attention to this little tab output here
where it reads Stereo Out. We must change this property. You know that we had
been working in stereo, so by clicking the
right mouse button, we can remove this
property from the project. Then we must click again
in this space and pulls at and select 5.1 configuration. Immediately, all the
tracks are displayed here. We can see the left
and right channel. Also, we can see the center, which is a speaker that must be located in front of
us in the studio. The following is the
sup buffer also. And the last one, they are
all the back speakers, the speakers that had to be
behind us in the studio. So I remind you again, these first two are the left
and right, then the center, then the soup buffer, that if you had to
chance to get one, you can place it at the bottom of the place
where you are working. I highly recommend you
that the last one are the back speakers that must
be located behind our seat. Once we have configured the
output to 5.1 surround, the entire project will be
ready to work in 5.1 Pay attention that some surround panning panels have
appeared above the faders, and you may even notice
that since we had already moved the pan on some
tracks automatically, the pants were adapted
to the surround system. Remember that we were planning some tracks during
the editing of the scenes so that
the sound comes from the direction the shot suggests. I'm going to work on a specific
a sine and we are going to review one of the tracks where the distance is playing. We must go to the track
where the distance is, in this case is environment. I'm going to open the
track properties, so you're going to notice that the little output tap
here has changed. So now we have the chance of
sending the track to any of the six output tracks
of the 5.1 surround. I mean, you can send it directly to the monitor on the left, the one on the right,
the one on the center, the sub bon, and even the
two monitors in the back. But if you select where it reads 5.1 the system gives us a
much broader possibility. This panning panel is
immediately activated, which is a map of
the positioning of the sound with respect to us. We are right in the center. The point of view is from
above as if it were above us. This tool allows you to
move the sound throughout the surround space in a
more blurred and exact way. The color circles are the right and left
channel of the track, and you can make
it sound whatever you want by using this panel. You can find several
***** over here. For example, by moving this, you can expand the ser, image of this track. But also to a certain extent, you can modify the sound depth. But I remind you that you
should be aware that if you only have two monitors
or the headphones, this surround
configuration doesn't make much sense because we won't
feel the surround effect. For example, the
headphones don't have six speakers, only two. So you can notice that as I'm moving the audio output
to the rear speakers, you just feel like the
volume is going down. I mean, this tool
is going to make the sound travel in a
diffused way towards the rear speakers
so that it will gradually stop sounding
in the front speakers, which are the ones we're
listening to at this moment. You know I am explaining all the so that you
understand that it's not possible to fill this surround system editing with headphones
or simply two monitors. You guys listen
to how the volume drops when I move the sound
to the rear monitors. Not even if the platform where
I'm giving the course had the possibility of the audion
in 5.1 even having that, you would need the six monitors to fill the surround effect. Now, despite everything,
this knowledge is very important because you
already know how it works, how it's done, how it is
configured in a volo wall. Now all of you understand
better that plug in that we saw in the
last listen dynamic pro, that effect is simply
trying to imitate this, but from a stereo point of view, it's very useful if we are
going to do simple mixes, but the completely
professional way to do it is the surround way. In fact, you could
perfectly mix, surround and export in stereo. Now personally, I think that
you have to be clear from the beginning if the project is going to be surround or not. I mean, being clear
from the beginning, we can get the best out of
each of the tools so that they work under the
final conditions that the project will have. I remind you again
how the span works. We are in the center and the
point of view from above. From there you can move
the sound around you. What criteria should be taken
into account to edit in 5.1 around the point of view of the shot must
be taken into account. That is the reason why I choose this scene to
explain this lesson. If you can notice
it from the point of view that you are
watching the character, the C should sound behind
us and to the left. I mean, if we were looking at the character right from
where the camera is, we would hear the C
behind and to the left. So from the stereo
point of view, it's difficult to
do this effect. We would just have to
turn down the volume of the C to try to make
it sound far away. Pay attention to the
character wakes up, checks the papaya,
and then looks toward the C that
is in front of him. But in the stereo mix, there isn't really
the true front and rear dimension of the sound, the three dimensional effect. By using the 5.1 surround panel, we simply open the
panel and move the sound output to
the place we want, which in this case is behind
us and also to the left. At the same time, just
right here, for example. This kind of sound
design is extraordinary. You can imagine how many
movies are published daily without editing the
sound environment in this way. But you can also
practice with this. The most important thing is, and rather my purpose
is that you understand that effect we used in the
last lesson, the anemic Sp. Because I'm sure your
point of view has changed after
understanding this lesson. The point of view
