Sunday, 25 June 2017

Soundtrack for a Moving Image

Devising a Soundtrack

Public Domain
Being in the public domain means owned by the public. It means hat intellectual property is free from copyright law and its restrictions. In the UK, music enters the public domain 70 years after the life of the last surviving author.
Internet Downloading
Sound effects and music can be downloaded from the internet, however monetised use of copyrighted songs breaks the law. A wide range of recordings are in the public domain however.

We used licensed/ public sound effects downloaded from the internet in our moving image project, as it would be hard to recreate similar sound effects using readily available tools with Foley.
Licensed Music 
Licensed music is music that can be legally played in public, that is subject to copyright law but is given permission by the author to be played. Licensed music for our soundtrack can be bought online.
Licensed SFX 
Sound effects can also be bought online.
Mechanical Copyright Protection Society, Performing Rights Society Alliance (MCPS-PRS)
PRS and MCPS are the major copyright organisation in the UK. They distribute licenses for music. PRS distribute licenses to allow music to be played in public, live or through a recording, broadcast on TV or radio, and streamed or downloaded via the internet. They then distribute a portion of the revenue to the copyright holders of the song.

MCPS however handle the "mechanical rights". They entitle you to earn money when a song or recording is reproduced, whether it is distributed via CD, streamed or downloaded via the internet, or broadcast on TV/ radio. In some cases, the money is collected by both organisations and distributed evenly.

PRS for music handles both of these organisations.

Recording Audio for Moving Image


Monitor and Control
Volume can be monitored and controlled via a Volume Units Meter (VUM) which measure the decibel level of a signal. Peak Program Meters (PPM) measure the peak level of a signal. Both meters calculate the decibel level by measuring the strength of the signal passing through the meter. The way we often measure the strength of a signal is using dB, or decibels.
Synchronisation
licenses for non diegetic sound in film
smpte - sync audio with video using cubase
Synchronising an audio track can be easy with preparation. In professional settings a clapper board would be used. A clapper board is an audio visual cue designed to sync audio to video. To start a take, you slam the clapper board down. You can both see the clapper board and the loud noise shows up in your audio track. Clapper boards also have written on them which scene and take to help editors navigate their footage.

SMPTE, or society of motion picture and television engineers developed the standard for labelling frames of film with a timecode. Video with SMPTE time codes can be used to synchronise audio and video together.
Producing a Soundtrack


Marking
Using the marker tool in Cubase you can compose your work based on the video you're working on. If you mark, for example, a moment where a chase scene begins or a dramatic event happens your composition can build into an intense moment with plenty of warning. 
Storing and Archiving
When working on making sound effects or music for a soundtrack, it makes sense to store and archive your work properly for future use. By labelling work correctly, accessing work becomes much easier and more efficient. Backing up your files also means that you won't be in a position where you've lost files that you're either working on or might need to recycle for a future project.
Logging Soundtracks
By logging your soundtracks, you can navigate through your previous work easier. If you log where you've used each sound effect for your soundtrack in a word document, you won't waste time looking for it later on.


Task 1:
Be able to devise a soundtrack for a moving image project
Professional practice: working with a director; working to a brief; working with a studio crew; working with a location crew; meeting audience requirements in relation to issues of taste and decency
Components: dialogue; recorded music; pre-recorded music; SFX, eg pre-recorded, public domain,
licensed, own; library, eg, audio CD, CD ROM, internet, public domain, licensed material

Planning: capabilities of the available locations; recording equipment; software; recognition of various audio formats and their compatibility; copyrights; documentation

Intellectual property: public domain; internet downloading; licensed music; licensed SFX; Mechanical Copyright Protection Society-Performing Rights Society Alliance (MCPS-PRS)


Task 2:
Be able to record audio for moving image
Environments: studio and location sound formats; mixing live sound; acoustic interference

Equipment: selection; configuration and operation (studio, inside, outside, on location); video; digital; from single sources; from multiple sources

