Trying to make a good 'narrator' voice sound
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If you require help using Audacity, please post on the forum board relevant to your operating system:
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GNU/Linux and Unix-like
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kozikowski
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Re: Trying to make a good 'narrator' voice sound
http://www.kozco.com/tech/audacity/just ... ressor.wav
This is Chris's Compressor applied with the compression ratio changed from 0.5 to 0.77 (heavier compression) and the Max Amplitude reduced from 0.95 to 0.9.
The effect is most noticeable in Audacity. The playback meter spends a lot more time up at -1 than it used to and the peaks of the blue waves on the timeline all line up much more now. The show got louder, but it also got denser as Chris gently squeezed much of the volume variation out.
There is one odd problem if you apply too much of this. There are places in the script where the actor leans into his expression...and nothing happens. If anything, the volume seems to get slightly lower instead of higher. It is a little disconcerting if you're paying attention. Reduce the compression number.
Try this tool on the track after you jammed all the announcer pieces together, but before you went in and adjusted individual word volume.
I could not get the tool to work with the OGG file. I exported as WAV and compressed that. There's also something about the end of the file that freaks out Chris's look-ahead modules, so the last second or so of the show has bad compression. Add a second of silence to the end of the file and cut it off later.
The echo/reverb tools I tried were dreadful.
Koz
This is Chris's Compressor applied with the compression ratio changed from 0.5 to 0.77 (heavier compression) and the Max Amplitude reduced from 0.95 to 0.9.
The effect is most noticeable in Audacity. The playback meter spends a lot more time up at -1 than it used to and the peaks of the blue waves on the timeline all line up much more now. The show got louder, but it also got denser as Chris gently squeezed much of the volume variation out.
There is one odd problem if you apply too much of this. There are places in the script where the actor leans into his expression...and nothing happens. If anything, the volume seems to get slightly lower instead of higher. It is a little disconcerting if you're paying attention. Reduce the compression number.
Try this tool on the track after you jammed all the announcer pieces together, but before you went in and adjusted individual word volume.
I could not get the tool to work with the OGG file. I exported as WAV and compressed that. There's also something about the end of the file that freaks out Chris's look-ahead modules, so the last second or so of the show has bad compression. Add a second of silence to the end of the file and cut it off later.
The echo/reverb tools I tried were dreadful.
Koz
Re: Trying to make a good 'narrator' voice sound
Thank you! I have now leaned more heavily on the dynamic compressor, and here is the result:
http://www.buffalo.edu/~breslin/intro_speech.ogg
It sounds better! I think I'm ready to submit the project. (Deadline: midnight today (EST).)
I tried the echo, but it seemed like either it was too low to be perceptible, or it was too much. Maybe I just didn't hit on the magic combination of parameters. ( I tried the range around 0.5 / 0.5 )
Things I'll try next time:
If I put one of the tracks out of phase (either voice or music), maybe I could get more separation.
I think there's frequency combat between music and voice. I think the music track is too fat in the vocal frequencies. Maybe the way to fix this (aside from using different music) is to eq the music down in the vocal range.
I really want to develop wizard-like skills with the eq. I think that's where a lot of the critical stuff is going to be. I think I could have made the voice sound richer using the eq... Definitely I want to be able to do a warmer and richer-sounding voice.
And I'll get a better mic!
http://www.buffalo.edu/~breslin/intro_speech.ogg
It sounds better! I think I'm ready to submit the project. (Deadline: midnight today (EST).)
I tried the echo, but it seemed like either it was too low to be perceptible, or it was too much. Maybe I just didn't hit on the magic combination of parameters. ( I tried the range around 0.5 / 0.5 )
Things I'll try next time:
If I put one of the tracks out of phase (either voice or music), maybe I could get more separation.
I think there's frequency combat between music and voice. I think the music track is too fat in the vocal frequencies. Maybe the way to fix this (aside from using different music) is to eq the music down in the vocal range.
I really want to develop wizard-like skills with the eq. I think that's where a lot of the critical stuff is going to be. I think I could have made the voice sound richer using the eq... Definitely I want to be able to do a warmer and richer-sounding voice.
And I'll get a better mic!
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kozikowski
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Re: Trying to make a good 'narrator' voice sound
<<<If I put one of the tracks out of phase (either voice or music), maybe I could get more separation.>>>
Yes, but no. Don't do that. Straight delay on one channel will cause the voice to cancel out in mono playback systems. Leave the actor where he is.
