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Showing posts with label Introduction. Show all posts
Showing posts with label Introduction. Show all posts

Wednesday, 19 October 2011

5 More Pre Production Location Sound Recording Basics (Part 2)

As I am a generious guy I thought I would bash out part 2 of pre production basics (meaning essencials and at the very least)
read part one of 5 pre production basics part one

6. Double system 99% of the time
Unless this is a run and gun documentry or live broadcast location news then you probably have the freedom to easily slate and thus easily sync sound from a seperate sound recording device. The double system gets its name because you have one system for visuals and one for sound (according to my understanding)
This has many advantages such as easier capture for wildtracks, better quality recording due to higher quality specific sound recording electronics and wiring, more flexability to be out of the cameras way and less interference from longer cables, balanced or otherwise.

7. Order of priority
Equipment wise, your only as good as your weakest link and many other metephors a side, the equipment is of this importance as it works in a chain, obviously if anything in this chain is terrible then bring that up to the level of the others.
Your first link is the microphone/s its self, this will determine the amount of electronic current that needs amplifaction, the quality of the frequency response and how much other sound outside the polar pattern will be discrete (blocked).
Next is the mixer of some sort (please not just your camera!) Where it will be able to amplify the microphones electric voltage differences to acoustic energy and the better the pre amps and limiters the better the signal to noise ratio and the less your likley to peak and distort any unwanted, un expexted loud sounds.
Finally the recording device which is last because thankfully you have a good mixer doing most the leg work, dont you :-), this allows the freedome of the double system mentioned earlier.
Also dont forget to get balanced cables (refer to glossary) and the fewer cable to cable connections the lesser the chance of interference and noise being amplified with any recording. along with a good support for your microphone on a boom pole so you limit handling noise.

8. Information is only potencial power
Grab as much information on storyboards and floor plans and sizes of rooms and whats near by the location referring to the script. This could save you loads of time on the day in regards to descision making and mike placement, we both know its never exactly like the plan but better to have a guide!

9. Be ahead of the game
Referring to the edit, before hand you can draw up lists for wildtracks and sound effects which could be benificial to the troops in the edit. On another small note: REMEMBER ROOM TONE/ATMOSPHERE RECORDINGS FOR EVERY LOCATION. It's kind of useful, do at least 15 clean! seconds

Finally Number 10. Fail to plan, plan to fail
Not all these elements might be relevant to the situation but it does save you time in the long run and sets a good solid foundation for the edit. After we are part of a bigger creative team to achieve a great end result and just by reading articles like this you know it's more than a job but a lifestyle especially in independant low budget projects. :-) happy days.

Thanks.and comment or share below

Matt Price

Friday, 30 September 2011

Lossless compared with lossy data compression

When i first looked into this i was like wtf? too... but this is all to do with the data compression.

Lossless data compression is a class of data compression algorithms that allows the exact original data to be reconstructed from the compression data. This is the opposite to lossy data compression, which allows an approximation of the original data to be reconstructed, in exchange fore better compressions rates.

What's the advantages?

One advantage of the lossy methods over lossless methods is that in some cases the lossy method can be compressed smaller than its counterpart, importantly while still meeting the requirements of the application.

Lossy methods are most often used by data are intended for human interpretation where the mind can fill in the blanks or see past minor errors. Ideally lossy compression is transparent or imperceptible, otherwise you would notice it sounded bad and not use it. If you do notice an anomaly it is called a compression artifacts.

Audio can be compressed at 10:1 with imperceptible loss of quality. The compression rate in lossy compression is 5-6%, where as in lossless compression it is about 50-60% of the actual file.