Microphones: selection; handling; positioning for different environments (indoor, outdoor and studio)

Connecting audio: awareness of talk-back; headphones; recognising and applying cabling connections

Monitor and control: monitoring and controlling of recording levels via peak program meters (PPMs) and volume units meters (VUMs); fundamentals of decibels (dBs)

Synchronisation: timecode use; SMPTE

Content: dialogue, eg individuals, groups, crowds; music, eg solo, ensemble, vocal, instrumental; location, eg background animate, background inanimate, wildtrack; SFX

Documentation and storage: marking; storing and archiving of all types of sound recording media; logging tracks and timing; log soundtracks from video and audio rushes using time-code and control track

Task 3:
Be able to produce a soundtrack for a moving image project
Professional practice: working with a director; requirements of client; requirements of audience
Creativity: using audio track to complement the visual content of a production (speech, music, ambient sound, SFX)

Edit sound to picture: locking sound and vision (synchronisation); lip synchronising; split edits; use of  timecode; adding music or background atmosphere; laying off and laying back tracks
Sound processing and enhancement: use of digital effect generators or synthesisers

Mixing and dubbing sound sources: level setting; equalisation; mixing dialogue; music and effects; using appropriate compression


Friday, 23 June 2017

Audio Production Processes and Techniques

Spy - Dusty Fingers

I assembled the tracks by adding them into Cubase. After that, I recreated the drum track from the original song using the samples of the drum set. Once that was done, I arranged the drums into the track and duplicated it several times. I found the track was at 170 bpm, which I used to arrange the drums. I then mixed the track a little. I liked the vocals, so I wanted to make them the most important part of the track. I duplicated the lead vocals and split the audio channels, although not completely. I set one at L75 and one at R75. I added chorus to both tracks to make them sound a little different, to add some variation. I took away some of he volume from both of these tracks to compensate. Then I took the main vocal fx track and added some reverb using the reverance plugin.

I wasn't happy with the bass after this so I used an equaliser to boost the lower frequencies of the jungle bass track.

Chase and Status - Time

Straight away I found that I would have to lower the overall volume of the track as it was getting very close to clipping. I assembled the tracks, then added in the drum break. I found the track was 140bpm. After this I used a couple of effects on a more subtle track that I liked - "vox time time" to make the track a little more interesting. I used distortion and octaver, and the end result had an interesting sound.

The arpeggiated synths track was one of my favourites, so I wanted to make it stand out. I used the equaliser to decrease the bass and treble, and increase the centre frequency. This raised the overall volume of the track, and gave it a muffled effect which I liked.

The two vox leads were very similar I found, so I thought it would sound good to move one to the left channel, and one to the right channel, which made the audio a little more interesting. I also turned the vox hard lead channel up slightly as I found it too quiet.

Mixing Audio

Radio
All radio stations use a multi band compressor on the songs they play. This results in a flat dynamic range, which is bad for listening - it sounds squash. To counteract this, radio exclusive mixes exaggerate the dynamic range, which compensates the sound.

Music
Mixing music is about creating 3D depth. Sound needs to come out of both ears in a balanced way. If a recording is mono, it sounds uninteresting, and if the sound is unbalanced, it will sound strange. Samples that are most important to your mix should be brought forward - sounds that you notice first are clear, flat and loud. To send something to the back for example, add in some blurry reverb with low detail, which will lower the clarity. Lower the volume, and reduce the treble slightly to emulate the way sound is dampened by surroundings - bass is rarely caught by everyday objects.

Sound for Games
Sound for games is unique because games often need smooth transitions in order to match the tone of the events taking place, otherwise atmosphere is lost. Side chaining (explained under editing - speech) can be used to lower the volume of music as sound effects are played.

Mixing for record release
Mixing for record release requires assembling each sample recorded ready for the mastering process. It also includes adjusting volume. 6 decibel headroom is ideal for mastering because it's unlikely to clip during the mastering without extreme audio processing. Also ensure there is no compression on the master track - it will lower the dynamic range, making the sound flat.

