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The Space Between the Lines Affects the Listener Too

June 6, 2011 by Dan Friedman

Dan Friedman, microphoneA radio or television commercial is more than just words. The space between the lines helps to determine pace and establish mood. Space allows the mix engineer to create an environment in which the voice exists and where music and/or sound effects can be placed to help tell the story and communicate the message. This space and these elements are often key to the production.

Scripts often indicate that sound effects and music will play a key role at certain points within in a radio or TV production. These notes are great for the producer or engineer who mixes the spot. They give the mix engineer a clear idea of what the intentions of the client are and what the client is expecting to hear when the spot is finished.

However, what happens all too often is that the script is over written, leaving little or no time available for these elements to develop. They simply can’t have the impact they were intended to have. If a script, read out loud, is taking all of the time available, then what time is left for the music and sound effects to perform their role? Worse yet, the voice talent may feel forced to alter their speed or delivery to accommodate these elements. This may prevent the voice talent from communicating the message in the most effective way possible.

While there is little doubt that the message (the actual spoken words) should be the focus of most commercial audio productions, writing less copy provides space for music and sound effects to help communicate that message. In fact, these elements combined with the delivery of the voice talent, can often do more to communicate the overall message than including additional words in a script.

Radio and TV spots must fit into a specific time frame, usually :30 (:29.5 for TV) or :60 seconds. While these times are important, taking the time that will be needed for music and sound effects into consideration while writing and preparing a script can also be critical to your bottom line. The time saved in the studio by having a carefully written and timed script before recording begins, is time and therefore money saved.

Clients may insist on getting all of their critical information into a spot. But ultimately, clients want people to act (or buy something). Creative “ear catching” commercials are often more memorable and influential then a long string of words being forced upon a listener. The space between the lines, allows creativity to flourish.

Even if additional elements are not part of your radio or TV commercial, proper spacing and pacing will allow the listener to think about and hopefully act on what is being communicated to them.

Filed Under: Voiceover Tips & Advice Tagged With: 4VO, Dan Friedman, sound4vo, VO, VO coaching, VO directing, voiceover book, Voiceover Coaching

Allergy Season for a Voiceover Talent

May 16, 2011 by Dan Friedman

allergy seasonI live in what I think (and many will agree) is one of the most beautiful parts of the USA. However, all that lush forest and beautiful foliage brings with it pollen, allergens, and air so thick you can watch it as it blows by. For most people, allergy season is merely a nuisance. For voiceover talent, it can be frustrating, frightening and costly.

Learning to deal with allergies was never a concern for me until a few years ago. I never suffered from allergies until moving to the mountains and even then it took a few years before they took hold of me. Spring of 2010 was by far the most difficult season I’d ever had. I was unable to hear well and I definitely did not sound like myself. As someone who earns a living from having sharp hearing and a consistent vocal sound, this was definitely a problem. While I was able to work, I did not feel confident in what I was hearing and I did not like how I was sounding.

I used the neti pot three times a day. I ate locally produced honey. Before and during sessions, I ate spicy food, brought jalapeño peppers into the booth with me and put mentholatum ointment under my nose. I took anti inflammatory medication, OTC Phenq allergy and cold medicines and finally, after six weeks of suffering, got a nasal spray prescription from my doctor. Thankfully that prescription cleared things up for me. Other than a few weeks during mid summer and mid winter, I’ve taken it ever since. While I still felt the effects of allergy season this year, overall it has been much better.

I was lucky. To my knowledge, I didn’t lose any voice work and my production work was solid. The sinus pain and pressure was bad, but the most difficult part was the fear that I would lose work and the lack of confidence I had in my abilities during this time. I know there are many voiceover talent who suffer from allergies and all of the symptoms that come with them. I tried everything before turning to a prescription for relief, but in the end it was the only thing that worked for me.

If you are an allergy sufferer and a voice talent…what works for you?

Filed Under: Sound4VO News, Voiceover Tips & Advice Tagged With: 4VO, Dan Friedman, home studio, Sound Advice Voiceover From an Audio Engineer's Perspective, VO, voiceover talent

Your Room and You

May 9, 2011 by Dan Friedman

studio, home studioWhile there are many elements to producing great voiceovers, few are as important as the room you produce them in. While it is important to carefully evaluate the sound of your room when it is completed, there are some basic things to consider in the beginning that will help ensure your space will sound great in the end. Here are some quick tips on choosing and creating your VO space.

