Foley Sessions

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Rode NTG-2 mic, KRK Rokit 6’s, Duet 2 Interface, Pro Tools Keyboard and mug.

 

 

Following testing the new recruitment to the arsenal of audio equipment being the Rode NTG-2 condenser shotgun microphone, Danielle and I opted to replace foley tracked so far and to track the entire forty minute film. Before doing so, it was essential to do a little pre-planning to ensure a smooth ride during post and finally the mixing stage.

The fact that the film takes place in a small number of locations; certain sounds are reoccurring throughout the entire film. Therefore, sounds such as leather squeaks, floor creaks, clothing rustles and skin on skin contact were applied to dedicated tracks within the DAW. This would allow for near enough universal EQ and compression settings and would save massive amounts of time later on.

Certain creative decisions were pre-thought out before hitting the record button such as the following:

Clothing Rustling (Good vs Evil)

In order to accentuate the timidity and vulnerability of the lead girl, we decided on soft and smooth fabrics (silk pillow cases and pyjamas etc). For the evil mother, we opted for coarse materials of which were performed with a slightly elevated and aggressive style. These were layered with the shaking of keys to signify heavy jewellery suggesting an essence of capitalist greed and vanity. This method subliminally informs the viewer of the personalities of the characters on screen. The male psychiatrist was decided on heavy clothing to juxtapose the female characters and layered with extra leather squeaks and metallic jangles to provide an element of weight.

Footsteps

To separate the evil mother from her timid daughter, we applied heavier clonks to the mother using heals (performed by Danielle!). The daughter Susie’s steps were applied using flat shoes performed by hand to give her a lighter touch. Surfaces used throughout the film were either wood, marble or carpet of which were all assigned to dedicated tracks for the same reasons mentioned above.

Wheelchair

One scene required of us to recreate a wheelchair in a disturbing corridor scene. Therefore following a brief discussion, we decided that the two elements required were the squeaking of the wheels and bicycle-style spokes. The following videos document how we did this by recording a squeaky blind in my bedroom and for the spokes, dragging a headphone adapter over a DVD box-set.

 

 

Clock Ticking

As a serendipity moment, whilst recording resonances made by kitchen knives for the murder scene, we recognised the shaking of the knives container sounding like a creepy ticking of a clock (of which time plays an integral role within the film). Therefore we recorded a minute of it to give each tick a slightly varying and unique tone.

Additional Sounds

Finally as a further example of sounds used for the film, we recorded some creaky floorboards, an assortment of door handles and slams, whooshing sounds, and for a water-themed scene, the dripping of taps and an open cistern. See below.

We successfully tracked all foley in a couple of days taking care of microphone placement and avoiding background noise.

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Dialogue Insertion Mayhem

Due to the slate system not being fully practiced throughout this process–the dialogue was not inserted into the film by the editor. This meant that Danielle and I were provided the arduous task of inserting ALL dialogue for the entire draught of the film from the files created from location sessions. This was immensely challenging and somewhat soul destroying as it took us together, a total of eighteen hours. Some of the footage for the film had dialogue picked up from the inbuilt microphone in the camera itself, so we had to listen several times to the performance then hunt through hundreds of files and insert into picture by ear and eye. Because the files were not inserted by the editor onto the clips; the file identification numbers were rendered useless as we had no visual mark of the slate ID in any of the film scenes.

However, one must stay positive–the whole experience has given us lots of lip syncing experience!

36 Seconds

It never surprises me when a mix takes longer than expected. This post will look at part of the process that resulted in the following piece of music.

 

Due to time constraints, Danielle and I have abandoned the acoustic-midi hybrid orchestra as this would mean scoring, rehearsals, performance to picture, conducting etc. We have decided to opt for ‘Plan B’ which is a midi-midi hybrid orchestra. Allow me to explain…

Due to it’s lock-solid efficiency, I find myself leaning towards Xpand2 for writing music. If you search long and hard enough, you can find some of the more realistic sounds. However Xpand2 lacks the expressions of instruments such as vibrato, attack & release, crescendoing, diminuendoing; therefore resulting in that midi sound we’re all used to.