Production Possibilities
During production, by creating multiple different variations of one mix a final mix can be made that improves on all of them. Having a comparison between different mixes also allows you to compare which is invaluable when making subtle changes to a track.

Audio Post Production
Audio post production depends on the type of audio. Most audio requires EQ using digital audio workstations and mixing desks. For example, vocal low end often needs removing, bass can need boosting, and problem frequencies need removing. Audio can be made into a stereo recording by panning through the left and right channels, which makes it more interesting to hear. Left and right channels must be balanced however. Once this is done, audio tracks can be processed.

Live Sound
Live sound will be subject to the acoustic properties of the room the sound was recorded in. An empty room will create reveberance, a large room will create echo, other sound influences like people talking will create noise, and a certain level of distortion is expected.

Recordings
how they relate to process of mixing and editing
Mixing on recordings can be done during a recording using a mixing desk. EQ and volume control can be changed during the recording while being monitored - Recordings must have plenty of decibels to move around before they clip, 6 decibels should be enough. Non studio recordings where frequency response cannot be flat can be mixed during a sound test to balance according to acoustic properties of the room.

Analogue
Analogue editing is much different from digital editing. Analogue music data for cassettes are stored on tape. One of the things that make analogue editing so different is the order in which tape must be edited. Tape must be edited in a linear way - parts of a tape cannot be skipped, and the only way to go through a tape is forwards or backwards. Tape must also be edited manually, by hand, similar to the way in which old movies were edited.

Computer-based Software
The introduction of digital audio workstations like Cubase allowed for sound to be edited, processed, mixed and mastered in ways previously impossible. Audio no longer has to be edited in a linear way.

Compression and Equalisation
Compression squashes audio files. It does this by bringing the highest volume frequencies down closer to the lower volume frequencies, then raising the overall volume of a track.

Equalisation also manipulates the frequencies of sound waves. Using EQ you can define which frequencies to boost and which frequencies to duck, which when used correctly can enhance recordings and remove noise.

Use of Reverberation and Effects
Reverberation is another tool that can be used in DAW's like Cubase. You may also find reverb dials on guitar amps. Reverb is an effect similar to echo, in which sound waves bounce off of multiple surfaces causing them to decay over time. Artificial reverb is created by delaying sound waves.
Synchronisation
Cubase and many other DAW's have tools that allow you to synchronise video to sound, like hit markers that can mark important parts of videos.

Recording and Sequencing Software
Cubase is a recording and sequencing software, also known as a digital audio workstation, or DAW. Ableton is another recording and sequencing software with similar functions.

MIDI
MIDI stands for Musical Instrument Digital Interface. MIDI note data can be used when mixing in DAW's like Cubase. MIDI offers complete control as it allows you to change notes without having to record again. MIDI is similar to "Direct input" in the way that MIDI files are not subject to acoustic properties of the room where the sound was captured. Acoustic properties can also be added to these files using audio processes.

Synthesisers
audio output or midi data
Synthesises manipulate sounds to create music. This can be done in a couple of ways - analogue synthesisers' audio outputs can be plugged directly into mixing desks or computers ready for recording in Cubase, or synthesiser samples can be created from MIDI data.

Sampling Software
While Cubase and other digital audio workstations now make some sampling software irrelevant, sampling software is used to grab samples - whether from digital files or from physical storage devices - like cassette tapes, vinyl and CD. Some of these specialised sampling software's can be superior to DAW's at sampling as they may specialise in sampling, having more effects to manipulate the samples. WaveLab is one plugin that can be added to Cubase that extends its functionality to that of a specialised sampling software.

Editing

Speech
Ducking is a technique often used in radio for when a radio DJ needs to talk over music. If audio ducks, it gets quieter temporarily. This is often done using "Side chain compression" and is sometimes used in music. With side chain compression, two tracks must be picked. As track 1 gets louder, track 2 will "duck", allowing track 1 to be heard clearly.