Cheers Guys,

Matt Price

List of Lossy Formats (links to wikipedia)
AAC
ADPCM
ATRAC
Dolby AC-3
MP2
MP3
Musepack (based on Musicam)
Ogg Vorbis (noted for its lack of patent restrictions)
WMA

List of Lossless formats (links to wikipedia)
Free Lossless Audio Codec – FLAC
Apple Lossless – ALAC (Apple Lossless Audio Codec)
apt-X – Lossless
Adaptive Transform Acoustic Coding – ATRAC
Audio Lossless Coding – also known as MPEG-4 ALS
MPEG-4 SLS – also known as HD-AAC
Direct Stream Transfer – DST
Dolby TrueHD
DTS-HD Master Audio
Meridian Lossless Packing – MLP
Monkey's Audio – Monkey's Audio APE
OptimFROG
RealPlayer – RealAudio Lossless
Shorten – SHN
TTA – True Audio Lossless
WavPack – WavPack lossless
WMA Lossless – Windows Media Lossless

Thursday, 18 August 2011

5.1 Surround Sound, Dolby or DTS?

This is section explaining what Dolby Digital 5.1 and DTS 5.1 are, along with a bit about why people think one is better than the other etc...

What is 5.1?
Refers to this speaker set up: (left front, left rear, right front, right rear, and center), plus a subwoofer channel (the .1 in 5.1)

What is Dolby Digital Surround Sound?
This is the most common format for surround sound on media such as movies. Its a discrete channel surround sound format because the output has been controlled to come from a variety of speakers, allowing a car to sound like it is moving across the screen etc....

What is DTS?
DTS (Digital Theater Systems) is a digital surround-sound system first introduced in theaters in 1993. DVDs encoded with a DTS soundtrack require a DVD player and stereo receiver equipped with DTS-processing capability. This is partly due to the DTS demands for more data space on a DVD (often sacrificing bonus features), but many believe the audio quality to be superior to that of Dolby Digital 5.1-channel surround sound.

What do people think?
I don't happen to be 'the people' but reading up and around the issue DTS has a higher data rate and so that roughly translates into 'better' sound. Where as many Dolby fans argue that low compression but higher data rate provides 'better sound'....

Ill need another 10 years to provide a better description of 'better sound' but many blogs start with the underdog against the giant, like in all fairy tales...

I should be pointed out that both Dolby Digital and DTS Digital Surround encoding schemes now have even higher sampling rate of 48 kHz at 20-bits per sample, thus yielding an even wider dynamic range between sound level extremes of approximately 120dB.

They both have to be compressed in some form to fit on the disk so that is always going to be an issue, raw data over efficiency is hard to prove when sound is subjective.

"Compression and bit-rate are not the only differences when comparing Dolby vs. DTS formats. For example, the added rear surround channel in Dolby's extended surround format 'Dolby Digital EX', is matrixed over the two left and right surrounds, rather than discrete; instead the DTS counterpart uses a discrete channel. This also explains why DTS ES (Extended Surround) can provide a more precise location for the rear-effects soundstage than the Dolby EX format." - Source here

"Both Dolby Digital and DTS audio are capable of achieving similar end results in delivering surround sound, even though the lower compression/higher bit-rate of DTS Digital Surround should theoretically yields apparent benefits in sound quality.

At the same time, one cannot ignore the fact that these two formats make use of different coding schemes and syntax to perceptually compress audio.

This means that efficiency in terms of data utilization between these two formats is different. Therefore, a Dolby vs. DTS direct comparison based solely on these formats raw bit rates cannot be taken as a measure of sound-quality.

Thus, while it is objectively possible to compare the resultant sound quality for the same audio format encoded at different bit rates, and therefore, to determine whether the same format in a moviehouse application sounds better or worse than in a consumer implementation in home entertainment, it is not so straightforward when dealing with different formats.

Rather, the reality is that for identically sourced audio content, it would be much easier for the listener during a Dolby vs. DTS 'blind' listening test to notice a change in sound quality when changing the playback equipment say between different brands, than when changing from a Dolby Digital to the DTS surround audio track." - Source here


So it is down to choice really and if it you set up your theatre, home cinema etc... then you might notice one suiting your needs better, Sadly this is going to be a never ending debate but at least you can argue both ways forever with your friends.