regarding dynamics. So it's important to keep that in mind when it comes to mixing. Another important
detail regarding the ordering of tracks and sounds has to do with
grouping pens, for example. If it were the case that
we need some soldiers to sound right in the place where
the distance is sounding. I mean from behind
and from the left. We could create a
group track to connect all the tracks we want to a group track that sounds right. In that place, we must go to the Project tab and
select a Track. And then we click
on Group Track. We can name that Track Distance, or the C from behind,
whatever you want. We can move this
track up to here. Then we can open the
track properties. We can set the
panning right here to the rear speakers and to
the left at the same time. Then we can connect
all the tracks we want to just that
one group track. I mean that group
track will appear here When trying to create a scenes with a
complex sound design, this is very useful. What I'm trying to say is
that the sound design may have a lot of sounds and pending one by one can
take quite a while. On the other hand,
we are now going to move on to another
important topic that has to do not only with
the 5.1 Surround system, but with the mix in general, depending automation I'm going to use as an example,
the Agle sound. The Agle struck. Remember that the Gals were part of the phone, which is part of the
sound environment itself. I'm going to connect
the Gal stuck to the surround system, the 5.1. Now you can listen to it. I'm going to turn
the volume up a bit so you may notice that
the eagles are calling in the distance as a part of the phonafect that
I want to create. I mean that they are flying
approach and moved away. Specifically, I want
it to feel like the eagles go from the right
side to the left side. Believe me, this effect takes your sound design
to the next level. It's very important
for you to learn this. We click on the eagles track by using the right mouse button, and we click on this
Show Automation. Immediately the automation
track will be displayed. And if we click in
that little tab when it reads volume over here, you can automate many
functions of the track. You can notice that we can
automate the surround panning. There are several
options from rear pan, bottom and top pan, and also the amount of
sup buffer we want. But this time you're going
to focus on the first one, the left right pan. Then you can select the
pencil or pen tool, or the line tool, which is more useful
in this case. I'm going to stretch a line
from the bottom to the top. Now let's listen to the result. Did you notice the eagles passed from the right side
to the left side? So you can imagine how useful is in terms of sound design. All you could do by using
this is extraordinary. This is a very
important knowledge. So you can see for yourselves in the surround panel how the panel moves as the vehicles
are passing by. The this is very interesting. Let's take a closer
look at the again, there's something
that you should take into account and
pay attention to. The use of automations
consumes a lot of Ram memory. You're supposed to choose well
to which elements you are going to add this pan,
this automated pan. You can manage the computer's
memory in the best way. Additionally, you could directly record the sounds with pan. I mean, not necessarily
with the vehicles, but with some sounds
in which you can move recording to create
the panning effect. Of course, you must record
in a stereo that is used, a stereo microphone like the front microphone of the
sound recorder for example. Well, you know now
how to configure vase to work in Surround 5.1 You also know how to use
automations to improve the spatial dimension of the
sound design of the project. Try to use all this
knowledge to take all your sound design
to the next level. Once you have your finished mix, it's time to export. We go to the file Tab and
then we click on Sport. Then we click on Audio
Mix Down immediately, this window will
be displayed here. We're going to see the
most important features of this window. The most important thing
is that we are able to select which track
we want to export. I highly recommend not
get confused with this, We just have to select the
output channel, the first one. But it happens that if I leave the exportation
properties set like this, the software will support
an exterior file. If your project is interior, it doesn't matter because that
is your purpose, you know. But in terms of creating
around 5.1 file, we must click on this box
right here, split channels. And then all the tracks
related to the round 5.1 mix will be
export separately. And those tracks
are the ones that will be later used to create the filed in 5.1 round format
that is not created here, that is a special audio file. There are different
formats such as DTS, for example, or video files that include several
audio tracks. Note that the software
gives us two options. Export two separate
tracks or export the six tracks of the 5.1
So round after all this, you only have to click
on a sport below. You must be very
careful not to do other processes on the computer while the file is
being exported. This tip has to do not
only with this software, but also with video software. If you do other processes, you can create meter
jumps in the file. I mean the export
can be damaged. Well, that's all for this
lesson until the next time.
29. Ending: Well this sound design
courses have to hear. I hope you have
enjoyed it a lot. I thank you very much for
having come this far. Remember that you can ask me
any questions you may have. Remember that it's
important not to get stuck in the technical
details of sound design. Remember that it is
a creative process that must be fed by sound, good movies, and anything that sounds interesting around us. But above of all,
never lose the will to experimentation
until the next time. If you like this course, you can leave me a review. This will help me a lot to do, other courses like this.
Thank you very much.