Music


Background Noise and Ambience
how to control
Noise control can be controlled using EQ and filters.
EQ can reduce problematic frequencies, maybe you can hear birds in the recording. These sounds can be reduced by lowering the volume of the high end frequencies which contain the chirping. An alternative is a low pass filter, which allows low frequencies and attenuates higher frequencies.

Ambient sound however is different to noise. Noise is any kind of unwanted sound, whereas ambient sound is just background sound, and can create atmosphere.

Content and Corrections
Content can be filtered out by chopping up recordings. If a voice actor makes a mistake in the middle of a sentence, that part of the recording can be cut out. Profanity can also be cut out, and often is using radio stations broadcast delays.

Linear Editing
Linear editing is the only way to edit cassette tapes - they can only go backwards and forwards, they can't skip around. Linear editing must be done manually.
Non-linear Editing
Almost all modern media now uses non-linear editing, as it makes it much easier to drastically change sound in ways that was once impossible.
Edit Lists
Edit lists are used to keep track of edits that have been made to recordings. By having an edit list in front of you, you can be sure of exactly what you've done to the song, which allows you to undo any mistakes you might make during the mastering process.

Play lists
Radio DJ's often use playlists. A playlist is a list of recordings/ songs ready to play. By creating a play list in advance, DJ's won't have to worry about choosing songs on the day and getting them ready, and instead can focus on their other work.

Streaming surfaces like Apple Music and Spotify use the option of custom playlists to use to attract customers.



Wednesday, 29 March 2017

Recording Portfolio (Theory)

Recording Portfolio Theory

Audio Capture
Studio and outside broadcasts

Studio broadcasts use high quality condenser microphones. They use these because broadcasts have to be of very high quality, and condenser microphones deliver this. Condensers are delicate, but in a controlled environment like a studio they can be used. In studio broadcasts, hiding the microphone is a priority - unless you are broadcasting for radio, in which case the microphone doesn't need to be hidden. In a radio station, common microphones include:


  • Neumann U87
Used in BBC's Radio 1/2 and the US' NPR, the U87 is an industry standard that has been used by lots of recording artists, like Justin Bieber and The Rolling Stones, but it is very expensive at around £1,800. The U87 is a condenser microphone.

It can switch between 3 polar patterns: Omnidirectional, Cardiod, and Figure 8 (good for interviews with people facing opposite each other.

The U87 can be above or below an audio source to record it, but one of the advantages of the U87 is that it can record audio sources from very close without sounding unnaturally harsh. This is why in studio's like BBC Radio 1's studio, people will sit directly in front of the microphone. It might be a little distracting, but it provides an unparalleled clean sound.

A pop cap is an optional extra for a Neumann U87, since when placed between the sound source and the microphone, it stops 'popping', which is when certain sounds creating during speech, such as 'S' or 'P' cause the sound to clip from being too harsh. A pop cap stops this from happening by using a semi transparent material to stop the sound from getting through to the microphone too fast. The cap also keeps saliva off of the microphone, which can extend its lifespan.


  • Shure SM7B
This Shure microphone is great for local stations, as it costs just £300 for good quality. It is a dynamic microphone, and is a little lower quality than the other microphones because of this. However, because of this it can handle higher sound without breaking and is generally more durable. This means it can be used to record sound like instruments near the source, eliminating some background noise. It was used to record Michael Jacksons Thriller.

The SM7B is great because it has a built in pop filter, and it sounds warm and smooth, which is ideal for radio. It does however have a low output level, so the use of a pre-amp might be necessary. The microphone is cardiod, and has a selectable frequency response.

An external pop filter is usually required to stop the audio from capping.