Location
The space you choose should be a quiet place. Basements can be a good choice because they are often underground. Upper levels can also be a good choice because they are free from noise overhead. Spaces in your home farthest away from roads or other sources of outside noise are ideal. Begin by picking the right location based on what is available to you, and you will be off to a good start.

Size

You need a space that is comfortable and capable of containing you and your equipment. At a minimum you need room for yourself, a microphone, microphone stand and a copy stand and/or computer monitor. You may also wish to have a chair and some of your equipment in the space with you (the quiet pieces only please).

Dimensions

It is important to consider the dimensions of your room. Because of the way sound travels, square rooms are bad. Ideally the dimensions will be different or not evenly divisible by one another.

Sound Proofing

In a home studio setup, it can be difficult to completely keep outside sounds from entering your recording space. This is why choosing the best location is critical. If you are building your space, you’ll want to isolate it as much as possible by separating it from the rest of your structure. Using double thick walls, creating air-gaps between walls and floating the floor are commonly used methods. Think of it as building a room within a room.  If you are simply creating a space or using a prefabricated “voice booth”, keep it away from noisy household equipment and keep all of your noisy studio gear (anything with a running fan) outside of the room and away from the voicing area.

Acoustic Treatment

Treating the acoustics within your space is the final step. There are many products on the market that can help you with this or you can create your own. Acoustic foam panels of various sizes, thicknesses and shapes are just one of several options (panels made from mineral wool fiber covered in burlap are my personal choice.) Whether you are using pre-cut foam, buying other acoustic control materials or creating your own acoustic panels, the thickness of the panels determines what frequencies they work best to control. To tame bass or low frequencies you need thick panels, usually no less than 6 inches thick. For mid range and higher frequencies 2 and 3 inch thick panels will usually do the job. Absorbent materials and varied surfaces (such as pyramid or triangle shapes on foam) help to reduce reflections that cause a room to sound reverberant.

Location, size, dimensions, soundproofing and acoustic treatment are the fundamental considerations. This article is meant to get you thinking about these elements as you work on your voiceover recording space. For more in-depth information about room acoustics and sound treatment I recommend the following links:
Acoustics101.com
GIKAcoustics.com
RealTraps.com

For more information about sound and how it relates to your voiceover career check out: Sound Advice – Voiceover From An Audio Engineer’s Perspective.

It is important to understand that effective sound control requires that you utilize space and use materials that have mass. While there are several products available that wrap around your microphone or even you and your microphone, none of these are as effective as treating the room you are in properly. If you are serious about your career in voiceover you will get serious about your room. Other than your voice, nothing is more important to your sound than your recording environment.

Filed Under: Studio & Gear Tagged With: 4VO, acoustics, Dan Friedman, home studio, Recording, sound4vo, VO, voiceover, voiceover book

Audio Terms and Definitions

May 3, 2011 by Dan Friedman

Dan Friedman, microphoneGood communication is a key to success in all relationships. Often miscommunication and misunderstandings between people occur because they simply don’t know how to “speak the same language”. I’m not talking about the difference between English and Chinese. I’m talking about technical audio terms. In the business world, nearly every type of business, has a name for everything they do. The recording and voiceover world is no different.

In an effort to overcome the “language barrier” that often exists among engineers, directors, clients and talent, my friends and I have put together a glossary of voice over studio terms that everyone in this business should know.

While individual studios and production companies may also have unique terminology that is used internally, this list will provide you with key terms that are fairly universal throughout the industry.

Enjoy!

AUDIO TERMS and DEFINITIONS

ADR – (Automated Dialog Replacement) Also referred to as ʻloopingʼ. The process of replacing a voice over for an on-camera talent.

Compression – The use of an audio processor to control audio dynamics (loudness and softness) on a piece of audio. It can be arcoxia 90 applied to individual parts as well as to an overall production.

Data compression – Process designed to reduce the transmission bandwidth requirement of digital audio streams and the storage size of audio files.

De-breathing – The process of removing all breaths from a vocal performance.

Editing – The process of removing unwanted portions of audio, leaving only the portion that will be used in the final production. May or may not include de-breathing.

Equalization (EQ) – The use of an audio processor to manipulate the frequencies that exist within all sounds heard by the human ear.

Audio File Formats – Common uncompressed audio file types used in audio production are: AIFF & WAV. Compressed audio files are typically MP3.

ISDN – Integrated Services Digital Network – A communication standard allowing the transmission of voice (as well as video and data) from one studio to another over telephone lines in high speed, digital quality and with great fidelity.

Limiting – The use of an audio processor to keep audio from exceeding a certain level or threshold as determined by the engineer.

