Saturday, 10 March 2012

Outdoor and Indoor Recording Essay



There is an immense difference between recording indoors and outdoors using any microphone. Indoor recordings usually provide a quieter and calm recording allowing the microphone to pick up only the sounds that are loudest and closer to the microphone, which is why indoor recordings are best to use for such purposes as recording an audio track or specific sound effect. Outdoor recordings are opposite to the silent and carm recording that indoor recording provides, as their a lot more strident and busy. Outdoor recordings are much more useful if you were looking for a range of different sounds as the outdoor tend to have a larger variety of sound than the indoors.

Indoor Recordings

As part of the indoor recording experiment (in groups of two) we re-enacted a radio interview of a celebrity of our choice using a zoom H2 microphone. The location we recorded our interview in was a spacious hallway. The hallway was enclosed with a lot of doors and parting walls, the hallway was constructed in a triangular shape, making it long in length and short in width, the hallway was also fairly empty, with only one coffee table placed against the wall, there was hardly any furniture within.

Due to the fact that this recording was done in a hallway a lot of the background noises consisted of footsteps and shutting doors as people walk past us as we were recording, but in general it was silent, but if you listen to the recording, you can hear other sound effects as flickering lights and running radiators but all these background sounds were in very low frequency compared to the vocals of the interview that we created, which were in impeccably high frequency.

Our vocals were much louder and clearer to hear than the other background noises because we were closer to the microphone. Distance between the microphone and audio really makes a difference to the frequency of the sound the audio makes. Our vocals were sometimes piercingly loud and irritated to the ear because we were close the microphone, plus the volume of our voices would rise in some parts, which increased the frequency of our voices even more.

Though our voices were clear to hear because we were closer to the H2, there were still those really high-pitched loud noises such as doors opening and shutting and footsteps (which got louder as the people walking past got closer to the H2) that still managed to be heard and slightly obstruct our vocals, but these sounds didn’t last to long and weren’t to close so they didn’t have too much of a distracting effect. 

As the recording of the interview was done indoors, there was hardly any wind noise, though some wind would enter the room (or even be created) when the doors opened and closed. There were however some mechanical sounds during the handling the H2, which interrupted the playback of our recording.

For the indoor recording we were inside a building, but the sound changed depending on what we came closer to in the course of recording, when we came closer to the door the sound from the recording became quitter and when we came closer to the wall or the floor it got louder, due to the appearance of the echo, the recording sounded better when we placed it nearer to the wall or to the floor this is because there was more of an echo, which emphasised the clarity of our voice.


The headphones were very efficient and useful during the course of creating this interview, because they allowed us hear the interview during playback and make the changes that were necessary, for example, we would record the interview, use the headphone to listen back, and if the recording contained to much interference with our vocals we would delete that recording and make a new one, not only that, they also allowed us to control and monitor the projection of the sound (whether certain sounds needed to be quieter and louder).

There are a few improvements I could have made to the equipment; such as, having two microphones for the interview (this would have improved the clarity for each voice), a stand for the microphones (this would mean that we don’t have to hand hold the microphone so it wouldn’t contain too much interference) and a windshield (this would reduce the obstructive background noises such as the doors. 

Outdoor Recordings

For the outdoor recording, we recorded in two different locations; the first one was by the roadside of Deansfield and the second location was by the woods in Rotherfield of the college site. When we recorded in the woods we stood in complete silence by the loudest part of the woods and recorded the surroundings then we got someone to crush leaves with their feet, when we recorded by the road, we held the zoom by the road and recorded cars as they drove past.

The location of the woods was very enclosed and busy; there were a lot of trees (tall and short), stumps, bushes and fallen leaves covering the floor, there were also birds and squirrels roaming the area. The roadside on the other hand was very spacious and concrete full, there wasn’t a lot of surrounding but it was far busier as it had people walking by and cars driving by fast.

In the woods there was a larger variety of sound, though most of them were low frequency. In the recording you could hear the trees rustling as the wind past by, this is due to the fact the trees are large and have the highest quantity. You could hear the animals such as birds being picked up by the H2; this is because they were close to the zoom and are the highest pitched sound. But the highest frequency sound in the woods were the leave, due to the fact that they were closest to the zoom and the friction between our feet and the zoom was loud and fast. On the roadside, the highest frequency sounds were the cars driving past (the cars had an increasing volume effect as they got closer and further from the H2), but there were other sounds in the background such as vocals and footsteps of people walking past.

In the outdoor recordings, we didn’t have to record any dialogue, so there was no obtrusive sound to the dialogue, though on the road some sound distracted the clarity of others, for example, if a car drove past at the same time as some walking behind and talking, both those sound would clash with each other and create an irritating and imprecise sound.

In the woods there was a lot of wind noise. The wind sound frequency would be increased as the wind passed the trees, making them moves and leaves clash and this sound became extremely evident on the H2, on the roadside the wind was created by the moving care. As a car would drive past there would be wind rushing past the zoom with was another high frequency sound.