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Xpand2

Kontakt 3 player is the opposite to Xpand2; it has nicer samples as well as the above mentioned expressions that sound closer to that of human players; however, it is also quite possibly the most unreliable, malfunctioning piece of trash plugin I have ever dared to use and cost a severe amount of time towards the process. In unity with Xpand2 however (with a delicate balance of EQ, Reverb and Compression) the midi-midi orchestra sounds better than either plugins perform alone.

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Kontakt 3

So why did the mix take so long? All instruments originally tracked on Xpand2 needed to be duplicated with suitable instruments from Kontakt 3 for merging possibilities. The addition of Kontakt 3 added 2 hours due to the consistent employment of workarounds to avoid crashing; the crashing itself; plus the tweaking of velocity to smooth over and allow for inter-plugin velocity variances. The rest of the mix took an additional 5 hours to complete which was quite fast for me (albeit a thirty-six second piece). See below screenshots and notice the duplicated tracks making up the hybrid:

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So that’s seven hours for a thirty-six second piece of music of which has now been inserted into a section of the film which you can view shortly.

The final requirement to allow the music to fit amongst the sounds of the forest (backed up by the article written by Jay Rose in the previous post) was a couple of EQ adjustments to the stereo music track itself (below).

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Cutting some of the midrange allowed for the foley sounds to reside in their own sonic hole whist boosting “the *sizzle* region” of which Rose boosts “both the music and voice“; gave the music more presence to make up for the sucked out mids. 

Finally, here is the finished section.

The Magical Foley Curve

Experimentation during the mixing of the ‘Banquet Scene’ led me towards a contextually-universal EQ curve–or near enough a good starting point of which can be applied to future scenes and… here it is.

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A common phrase blasted around the audio-for-visual fraternity is “Dialogue is King” of which Hollywood’s Post Production and Dialogue Mixer, Stephen Tibbo asserts “everything else wraps around it (iZotope, 2014)”. Therefore when EQ’ing foley, the motivation is to avoid masking the human voice by creating a frequency hole in the foley for the voice to sit.

The concept of the curve is:

  • To remove harshness around the 3k range and carve out space for the human voice to sit.
  • To boost the lower mids to add perceived warmth, bottom and midrange. This is also an area of less importance for the voice (see article below).
  • To sweeten and massage out the individual characteristics of the intricate foley sounds by shelve-boosting the upper-mids to highs–adding presence to stand out from the mix.

Jay Rose, author of Audio Postproduction for Film and Video offers an insightful breakdown of the general rules of which the human voice adheres to and is something I find myself referencing a lot when considering mix decisions concerning the human voice. The following excerpt informed the rationale behind the EQ curve.

jayawards
Jay Rose

 

Under 150 Hz
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In this range you can pull down the dialog. It will help reduce plosives, handling noise and echo in large rooms. If the voices get too thin, lower the cutoff frequency.

For music, you can cut things like bass drums a bit at the lowest frequencies (say under 60Hz) to ensure that you have no sub-sonics, and to give you more headroom.

Low cuts are nice for safety, but if you’re too aggressive, things get thin. Find the right balance.

150Hz – 300Hz
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This is where the fundamentals of voice and many important instruments exist. I like to give the voices a slight boost and the music/effects/foley a slight cut here. If your voices are boomy, back it off. If thin, boost away.

One trick is to send your music to two sub-busses. When you’re underscoring dialog, use the cut version. When standing alone, use the flat version.

300Hz – 600Hz
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This region is less critical for voice. You can boost your music/etc here and get away with it. Cut the voices here to make room.

600Hz – 1200Hz
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This region is critical for consonants. Boost the voices and cut the music. You lose some fast attacks on your music, but it’s more important to understand the talent.

1200Hz – 2400Hz
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This area isn’t critical for voice. Cut the dialog, boost the music a bit.

2400Hz – 4800Hz
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This region is important for distiguishing voices and instruments. Boost the voices and cut the music – especially if there are multiple voices. The downside is that your oboe will start to sound like a clarinet. You can push this range back up for the music when it stands alone.

4800Hz – 9600Hz
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This is the *sizzle* region. I boost both the music and voice heavily here.

9600Hz and up
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Don’t worry about higher frequencies too much. It’s mostly noise. If your tracks have HF noise, feel free to cut with a heavy hand.