Thanks

Matt Price

Sunday, 14 August 2011

Sampling theorem



The Nyquist–Shannon sampling theorem, after Harry Nyquist and Claude Shannon, is a fundamental result in the field of information theory, in particular telecommunications and signal processing. Sampling is the process of converting a signal(for example, a function of continuous time or space) into a numeric sequence (a function of discrete time or space).

Sampling theorem which in essence shows that a bandlimited analog signal can be reconstructed perfectly from an infinite sequence of samples if the sample rate exceeds 2B samples per second. B is the highest frequency in the original signal. If the signal contains components at exactly B hertz, then samples spaced 1/(2B) seconds do NOT completely determine the signal.

E.g. 20,000 Hertz into this forumla will not be reconstructed perfectly at anything less than 0.00003 seconds per sample. Recording at a sample rate of 48kHz is sampling at 0.00002 seconds per sample, hence for situations like recording dialogue where the highest frequency for normal conversation is below 20kHz (because we can't hear higher).

Possibly Useful Drawing of a 2hz sine wave



So in recording effects if you wanted to have flexibility to manipulate then you can record at 192kHz and then the spacing is 1 sample every 0.0000052083 of a second, this is useful for slowing down samples more effectively than less samples.

This is again like most perfect theories based on a perfect world and so is an approximate in our not so perfect world.

Hope this ended up making sense.

Thanks,

Matt Price

Transducer

A transducer is a device that converts one type of energy to another. Energy types include electricalmechanicalelectromagnetic (including light), chemicalacoustic or thermal energy and many more. While the term transducer commonly implies the use of a sensor/detector, any device which converts energy can be considered a transducer.


So a microphone is considered a transducer because it turns acoustic energy into electrical energy.


Thanks,

Matt Price

Ohm ohm ohm... amp?

Ohm's or Ω is the SI or system of international unit of electrical resistance and gets it's name from Georg Simon OhmOhm determined that there is a direct proportionality between the potential difference (voltage) applied across a conductor and the resultant electric current. This relationship is now known as Ohm's law.

So an Ohm is a unit of resistance between two points of a conductor when, for instance, a constant 1 volt difference is applied to each point and it produces 1 ampere.

Ampere  It is named after André-Marie Ampère (1775–1836), French mathematician and physicist, considered the father of electrodynamics. In practice, its name is often shortened to amp. An amp is a SI for basically a rate of flow in a wire. 

So an ohm is just a way of measuring how easily electricity flows along a certain path. Electrical resistance shares some conceptual parallels with the mechanical notion of friction.

Leave comments if still confused =]

Thanks,

Matt Price

Thursday, 28 July 2011

Diffraction

One of the interesting properties of sound waves is that they can diffract like the image below demonstrates.


The possibility of hearing around corners or barriers involves diffraction and reflection of sound. Diffraction is mostly associated with longer wave lengths as thus implies that you hear low frequencies than higher ones. This is also explained by the fact air absorbs higher frequencies better than lower ones. A lightning strike for instance has a high crackle with a longer low rumble.

Sound proofing rooms takes this into account and so the room has to be fully sealed because diffraction can disrupt a lot from the smallest gaps. This is a similar reason for loud speakers to be sealed so they maximise output. 

An interesting characteristic involving imaging. When a wavelength is longer than an obstacle, for instance a pillar means you can't see the obstacle. This is the same reason you cant see a virus under a light microscope because the virus is smaller than the waves of light. This is due to the bigger wavelength diffracting round the obstacle and reconstructing past it. 


See also: Refraction

Feel free to comment,


Thanks,

Matt Price

Reverberation Time

A reverberant sound in any closed space like a room or concert hall diminishes as the sound energy is absorbed by multiple interactions with the surfaces of the room. Though the speed it takes to diminish depends on the variable of the rooms surfaces, for instance a reflective  or "live" room will take longer than a very absorbent or "dead" room. The time for the sound to completely die away will depend how loud the sound is at the start and how well the observer hears. 