For both recordings I wasn’t near any buildings, but there was defiantly a change of sound between the woods and the road. Being in the wood provided a much more silent and carm recording result, as the high trees blocked out the busy streets and surroundings. But the closer we got the road the nosier and busier it was, which made it hard to focus on certain sounds as the zoom had to pick up a lot of different sounds at once.  

The headphone were not as useful for the indoors recording as the outdoors recording, because the sound we were recording were natural and un rehearsed or didn’t need to be changed or edited. And since we could hear the sound as it is being recorded, the headphone just allowed you to confirm what you already heard.

The improvements I would make to the equipment we used for outdoor recording would be using a microphone stand, which would allow us to position the microphone exactly to the sound we are trying to record. And having a microphone windshield would also help when we want to hear other sounds besides the uncontrollable wind, I would also use a preamp by doing this I would be able to control the sounds that the H2 was picking up. Another thing that I would commence would be to stand further away from the microphone so that sounds such as hearing were not caught during the recording process. 


Thursday, 23 February 2012

·    Studio layout and operation
Lots of diagrams and pictures i.e. control rooms and vocal rooms. How it works

·   Recording and playback formats
Historical content on tape machines (early recording machines) from old to modern

·    File transfer
Converter (pro by digi design and OMF) and other software’s of transferring

·   Transfer Bays
Like hard drive bays and USB bays

·  Linear and non-Linear systems
Linear (saving info on a hard drive) Non-linear (like a recording tape)

·  ISDN
Type of high speed data connection, often used by recording studios 

·  Sequences
Like Cubase, logic, digital performers, fruit loops , pro-tools. Garage bands


·  Production, post-production and processes
Making of, final edits, mastering and file formats

·   Production roles
Who does what, what kind of roles do we have in pre-production. Mastering, producer

·  Legal Issues
Performing rights, contracts, copyright laws

  • ·        15minuet long presentations, 5minute each….
  • ·        Must keep and accurate work diary  

Thursday, 20 October 2011

Unit 17 audio production
Characteristics of different acoustic Instruments (effect)
                                                                Effects Unit

·         Distortion
Distortion effects create "warm", "dirty" and "fuzzy" sounds by compressing the peaks of a musical instrument's sound wave and adding overtones.



·         Talk Box
A talk box is an effects unit that allows a musician to modify the sound of a musical instrument. The musician controls the modification by lip syncing, or by changing the shape of their mouth.

Bonjovi (Living On A Prayer

·         Pitch Bend 
A smooth uninterrupted glide in passing from one tone to another, especially with the voice or a bowed stringed instrument.



·         Delay + Multitap Delay 
Delay is an audio effect which records an input signal to an audio storage medium, and then plays it back after a period of time.
Multitap delayed signal may either be played back multiple times, or played back into the recording again, to create the sound of a repeating, decaying echo.



·         Auto tune
Auto-Tune is a proprietary audio processor created by Antares Audio Technologies. Auto-Tune uses a phase vocoder to correct pitch in vocal and instrumental performances. It is used to disguise off-key inaccuracies and mistakes, and has allowed singers to perform apparently perfectly tuned vocal tracks without needing to sing in tune.

Example: T-pain (Bartender)

·         Phaser
A phaser is an audio signal processing technique used to filter a signal by creating a series of peaks and troughs in the frequency spectrum. The position of the peaks and troughs is typically modulated so that they vary over time, creating a sweeping effect. For this purpose, phasers usually include a low-frequency oscillator.



·         Temeblo
An imitative sound, as of thunder or an explosion, produced artificially for theatrical purposes, as for a film, play, or radio program. Often used in the plural.



·         Vibrato
Vibrato is a musical effect consisting of a regular, pulsating change of pitch. It is used to add expression to vocal and instrumental music. Vibrato is typically characterized in terms of two factors: the amount of pitch variation ("extent of vibrato") and the speed with which the pitch is varied ("rate of vibrato").



·         Compression
Audio compression is a form of data compression designed to reduce the transmission bandwidth requirement of digital audio streams and the storage size of audio files. Audio compression algorithms are implemented in computer software as audio codecs.



·         Limiter
A compressor or limiter is an automatic volume control that reduces the volume when the input gets too loud. Originally they were used to prevent AM radio transmitters from distorting if the announcer got too close to the microphone, and to keep volume levels consistent. Then some creative folks discovered that a compressor can sound cool as an effect on voices and musical instruments.





·         Gating
A Noise Gate or gate is an electronic device or software that is used to control the volume of an audio signal. In its most simple form, a noise gate allows a signal to pass through only when it is above a set threshold: the gate is 'open'.



·         Surround Sound
Surround sound encompasses a range of techniques such as for enriching the sound reproduction quality of an audio source with audio channels reproduced via additional, discrete speakers.

