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Voiceover Training | Racks and Stacks or Priorities Out of Whack?

December 5, 2012 by Dan Friedman

People new to voiceover are always asking me about effects stacks. For those of you who don’t know what effects stacks (or effects processors) do, or for those who don’t know what I’m even talking about, you are in luck. This article will help explain a couple of the most commonly used effects processors and will also help you steer clear of some things you probably should avoid… for now.

Compression and Equalization… What they do.

Audio effects processors including compressors and EQ (or equalizers) are very important elements in audio production. Compression is used to control dynamics, or the loud and soft parts of a recording. A compressor controls dynamics by lowering the output level of louder parts and raising the level of softer parts. This produces overall output levels that are more evenly balanced throughout the compressed portion of audio.

An equalizer is used to adjust the tones, or frequencies, within a sound. EQ can be used in several ways to enhance or alter certain tones by increasing or decreasing the level of specific frequencies to create an overall sound that is more pleasant. EQ can also be used to create an effected sound, such as simulating the sound of a telephone.

This is all very cool! However, if you are just getting started in voiceover, (and most of the time, even if you’ve been doing this for awhile) these effects are not really something you need to be overly concerned with… at least, not in the beginning.

What should you do?

Should you attempt to learn a little something about them as you are learning your craft? Yes.

Should you be running all of your voice recordings through rack or outboard processors as you are recording? Definitely not.

Should you be inserting DAW effects, effects stacks or presets on every voiceover recording you produce? No.

As you are working on developing your voiceover career, your number one focus should always be on your delivery.

The Magic is in Your Delivery.

When used properly or creatively, processing can make a good recording sound great. But a weak performance, will always sound like a weak performance no matter how much or how little processing is used. It is very easy for people to get caught up in the magic and mystery of the tools, rather than focusing on where the magic truly lies… in the delivery. Simply stated, compression and EQ will not turn a weak delivery into a magical one.

Speaking of deliveries, different scripts require different interpretations, enthusiasm, loudness and energy levels. How loud or soft certain elements are in your delivery are not the same for every script. Therefore, you cannot simply go to the same presets for every script you read and “set it and forget it”. One size, does not fit all.

Creativity or Correction? What Would Be More Fun For You?

Also, as a new voice talent, it is rare that you will be called upon to do a full production. Most often you will be sending your audio elsewhere, where it will be edited, manipulated and mixed alongside music, sound effects or other voices. The mix engineer cannot undo this type of processing. If you were to add processing incorrectly or inappropriately, you may have created a very frustrating situation that could make a mix engineer very unhappy. A new unprocessed recording could be the only solution to the problem and there are no guarantees that the client will come back to you to get it.

Generally, compression and equalization are used in two ways; creatively or correctively. If you’ve chosen your equipment well, have a finely tuned acoustic environment and are always working on your technique, these processing tools can be used creatively as opposed to correctively. Rather than using these processors in an attempt to fix difficult acoustic or technical problems, the tools can be used to place your voice properly in a mix or to enable you to sound like you… only better! As you can imagine, creative, is far more enjoyable for the mix engineer.

As you pursue your career as a voice talent, it will be helpful to learn and understand all elements involved in audio production. However, have patience and focus on what is important for you at this moment in time. Above all, remember that no matter what level you are at in your career, the most important effect to the voiceover talent… is the effect your delivery has on the listener.

You’ll find more on compression and equalization in Sound Advice – Voiceover From an Audio Engineer’s Perspective.

Filed Under: Audio Production Tagged With: Compression, Dan Friedman, EQ, Equalization, sound, sound advice, sound4vo, studio, voiceover, voiceover talent

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

TONIGHT is the drawing

April 4, 2011 by Dan Friedman

Dan Friedman at the microphoneHi everyone!

I’ve been away for a couple of weeks (one of those in Italy), but I’ve returned and am looking forward to getting back to blogging and helping VO talent sound their best.

Tonight I’ll be drawing the name of the winner of a copy of SOUND ADVICE – Voiceover From an Audio Engineer’s Perspective. Today is your last chance to post a photo of your home studio setup to Facebook and tag me in the photo. Thanks to everyone who entered. There are some great looking studios out there!

I’d also like to mention that there will likely be some changes coming to both my website and facebook page for the book. I’ll keep you posted.

Have a great day!

Dan

Filed Under: Sound4VO News Tagged With: Dan Friedman, microphone, studio, VO, voice, voice demo, voice over, voiceover

Use Your Tool

March 12, 2011 by Dan Friedman

Did that headline grab your attention? Good. But please get your mind out of the gutter. What I’m referring to of course, is your voice and I’m suggesting that you use it in new ways. Let me explain…

Last night I had the pleasure of emceeing our Cub Scout Pack’s Pinewood Derby. For those of you who don’t know… the Pinewood Derby is where Cub Scouts race wooden cars that they’ve built down a long sloped track. The Pinewood Derby is one of the biggest events in cub scouting each year and it is taken very seriously (especially by the Dads). Each car is weighed-in and raced down every available lane in a series of heats to ensure fairness. The results of each heat are captured electronically with a motion detector at the finish line. By the end of the night, winners are announced for each rank as well as the overall pack winner. Most importantly, everyone gets really excited during the event and has fun.

So, how does this relate to voiceover? Simple really. As I mentioned, I emceed the event. I was not expecting to be in this role, so it was a bit of a surprise (like getting a script just as a session is supposed to begin). The Cubmaster had planned on doing it but was not feeling well, so he asked if I would.

This scenario is quite a bit different from being in a quiet room where nobody even sees me when I’m working (engineering or voicing). It got me behind the microphone in front of a large, noisy and yet still somewhat intimate crowd. Having been a live sound engineer and in radio for a number of years, my only stage experience consists of announcing bands to completely impersonal crowds of thousands or to saying “one, two, one, two” to test clomid microphones. So… this was a very different experience for me.

I had no idea what I was going to say to keep the crowd entertained throughout the night (ugh, where’s my script?) but began by welcoming the crowd, announcing the event and just taking it from there. As the night went along, it got easier and more fun. I took on the role of an announcer, just as I would if I were in the booth reading a script. By the end of the night, several people had come up to me to say that I “missed my calling” (which I thought was kind of funny). It was fun to use my voice in a completely different way and in a completely different setting.

Versatility is a key component to success in voiceover. The more styles and deliveries you are able to successfully provide will open doors to greater and more varied opportunities. Putting yourself in different situations, such as going to another studio or on stage will give you more confidence and invaluable experience. If your current specialty is to be an announcer, practice reading as a story-teller or develop a character.

So, get out there! Try new things and use your voice (your tool) in the same way a scout uses a pocket knife… as a multi-tool.

– Dan

Filed Under: Sound4VO News, Voiceover Tips & Advice Tagged With: announcer, announcing, character, Dan Friedman, microphone, sound engineer, story-teller, studio, voice, voiceover

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