Jury's out on the music, but I do know one technique. FM stereo radio does not broadcast Left and Right. They broadcast Left plus Right as a mono channel and then a helper sound channel with Left minus Right. L-R is magic. It's also called the separation channel. It literally tells the main channel (the mono music), where the brass is left to right (usually right). Where the violins are left to right (usually left). As you decrease the influence of the separation channel, the stereo image of the show slowly collapses to straight mono. One of the things that happens when you drive under a very long tunnel is the separation channel gets noisy and the radio switches to much quieter and robust mono. Reverse when you drive out of the tunnel.
The effect in the car is that the orchestra collapses to a small point just to the left of the GPS receiver on the dashboard and then spreads back out again.
Nowhere is it written that you can't increase the influence of the separation channel and accentuate the "spread" of the music. This is serious channel management in Audacity and the arithmetic is making my head hurt, but that's a way to manage separation without serious -- or really any -- damage.
<<<I think there's frequency combat between music and voice. I think the music track is too fat in the vocal frequencies. Maybe the way to fix this (aside from using different music) is to eq the music down in the vocal range.>>>
That would be Fletcher-Munson, yes. The "loudness" control on your music system.
http://www.webervst.com/fm.htm
Note that most of the effect is around 3000 where your ear reacts most strongly to sounds. Here, let me run my fingernails down this blackboard...
<<<I tried the echo, but it seemed like either it was too low to be perceptible, or it was too much. >>>
Even the more advances packages -- Gverb, et al. -- pretty much suck. I'm going to attribute that to apparent simplicity. You would think you could merely repeat the initial sounds with delay and decay and have it done. If you've ever seen the echo analysis of your bathroom, you would have to lie down with a cold towel on your head. It's enormously complex with asymptotic decay parameters, etc. etc. One of the reasons there's no such thing as software that can remove echoes. Same problem in reverse.
Once again we should leave the voice actor pretty much alone.
[listening to track]
You're creeping significantly past the point where I can help. Any one of these is a pleasing, presentable product and it's up to you to decide which you like. Enough engineering, now you need to wear your producer's hat.
"A great work is never finished, merely abandoned."
Koz
Yes, but no. Don't do that. Straight delay on one channel will cause the voice to cancel out in mono playback systems. Leave the actor where he is.
Jury's out on the music, but I do know one technique. FM stereo radio does not broadcast Left and Right. They broadcast Left plus Right as a mono channel and then a helper sound channel with Left minus Right. L-R is magic. It's also called the separation channel. It literally tells the main channel (the mono music), where the brass is left to right (usually right). Where the violins are left to right (usually left). As you decrease the influence of the separation channel, the stereo image of the show slowly collapses to straight mono. One of the things that happens when you drive under a very long tunnel is the separation channel gets noisy and the radio switches to much quieter and robust mono. Reverse when you drive out of the tunnel.
The effect in the car is that the orchestra collapses to a small point just to the left of the GPS receiver on the dashboard and then spreads back out again.
Nowhere is it written that you can't increase the influence of the separation channel and accentuate the "spread" of the music. This is serious channel management in Audacity and the arithmetic is making my head hurt, but that's a way to manage separation without serious -- or really any -- damage.
<<<I think there's frequency combat between music and voice. I think the music track is too fat in the vocal frequencies. Maybe the way to fix this (aside from using different music) is to eq the music down in the vocal range.>>>
That would be Fletcher-Munson, yes. The "loudness" control on your music system.
http://www.webervst.com/fm.htm
Note that most of the effect is around 3000 where your ear reacts most strongly to sounds. Here, let me run my fingernails down this blackboard...
<<<I tried the echo, but it seemed like either it was too low to be perceptible, or it was too much. >>>
Even the more advances packages -- Gverb, et al. -- pretty much suck. I'm going to attribute that to apparent simplicity. You would think you could merely repeat the initial sounds with delay and decay and have it done. If you've ever seen the echo analysis of your bathroom, you would have to lie down with a cold towel on your head. It's enormously complex with asymptotic decay parameters, etc. etc. One of the reasons there's no such thing as software that can remove echoes. Same problem in reverse.
Once again we should leave the voice actor pretty much alone.
[listening to track]
You're creeping significantly past the point where I can help. Any one of these is a pleasing, presentable product and it's up to you to decide which you like. Enough engineering, now you need to wear your producer's hat.