Prince (The Beautiful Ones)

·         Mono-aural
Commonly called mono sound, mono, or non-stereo sound, this early sound system used a single channel of audio for sound output. In monophonic sound systems, the signal sent to the sound system encodes one single stream of sound and it usually uses just one speaker. Monophonic sound is the most basic format of sound output.



·         Stereo
The term Stereophonic, commonly called stereo, sound refers to any method of sound reproduction in which an attempt is made to create an illusion of directionality and audible perspective. This is usually achieved by using two or more independent audio channels through a configuration of two or more loudspeakers in such a way as to create the impression of sound heard from various directions, as in natural hearing.

Wednesday, 5 October 2011

Homework Up To Half Term

Complete film clip anaylisis on the sheets, and atleast five clips of our own choice

Wednesday, 21 September 2011

Soundtrack For Moving Image

Moving Image Production Film
- Action 
- Feature 
- Indie 
- Drama 
- Animation 
- Action
- Horror 
  • In all Films of most film if not all films or genres there is use of three different sound 'Music', 'Sound Effect' and 'Dialog'.

Television Programme
  • Comedy- Use of Canned Laughter or Live Studio Audience
  • News- Use of music that matches the type of news and even the duration.
  • Surveillance Programmes- Use of natural sound such as wind or birds (this is done alot in big brother)
Advertisment
  • Charity Adds-Use of sad music in the backround to enforce emotional persuation
  • Screen Advertising- use of music or even company made music for eye catching effect
Video Games
  • Movement Of Characters Or Inanimate  Objects- Pre recorded sounds (diegetic Sound) 
  • General Game Interest- Use of music in the backround or in menu options or the opening of the game
  • Characters- Use of voice overs or dialog for the game to make the characters talk
  • Theme Of Game- Digital sound with unique twist to only exist in the certain game (e.g. Mario)
Animation
  • C.G.I
  • Clay Animation
  • Computer Animation
  • Cel Shaded Animation
  • Regular Animation
Soundtrack
Instrumental Soundrack (music is generally used to project an emotion to the audience that best suits the scene, play or advert)
  • Instrumental  Music
  • Non Diegetic
  • Acapella
  • Sequence Music
Dialog Soundtrack (These can be used to Emphasize the importance of a scene, product or memorable dialog) Live Theatre
  • Book Reading
  • Live Theatre  
Sound Effect (Sound effects are used in alot of visual media types, even live plays, they are used to set a scene or illution of a sound of something we cannot see, sometimes its used to elevate the sound of a movement or product to give it more focus)
  • Pre- Recorded Sound
  • Diegetic Sound 
  • Libery Sound 
  • Digital Sound 
  • Tolley Made Sounds 
  • Natural Sound
  • Ambient Sound
Soundtrack Production
Skills needed for sound producing and editing
  • I.T skills and interest
  • Research and Development skills
  • Persistency and a birds eye (for spotting mistakes or errors)
  • Good imagination and listening skills
  • Good understanding of the line of work
  • Editing Skils
  • creativity
  • Patience and good enough standered
  • Good level of geography or history knowledege (to know were to find certin sound and what sound suit what period of time.
  • knowledege of laws and rights to your work and other (e.g. copyright laws) 

Friday, 16 September 2011

Musical Ingredients

Music is made up of the following elements and these are used by composers and particular mood effect

Instrumentation
The composition of the instruments used in a track.

Tempo
tempo is the speed an instrument or sequence should or is played in a track.

Dynamics
Dynamics is the contrast of the volume of instruments or vocals in a track.

Rhythm
a Sequence or flow of music through a certin duration

Melody
A medlody is a sequence or a single note that is musically endearing

Texture
Texure is the feel of an instrument or vocal e.g (whether it is rough or smooth).

Harmony/Key
The use of keys at the same time, a key sets the tone of the music

Structure
the basic layout or form of a track, like things that are repeated or contrasted

Technology/SFX
technology used to devise a track, like a keyboard

The Role Of Music: The Underscore acts as an 'unspokent language' and can take many forms, including:

Illustrative Music
This is the kind of music that induces mood or expirence e.g (fast up-tempo music for an action scene).

Evocative Music
This is music that has the power to evoke an emotion e.g (violins for sad scenes)

Pastiche Music
This is music that has been inspired or Interpreted by other artists or pieces e.g (Jason Derulo 'Dont wanna go home')

Dramatic use to enhance tension
This can be an accumulation of a certin instrument, instrumentals or even vocals that is played in a scene where tension is accumulating.  

Comic Music Literal
Comic music is music that merges or contains elements that are comical to make a piece that has some comedy (this can be done with use of dialogue or sound effects, it is a popular strategie in musicals)

Music To Enhance Emotional Impact
This is music that adds on the emotional impact in an emotional scene.

The Use Of Lietmotifs
This is music that is specific to a character or theme, almost like a product with its logo e.g. (Star wars, Dark Vador Music).

Diegetic Music
This is music that accours in a certin type of scene.