Video and Sound Production / Project 1
29.08.23 - 06.12.23 / Week 2 - Week 3
Name: ALYSSA AISYAH BINTI 'ARIEF NASRAN (0364017)
Bachelor of Design (Hons) in Creative Media
Video and Sound Production (VSP60104) / Section 1
Bachelor of Design (Hons) in Creative Media
Video and Sound Production (VSP60104) / Section 1
LECTURES
Week 1
Week 2
Week 3
Week 4
Week 5
No class
Week 6
Week 7
Week 8
Independent learning week
Week 9
Week 10
INSTRUCTIONS
PRACTICAL
Sound Dubbing
In the first exercise of Video and Sound Production, we are to edit a video
in Adobe Premiere Pro by syncing audio with each scene. We must watch the
video on the timeline and then create a spreadsheet that lists each scene
and the sound effects it needs. After that, we are to record voice-overs
using a phone recording app and find additional sound effects online to put
these audio files on the timeline and organize them into four tracks for
dialogue, one for each character, and three tracks for sound effects and
background sounds.
Process
To start, I first watched the video and created the spreadsheet in
accordance to what I observed and listed down all the sound effects,
ambience, and character dialogue for reference to record and edit later on
in Premiere Pro.
Fig 1.0 Sound Dubbing Spreadsheet
I then recorded all the voice lines on my phone using an app called "Voice
Record" and did a few takes for each line so I could pick between them and
choose the best sounding version to use in the video. For the male voices, I
had tried deepening my voice as well slightly and made it sound more gravely
to mimic the natural bass and tone of a male voice which I would later
enhance in pitch in Premiere Pro. All best selected voice recordings were
then send to my google drive for download.
Fig 1.1 Voice Recordings
This was then followed by the deposit of the best chosen recordings into Premiere Pro following the time stamps in the video where dialogue can be seen, adjusting it to the exact timing and duration. I have also cut clips down to where only the sound is heard to avoid extra background/white noise. I have also made 10 tracks exactly, 3 for ambience, 3 for sound effects, and 4 for dialogue, each track for 1 character.
Fig 1.2 Adding Dialogue + Creation of 10 Tracks
Then, referring to my spreadsheet, I went online to search for the
following sound effects and ambience, downloaded them, and imported them
into the timeline into their own respective tracks. I paid a great deal of
attention as well to ensuring that each sound matched the exact timing and
duration it appeared to in the video- for this I had to re-watch countless
scenes on repeat to spot visual cues that would give me information on
where to start and end/cut the sound at. I mainly used the site
"freesound" to find my SFX and ambience from. I have also adjust the gain
level for each sound in accordance to the video as well, depending on the
distance of a person/object was from the camera, what the material was
made up of, and determining by approximation and imagining how loud that
specific sound would be in real life.
Fig 1.3 Adding SFX & Ambience
For the ambience, there are two main tracks that play throughout the
video, one of indoor ambience, and one of outdoor ambience, the third
being additional SFX ambience of things such as passing cars and people
cycling. At first I had tried listening to the track without indoor
ambience as I wondered if it needed it, though it felt "empty" and
unrealistic, and certain sound effects did not flow as well as they did
until I added ambience. Although the change in ambient sound may not be
too obvious, I cut it in accordance to the video- whenever the indoor
scenes played, so did the indoor ambience, and vice versa for outdoor
scenes.
Fig 1.4 Adjustment of Ambience
Next, to make each character sound more like themselves and what they
look like, I adjusted the pitch using the pitch shifter effect and
applied it to all dialogue as I will need to give each of them their own
unique voices and pitch. To create an adult-male-sound for the male
characters, I turned the semi-tones down by a few notches (-4 to -7).
Each male had this semi-tone adjustment, just in different numbers to
illustrate and differentiate different individual characters. For the
female child, with the same effect using the pitch shifter, I did the
opposite, turning the semi-tone slightly up to create a higher-pitched
more kid-sounding voice.
Fig 1.5 Adjusting Pitch of Male Characters
Fig 1.6 Adjusting Pitch of Female Character
Following that, I then went on to adjust some of the SFX in the
timeline by splicing them up to sound more audibly accurate and
consistent with the video by cutting up the sound to where it appears
like the object/person is still and moving it around in the timeline
to act in exact auditory accordance to what appears in the video as
well such as having the SFX footsteps match the footsteps in the video
in when her foot lands the ground and in pace.