"A great work is never finished, merely abandoned."
Koz
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kozikowski
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- Joined: Thu Aug 02, 2007 5:57 pm
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Re: Trying to make a good 'narrator' voice sound
<<<And I'll get a better mic!>>>
A word there. I know several people using vacuum tube microphone preamplifiers and would rather disembowel themselves than give them up. These amplifiers wrote the book on "warm tube sound."
The Arts people make a nice one and past that I have no ideas. One of the people at work is using a Gates broadcast amplifier built in the late forties. It's on life support and burns your fingers, but he shows no sign at all of giving it up.
Koz
A word there. I know several people using vacuum tube microphone preamplifiers and would rather disembowel themselves than give them up. These amplifiers wrote the book on "warm tube sound."
The Arts people make a nice one and past that I have no ideas. One of the people at work is using a Gates broadcast amplifier built in the late forties. It's on life support and burns your fingers, but he shows no sign at all of giving it up.
Koz
Re: Trying to make a good 'narrator' voice sound
Thanks again Koz. I have the final version to present:
http://www.buffalo.edu/~breslin/intro_speech.ogg
It has a few innovations from the previous versions. First, I panned the voice slightly to one side, the music slightly to the other. This created a great separation between voice and music. It's not enough to notice, but it greatly helps the ear differentiate by spatial clues.
This enabled me to raise the music levels without stepping on the voice.
As we noted, this particular musical piece has a lot of body in the vocal frequencies, which makes separation more difficult. So another part of my solution was to use an equalizer to lightly lower the music in the actor's vocal frequency.
This enabled me to bump up the music level a little further. The music remained low enough in the critical frequencies.
Also, I targeted specific parts of the music (fanfares and cymbal crashes) and raised those to create drama and emphasize certain lines in the text.
My concern was that the music was falling out of the picture, but now I think it's pretty good. I'm a little nervous that it's too loud, but the original Russian was *much* too loud, so I'm worried that they expect the music really loud. So perhaps I'm erring a little on that side. Encouragement would do my heart wonders!
Thanks again!
http://www.buffalo.edu/~breslin/intro_speech.ogg
It has a few innovations from the previous versions. First, I panned the voice slightly to one side, the music slightly to the other. This created a great separation between voice and music. It's not enough to notice, but it greatly helps the ear differentiate by spatial clues.
This enabled me to raise the music levels without stepping on the voice.
As we noted, this particular musical piece has a lot of body in the vocal frequencies, which makes separation more difficult. So another part of my solution was to use an equalizer to lightly lower the music in the actor's vocal frequency.
This enabled me to bump up the music level a little further. The music remained low enough in the critical frequencies.
Also, I targeted specific parts of the music (fanfares and cymbal crashes) and raised those to create drama and emphasize certain lines in the text.
My concern was that the music was falling out of the picture, but now I think it's pretty good. I'm a little nervous that it's too loud, but the original Russian was *much* too loud, so I'm worried that they expect the music really loud. So perhaps I'm erring a little on that side. Encouragement would do my heart wonders!
Thanks again!
-
kozikowski
- Forum Staff
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Re: Trying to make a good 'narrator' voice sound
I guess it doesn't matter any more because it's past midnight - Eastern, but it starts funny. The music doesn't duck fast enough or the first voice doesn't punch enough. Past that, it's good to go.
Koz
Koz
Re: Trying to make a good 'narrator' voice sound
Hi,
I liked it. 2 things I might think of changing:
1. like Koz said the music doesn't duck fast enough at the beginning or the voice starts too low (the word "Throughout").
2. When I compare it to other commercial games I know i find the bass a little lacking. Many games have a kind of bombastic loudness effect in the bass (for good or bad I think it would sound more impressing with some db more bass in the voice).
I'm no expert though.
I liked it. 2 things I might think of changing:
1. like Koz said the music doesn't duck fast enough at the beginning or the voice starts too low (the word "Throughout").
2. When I compare it to other commercial games I know i find the bass a little lacking. Many games have a kind of bombastic loudness effect in the bass (for good or bad I think it would sound more impressing with some db more bass in the voice).
I'm no expert though.