Maximization or Maximize – A mastering process that includes the use of an audio processor to bring audio up to a maximum level as determined by the engineer.

Mix – A fully produced, finished or broadcast ready audio presentation that may include voice, music, sound effects, all necessary processing and maximization. Usually provided in stereo unless the final format is mono only (such as a phone system)

Mixing – The process of manipulating and combining multiple audio signals or elements to create a final audio production or mix.

Noise – Any sound that is undesirable or unwanted.

Normalize – To increase or decrease audio levels to a fixed point based on the peak point or RMS equation.

Processing – Any alteration of raw audio through the use of audio tools such as compression, equalization (EQ), maximization, or time- based/space-based effects (i.e. – delay or reverb).

Raw Audio – Any recorded audio that is unedited and unprocessed. Delivery of “raw audio” means to provide clients with audio exactly as it was recorded.

Reverb – A space/time based effect that simulates an environment. All environments have an effect on a sound within that environment.
Example: A voice heard in a stadium sounds different than a voice heard in a closet. Reverb can be used to simulate the sound of both environments. Some people refer to this as “echo” (IMPORTANT NOTE: the use of reverb is very dependent on an overall production and therefore is rarely added unless a full mix is being produced).

Sample Rate/Bit Rate – Essentially the amount of digital information used by the computer in the creation of an audio file. The higher the rate, the higher the supposed quality of the file. However, beyond a certain point (for most people above 44.1kHz/16 bit) the difference in sound quality is undetectable. Therefore, the need to obtain/verify this information becomes necessary primarily for compatibility among files or systems.

44.1kHz/16bit = CD quality audio

48kHz/16bit = Video standard for audio

Slate – A recorded audio cue that identifies the audio that follows. Generally stated as, “take one (followed by the recorded VO), take two (followed by the recorded VO) take three…” etc.

Stems – Individual elements of a mix provided separately. Voice, music, and sound effects provided as separate files instead of combined in a full mix.

Takes – A separate file of recorded audio. Each take is identified by a separate file name and a slate.

Time Compression/Expansion – An electronic process using an algorithm which leaves the pitch of the signal intact while changing its speed (tempo)

Filed Under: Audio Production, Voiceover Tips & Advice Tagged With: 4VO, home studio, Recording, Sound Advice Voiceover From an Audio Engineer's Perspective, sound4vo, VO, voiceover, voiceover book, voiceover recording

Why? Ask and Answer This Simple Question

April 20, 2011 by Dan Friedman

studio microphonesWhy am I writing this blog post? Because I want to remind you to take the time to stop and consciously ask yourself, “why?”.  “Why?” is a question that we often forget to ask ourselves as we go about our day or do our jobs. Typically, we either know the answer (or think we do) based on past experience or we simply do what we always do out of habit. We also have a tendency to do things because someone told us to, but without asking ourselves why doing what they said is the right thing to do. Taking the time to ask and answer this simple question can be very enlightening. It can also help you make better decisions about gear, deliveries, production and maybe even your life… but today, we’ll just focus on your career.

If your shopping for new gear ask yourself:

Why do I need new gear?

Why am I considering this microphone?
Why do I like this mic preamp?

If you’re in the booth reading a script ask yourself:

Why am I using this emphasis or these inflections?
Why is this the direction that has been given?
Why is this the right delivery?

If you are doing editing and production ask yourself:

Why am I using several compressors, 2 EQs and a limiter on this channel?
Why does this take sound better than that other one?
Why will this music bed work better than another one?

If you are directing, writing or preparing for a voiceover session ask yourself:

Why is this the right voice for my production?
Why don’t I try reading this out loud and use a stopwatch to see if it fits in time?
Why is this talent taking 42 takes to read my :05 tag?

Sometimes the answer is obvious and you can answer the question of “why?” easily. Sometimes it leads to more questions. Either way, taking the time to consciously ask often produces more definitive answers and ultimately greater awareness. While we rarely stop and take the time to ask ourselves this most basic question, doing so can often change the way we look at what we do and how we do it. It keeps us thinking, growing and improving. Why would anyone question that?

Filed Under: Voiceover Tips & Advice Tagged With: audio engineers, Dan Friedman, microphone, Recording, sound advice, VO, voice, voice over, voiceover

Room Acoustics Series… Thanks Recording Magazine

April 19, 2011 by Dan Friedman

Recording Magazine sends out a newsletter to its subscribers every few weeks. The newsletter is (coincidentally) titled “Sound Advice” and this month it features the first in a series about room acoustics. As you will read, room acoustics is one of the biggest concerns for Recording Magazine readers. I know that this is also a big issue for those of you in the voiceover world. So, I asked permission to reprint this newsletter (and will ask to reprint the others in the series as well) so that those of you with home studios can also benefit from the information. I want to personally thank Brent Heintz, VP/Associate Publisher for granting permission, allowing me to share this great information with you.