Fig 1.7 Splicing & Adjusting Sound
For some sounds, I have also adjusted their sound level in distance
and made the sound gradually more louder or quieter as the sound
progresses based on what happens in the video, such as how far a
person is, and making their footsteps louder as they become closer
to the camera.
Fig 1.8 Adjusting Sound Level Progression
Some sounds I have also adjusted the gain level of to make them more
louder/quieter based on what appears in the video, and have an
effect applied to them as well, such as the exponential fade on
certain sounds that require it or cut out too abruptly and sound
unnatural.
Fig 1.9 Adjust Gain level + fade
Lastly, for certain scenes, when I was unable to find 1 sound effect
that could match the scene, I downloaded a few sound effects to
layer on top of each other to create a more accurate sounding sound,
such as the last scene with the apartment explosion. I was unable to
find an explosion sound which came with more glass destruction, thus
I had layered the sound of an explosion with 2 instances of
breaking/exploding glass SFX.
Fig 2.0 Layering Sounds
Once I had finalized everything, I went through each sound and
listened carefully for any discrepancies in auditory accuracy in
relation to the visuals and made a few minor adjustments such as
moving tracks in the timeline to sync better with an action in the
video or adjusting the gain level of a sound to be more loud/quiet.
When I had finished rendering and confirmed everything sounded good,
I then exported the video.
Final Outcome
Fig 2.1 Final Audio Dubbing MP4
Audio Editing: Sound Shaping With EQ
Project 1 Exercise 2 involves sound shaping via EQ manipulation
using Adobe Audition. For this exercise, we were instructed to
record a short voice line of 5-10 seconds saying anything of our
choice, and we were then to import the recorded audio into Adobe
Audition- then editing it in 5 different ways which are the
following:
- Phone call
- Inside of closet
- Inside of a toilet/bathroom
- Underground cave
- Alien/Orc voice
Since we were allowed to say anything of choice, I decided to use a
line from one of my favourite games, Resident Evil, said by my
favourite character in that game, Ada Wong. The line goes:
"So cute. You're really confused by all this, aren't you, Leon? It's
kind of fun to watch."
- Ada Wong, Resident Evil 6
Due to me having had experience with voice acting before, imitating
her voice wasn't much trouble. I recorded the voice line using the
"Vocolo" app on my phone in a separate empty room on campus so there
would not be any distracting background noise and my voice could be
picked up more clearly. After, I then sent it to my google drive for
download so I could then import and edit in Adobe Audition. I first
created a multitrack, deposited the voice recording, and the
duplicated it into 5 of their own tracks.
Fig 2.2 Creating Multitrack + Deposit of Recording + Duplication
I first started on editing the voice of a phone call. To do this, I
used the parametric equalizer, and brought down the bass and treble
raised the mid range between 500Hz to 2kHz.
Fig 2.3 Editing Sound for Phone call
To create a sound of someone inside of a closet, I used the same
trick to create a "muffled" sound by having the bass remain, but
moving the treble to the bottom, and raising the middle range to
the top.
Fig 2.4 Editing Sound for Inside of a closet
To create the sound of someone inside the toilet/bathroom, I
applied the reverb effect and adjusted the decay time and wet
output to be higher to shorten the reverb and make it less
intense as most bathroom reverbs are subtle, and brought down
the dry output to create a "spacey" sounding effect. I
tinkered around with the effects here until it sounded
convincing enough
Fig 2.5 Editing Sound for Toilet/Bathroom
For the cave, I used another instance of the reverb effect
here but made it much more obvious and intense by
increasing the decay time, pre-delay, and dry output level
to create the auditory illusion of emptiness and a mass
amount of space. Mainly I tinkered around with the effects
here until it sounded convincing enough.
Fig 2.6 Editing Sound for Underground Cave
Lastly, for the Alien/Orc sound I used the flanger effect
and played around with the characteristics of the delay
times, stereo phasing, and modulation rate, increasing or
decreasing them until I had something that sounded sci-fi
like and resembled an alien-sounding voice. Mainly I
tinkered with the Stereo phasing and modulation rate the
most as I wanted my voice to not sound "separate" from the
effect.
Fig 2.7 Editing Sound for Alien/Orc
Once done with editing each track, I then exported them
individually.
Fig 2.8 Export of Edited Audio
Final Outcome
Phone Call:
Fig 2.9 Phone Call MP3
Inside of a Closet:
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