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kozikowski
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Re: Trying to make a good 'narrator' voice sound
Some of that could be the microphone. SM58 has low frequency droop to avoid popping and handling noises and there's that presence peak around 5KHz. I suppose if you generated a curve to take the microphone out of the picture, the curves are published, then that might help some of these minor voice issues.
http://www.shure.com/stellent/groups/pu ... _large.gif
But generally, nothing valuable happens below 100 Hz anyway. Most field mixers run with the 100Hz or 80Hz filters running all the time. But this isn't a field job.
Remembering that over the course of the thread we went from answering machine sound to commercial product. No small feat that.
Koz
http://www.shure.com/stellent/groups/pu ... _large.gif
But generally, nothing valuable happens below 100 Hz anyway. Most field mixers run with the 100Hz or 80Hz filters running all the time. But this isn't a field job.
Remembering that over the course of the thread we went from answering machine sound to commercial product. No small feat that.
Koz
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kozikowski
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- Joined: Thu Aug 02, 2007 5:57 pm
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Re: Trying to make a good 'narrator' voice sound
Another note. The SM58 is a directional microphone and has proximity effect. The bass goes way up when you get closer. Also called the Rock Band in a Small Club effect. The lead singer comes out and introduces the band and knocks over beer glasses in the first three tables. It's very hard to control that and it's one of the reasons recording in a small club is a nightmare. It's also one unpublished effect of the pop and blast filter. It keeps the performer away from the mic.
In a studio, if you're getting lipstick on the microphone, you're totally doing it wrong. Again we can put a lot of these effects into a track, but we can't take them out.
<<<When I compare it to other commercial games I know>>>
Describe your sound system.
Koz
In a studio, if you're getting lipstick on the microphone, you're totally doing it wrong. Again we can put a lot of these effects into a track, but we can't take them out.
<<<When I compare it to other commercial games I know>>>
Describe your sound system.
Koz
Re: Trying to make a good 'narrator' voice sound
Of course, you're right about the beginning of the voice being too low. I backed off the amplification a bit, at the very end of my process when I was checking that the total mix was not clipping. Of course, the individual tracks did not clip, but sometimes they made a combined effort to reach into the red. It was only by a hair, so probably I could have left that alone. How permissive should I be of an occasional red?
Obviously, if red is always bad, then I should have solved the problem by ducking quicker.
Another thing I noticed about bass, at least in this project: the quieter words have much more bass. Maybe I lost bass when I compressed or normalized? Maybe the actor's voice got a lot bassier in the quieter moments. His louder words were higher in pitch. But even if the tone is a fifth (half octave) up, it should still have those rich bassy undertones somewhere in there, right? I don't know, I'm trying it now with my own voice, and it seems the richness drops out when the voice raises, even by a fifth. If this is indeed the case, I'll settle for occasional richness, interrupted by shallower but more enthusiastic passages.
I wish I could pin this stuff down precisely, because I *really* like the occasional bass sound, which you can hear for example in the second half of the first sentence. (The first sentence is a really good case study in this.)
Anyway, I certainly agree about having more bass. I think this is part of what I'm talking about when I use the vague word "richer".
I think there's pretty tight limits what I can do with the EQ or the "bass boost". It seems that taking bass out is easy, but when putting it in, you get muddy fuzz pretty quick.
Obviously, if red is always bad, then I should have solved the problem by ducking quicker.
Good to know. It occurs to me that a good recording practice would be to turn the line level down and do a take with the actor closer to the mic. Then I can take advantage of proximity effect variation, when I'm pasting together the final.kozikowski wrote:Another note. The SM58 is a directional microphone and has proximity effect. The bass goes way up when you get closer.
Another thing I noticed about bass, at least in this project: the quieter words have much more bass. Maybe I lost bass when I compressed or normalized? Maybe the actor's voice got a lot bassier in the quieter moments. His louder words were higher in pitch. But even if the tone is a fifth (half octave) up, it should still have those rich bassy undertones somewhere in there, right? I don't know, I'm trying it now with my own voice, and it seems the richness drops out when the voice raises, even by a fifth. If this is indeed the case, I'll settle for occasional richness, interrupted by shallower but more enthusiastic passages.
I wish I could pin this stuff down precisely, because I *really* like the occasional bass sound, which you can hear for example in the second half of the first sentence. (The first sentence is a really good case study in this.)
Anyway, I certainly agree about having more bass. I think this is part of what I'm talking about when I use the vague word "richer".
I think there's pretty tight limits what I can do with the EQ or the "bass boost". It seems that taking bass out is easy, but when putting it in, you get muddy fuzz pretty quick.