Please visit Recording Magazine‘s website and their Facebook Page.

Skip ahead to Part 2, Par1 3, Part 4, Part 5, Part 6, Part 7, Part 8.

Here is the newsletter:

Welcome to Sound Advice on Acoustics! In a recent survey of our readership, the number one answer to the question, “What do you feel most limits the quality of your home recordings?” was “Room acoustics.” There’s a lot to learn about the subject of acoustics, and the more you know, the more tricks you can master to get your room sounding its best.

New York-based producer/engineer Joe Albano brings us the first installment of a multipart primer on acoustics to get this newsletter started, and over the coming months we’ll bring you all kinds of useful information on acoustics! Here we go…

***

We’ll start our look at acoustics by briefly reviewing the basics of how sound works.

Sound is created by vibrating objects like guitar strings, drum heads, vocal cords, or loudspeakers; it travels through the air in waves. The waves are alternating areas of higher and lower air pressure; everything we do to control the sound of a room boils down to managing what happens to those waves as they move around the room.

When we talk about a sound wave or audio signal, it has some properties that we’ll need to understand.

1. There’s its amplitude (what we perceive as “loudness”). This is measured indecibels or dB. The decibel is a relative measure of loudness, and needs a reference point to have an absolute value (we talk about 0 dB Full Scale in digital audio all the time, for example). In acoustics, we’re usually talking about dB SPL or Sound Pressure Level, from the threshold of human hearing at 0 dB SPL all the way up to very loud sounds above 100 dB SPL.

2. There’s its frequency, or how many times per second the wave compresses air; it’s measured in wave cycles per second, or Hertz (Hz). We say that the A above middle C has a frequency of 440 Hz.

3. There’s its waveshape. All sound waves are made up of a combination of basic simple waves called sine waves. There’s the lowest frequency wave, thefundamental, and then a mix of higher-frequency information blended into it calledovertones. Every sound has a different blend of overtones over time; that’s what makes a flute playing a C sound different than a horn or guitar playing the same note.

Some overtones are multiples of the fundamental—if the fundamental is at 55 Hz, there may be overtones at 110, 220, 440, etc.. These overtones are called harmonics. Other overtones are inharmonic, without this clear relationship to the fundamental. We hear them as clangorous or noisy, like the attack of a ringing bell or the chiff of breath on a flute.

4. There’s its wavelength… how long a distance you can measure between the start of one wave and the start of the next. This is a really important property, because how a sound wave “fits” into a room has a direct bearing on how loud or controllable it is!

We can calculate the wavelength of any wave if we know its frequency and its speed; this applies to light waves, sound waves, any kind of wave. The formula is simple:

Speed = Frequency times Wavelength, so Wavelength is Speed divided by Frequency.

Now, we know the speed of sound in air at sea level; it’s 1130 feet per second (fps). So a sound wave’s wavelength in feet equals 1130 fps divided by the frequency in Hz.

Here’s a couple of examples: A low E on a guitar has a fundamental frequency of 82 Hz; its wavelength is 1130 / 82 = 13.8 feet. That’s a pretty long wave. Compare that with the highest C on a piano. Its fundamental frequency is 4000 Hz, so its wavelength is 1130 / 4000 = 0.28 feet, or a bit over 3 inches: a much shorter wave.

So, as you can imagine, when we play back music on loudspeakers or have a set of instruments playing in a room, there are all kinds of waves bouncing around at all kinds of wavelengths. When two of them happen to line up so that a high pressure area of one is at the same place as another high pressure area, the overall pressure will be still higher, i.e., the wave will be louder. And when two of them line up so that a high pressure area of one is at the same place as a low pressure area of another, they’ll partly cancel out and the wave will be softer.

In other words: in any given room where there’s sound, certain frequencies will be louder than you think they’d normally be, and certain frequencies will be softer. The room won’t be accurate in representing the actual sound being played, and if you track and mix in such a room then play your music back elsewhere, it won’t sound the way you think it should. Presto: you now know why acoustics and sound control in rooms is so important!

Next time, we’ll start to look at how these properties of sound combine to create real-world acoustic problems. See you then!

Filed Under: Audio Production Tagged With: audio engineers, Dan Friedman, Recording, sound advice, studio, VO, voice over, voiceover

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