Filling the blanks with "room noise"
Posted 16 November 2005 - 12:29 PM
Of course the dialog has the same ambient background and the 2X output kind of makes sense (1 + 1 = 2). But it's the SAME room and shouldn't do that right? Like if you take a music track, copy and paste it into another track, you don't increase the volume. You can get a delay, by moving one track slightly, but not a gain.
Is there a better way to approach this? How do pros add room noise back into a scene and does it overlap the dialog?
Posted 16 November 2005 - 12:47 PM
Also, when the room tone track was recorded alone, it's possible it may have been boosted with a compressor or some type of gain makeup, or mic placement.
Edited by Gordon Highland, 16 November 2005 - 12:49 PM.
Posted 18 November 2005 - 11:25 AM
I don't know what you're using to do your editing but try looking through the help files for info on using "volume envelopes".
I don't know if dubbling the ambient noise will "double" the volume (I suspect not) but it will certianly raise it.
Posted 18 November 2005 - 05:01 PM
The ambient sound should never overlap dialouge.
if the noise is really bad in the dialoge track, try and eq it out. most rooms have similar white noises, which are in a different frequency range than most voices. Try a 60hz "notch" filter. it should take any sound in the 60hz realm and attenuate it at least 5db. most north american homes have 60hz power, and that induces sound in the mic and in the line just by the magnetic feild created. past that find the range that the white noise is in and attenuate that out too. The range is usually determined by the acoustic properties of the walls and carpet and surrounding noise generators (washing machines, etc)
If you have a spectrum analizer software play the ambient track and note what frequency ranges the ambient noise falls into. Then use the EQ to attenuate those ranges. be carefull not to harm the final track too much, and add the same audio filters to the ambient gap filler so that is a constant.