- Clip editing
- Multi-track production
A typical production workflow for an episode of CotG proceeds like this:
- Set a standard name for source files (ex. “Marshall-11-RAW.mp3″)
- Import an actor’s lines for a character in an episode as a single large file
- Remove unwanted spoken lines (known as “takes”)
- Remove unwanted incidental background sounds such as mouse clicks, keyboard noises, door slams etc
- Correct minor vocal flaws such as unintended pauses or stumbled words (as much as possible, can be a bit intricate to handle and will be covered in an episode of BackStage Pass)
- Remove/filter any unwanted noises that might be present throughout the recording, such as hiss, hum or other annoying anomalies introduced by substandard hardware or bad connections
- Save the edited file separately, again using a standard naming convention (ex. “Marshall-11-EDIT.mp3″)
- Create a new project file for one scene in a chapter
- Import characters involved in that scene into their own dedicated channels
- Apply effects VSTs to individual channels as appropriate to achieve the desired enhancement to each voice. For example, “local” voices in a Decimator cockpit are modified with various mastering effects to simulate voices heard over a helmet intercom.
- Import any background sounds that will be heard throughout the scene, such as engine rumble, and apply effects to those channels to achieve the desired final sound
- Working from scene start to end, import other incidental sound clips and effects, such as computer beeps, explosions or various movement sounds. These clips are moved into their appropriate positions in the timeline according to where the script indicates they should be. This is a very subjective process, and is also the most time-intensive stage of production. It will be covered more in-depth in BackStage Pass.
- Render the final scene with extra lead-in and lead-out time to accommodate transitions between different scenes
- Repeat steps 1-6 until all scenes in the chapter are completed
- Create a new master project file for the whole chapter
- Import the rendered scene files and arrange as appropriate for smooth transitions between them, add music channels as needed
- Introduce special effects for final mastering (compression, limiting, expansion etc)
- Render final master episode and release!
Free (there are literally hundreds upon hundreds out there, so this article will focus mainly on those used at DW Studio)
- Antress Modern series (Everything you need for mastering, such as compression, EQ, limiting etc)
- Magnus Ambience (Reverb, for room effects)
- Chrysalis Son of a Pitch (Realtime pitch shifting and bending)
- VSTPlanet (Assorted effects and instruments)
- Other free VST links
- Destructive editing : The editing process will remove content (hopefully only the unwanted bits) that will be permanently lost when the file is saved. For this reason, it is best to save a separate version of the clip, rather than overwrite the original.↵
- VST : Virtual Studio Technology. Refers to small additional programs that are used by audio editing programs to enhance their base functionality. VSTs are a kind of effect engine, providing all sorts of capabilities from compression to virtual musical instruments.↵
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