The standard reverberation time has be established as the time it takes for a sound source to diminish by 60 dB below its original level. This is established at 60dB from testing in auditoriums where the loudest crescendo in an orchestra is 100dB and typical background noise for a music-making area being around 40dB. 60dB is also roughly the dynamic range for orchestral music.


In terms of time it depends on the rooms use. In a classroom you want the room to have low reverberation time to keep articulation clear and reduce build up from people talking. In an auditorium you probably want a bit more so you can really feel the music. As a general rule you wont get long reverberation time in a small room because of how fast the energy is bouncing off the surfaces and being absorbed a bit each time.


Reverberation time is just one part in creating pleasing environments for sound, you also need to consider the absorption in terms of frequencies.


Thanks,


Matt Price

Monday, 25 July 2011

Q+A: Getting Paid In The Film Industry....

This is a rough guide that to be honest is mainly common sense but sometimes the simplest route is the right one.

Who you are...
This is important because you are working with other people in what usual at times becomes very stressful and tiring. This is the most important aspect for getting a job in the first place (paid) and getting referral work, which is like gold dust. The qualities you need such as team work and patience etc.. come from real life, though they are improved a lot after a few years of filming. Generally i like to believe if you are a good person to work with, it will get you a long way.

What do you know?...
Its all very well being the most patience person in the world but not everyone else is when you don't know what your doing, in fact they will have no patience!!. So learn your equipment and the area you are interested in. This is one of the inspirations for this blog because i hope it becomes a massive resource for people to understand more than they need in life and there job but all provide you with better ways of overcoming solutions and instilling confidence in people you are the man or woman for the job.

I have a degree....
This doesn't mean much if you didn't take anything away from it and your dissertation was on an obscure aspect of your field of expertise that has no real relevance to what you do day to day. My personal experience was since i was not keen on the written (ironic now i'm writing a massive blog) but instead focused on the equipment and gaining experience.

But i have no or little experience....
Well what did you learn? this is very important in establishing your skills and knowledge of your field and with you being that good person i'm sure if things went wrong and you learned something then being that good guy others forgave you because you did your best with what you had and you can get referrals.

But everything so expensive...
Loads of people have set up business with much bigger debts than £30,000 of sound equipment for instance and after all its all tax deductible haha... but seriously, getting on the ladder with expenses only films gives you at least a break even balance sheet and if you prove up front you are the best person for the job then you can even get an extra £50 here and £50 there to get your apatite going. I believe only people that truly want to work in this industry get there because its a lot easier to get better at things that don't matter like packing boxes at amazon.

So it's going to be easy now?!?!...
No, sadly not, but it makes it all the more worth while when you get that first job or you get that new microphone and see progress, even seeing that new job for £1000 a week can get you going. (if it doesn't forget everything above) Even to work on films there are no set hours and people expect a lot for not much money on most productions and for everyone to get along and be happy.. BUT i wouldn't want to be doing anything else!!

My success equation is: ((BG * K) * EQ = £) * Reinvestment + Referrals + Testimonials = "successful career"

BG = Being Good Person        K = Knowledge              EQ = Equipment         * = times by

Best of luck and Thanks,

- Matt Price

Q+A: What is difference between room tone, ambience, wild sound?

Hey,

These definitions vary depending who you are so this is ONLY a guide =].

Room Tone: This is the natural sound that a room "makes" from the natural reflections in the room. This is important for being able to patch over areas of sound so make sure you GET IT AFTER THE SCENE and hold your microphones ideally in the exact same locations.

Ambience: This is similar to room tone as it is the natural environment. However what makes it more specific is can be illustrated with an example of a scene in a restaurant where people are in the background, you will want to collect the general ambience (atmos) to again be able to patch over any gaps in post production.

Wild Sound: This can be any sound that doesn't need to be recorded in sync and is usually an object such as a fridge in a kitchen.

Feel i have missed anything? Then just comment =]

Thanks,

- Matt Price