There are 3 characters present in this particular clip so 3 audio tracks were recorded. I used gentle compression on all as I was only wanting to use it as a way of keeping the dynamic range consistent and even out any potential peaks. For example, one piece of dialogue has a character letting out a quiet gasp before a loud grunt within seconds of each other. To avoid any issues with this I set a high threshold on all but with a soft knee as I was only wanting it to affect the peaks rather than compress the entire audio.

To help distinguish between the characters (as they were all performed by the same person) I used AudioSuite, specifically the Time Shift plugin, to pitch shift my voice a few semitones lower for the OM and then raise it a few semitones for the Ghost Girl (GG). As the GG is a younger character it made sense for her voice to be higher in pitch than the rest while the OM having the lowest voice due to her being a supernatural being. I also used a chorus plugin for the OM to give a metallic, distorted quality to her voice as she’s partly made of metal, and I wanted to play on this with her voice too. The reverb that I used for C and OM was the Studio Reverb plugin on the Studio setting, I turned down the decay time and also the amount of it going into the mix as I wanted it to sound natural and not overly reverberant. For the GG on the other hand, I used a large reverb with the same plugin but on the Arena setting and didn’t adjust any parameters. My reasoning for this is due to creative and stylistic decisions as the character is a ghost and technically not from this world, I wanted to highlight this through her voice by giving it an ethereal feel.


I also used automated panning and volume dependant on where the character is on screen and how far away/close they are. This is an important aspect for sound designers to use as it further helps in linking what we see on screen with what we hear.

PAN AUTOMATION

VOLUME AUTOMATION
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