Studio Broadcasts (TV)
Television studios have to capture audio - but not only that, they need to make it look like they aren't. With the use of boom microphones, audio can be captured by staff that aren't in frame. A boom microphone is a large microphone on the end of a pole. It's useful for recording people from above thanks to its shotgun polar pattern that draws sound mostly from the area around the character.
http://www.lennonbus.org/images/blog/post_images/600px-Polar_pattern_directional.png

Sometimes however hiding the microphone isn't as simple as keeping it out of frame. Boom microphones can end up in shot when you don't want them to. For this reason, many shows that are filmed live, such as the news, or shows filmed in front of a live audience, lavalier microphones are used. Lavalier microphones are used to capture audio discreetly, and can be hidden inside somebodies clothing or hair while still picking up sound. The sound is then sent via wire to a radio transmitter, which then sends the sound to an amp.

Often when using a lavalier microphone there is a loss of clarity of sound, since the sound has to travel through material to be picked up. To remedy this, a grille is often attached to the microphone to form a resonant cavity, which creates a high frequency boost, restoring some clarity in a way that electronic equalisation could not achieve. The polar pattern used most commonly for lavalier microphones is omnidirectional, but cardioid is used often too.

Interviews
Interviews are between two sources of sound - the interviewer and the person being interviewed. 2 Microphones may be used, for example if the interview is being video recorded as well as via audio. Lavalier microphones can be used in this case, as it hides the microphone from the viewer. Inside recordings can benefit from the use of a boom microphone - a large microphone on the end of a pole that can be operated by somebody out of shot and pointed at the sound source from above the shot.
Boom microphones operate using the shotgun polar pattern, which picks up sound from two opposing sides. Because of this the shotgun microphone can also be used to pick up sound by being placed in between 2 people.

Your typical radio interview however will use some of the configurations explained above, 2 high quality condenser microphones placed directly in front of each person being recorded, however the configuration is not exclusive to radio interviews, and can be used for interviews where video of the interview is not required.

Outside interviews often use boom microphones and lavaliere microphones, however particularly common for TV news interviews, is portable dynamic microphones that reporters can carry around. These microphones send audio to a receiver, and require no phantom power.

Atmosphere 
The atmosphere can be recorded in different ways. It can be recorded using an omnidirectional microphone placed in the middle of the atmosphere, like in wildlife for example, or for a live performance the atmosphere can be recorded using a standard cardioid microphone as it means you can keep recording the live performance while still catching some of the atmosphere on one mic.

Live Performances and Conferences
Live performances and conferences can each be recorded with a cardioid microphone placed anywhere between the audience and performance. This means you can record a little of the atmosphere at the same time as the performance with just one mic.

For a higher quality approach however, using multiple microphones is necessary. By using a microphone per performer, each instrument or performer can be singled out to one track each in a DAW software allowing you to manage levels and adjust the sound after the event.

A good setup would be to mic every instrument individually with a focus on not capturing sound from the audience, using the output of any singers microphones for example where possible.

Another option is to use the output from a front of house desk, which is where the audio engineer will balance each track on the night.

The audience then has to be captured. You could use an omnidirectional stereo microphone and stand in the middle of an audience, or you could use a directional microphone to record the audience, and face it at the audience from near the stage.

Monologue
A monologue would be a one way conversation, where only one person talks, usually to a crowd in a live scenario, or to themselves in radio/ TV. One way of recording this would be a lavalier microphone hidden in someones hair/ clothing. The lavaliere microphone would then connect to a signal transmitter via a wire, which would then wirelessly transmit to a receiver, which in turn would connect to an amplifier or mixing desk.

Dialogue
Dialogue is recorded often using boom microphones in the shotgun polar pattern when the microphone must be hidden during filming for example. Lavalier microphones can also be used, by hiding them on people using clothing and hair.

For recording two people that aren't moving, a condenser microphone like the U87, often used by radio stations works great because it can capture people talking very well.

For people talking and moving around, a dynamic microphone can be used. Dynamic microphones work great because they don't need phantom power - making them portable when connected to a wireless transmitter and receiver. The best polar pattern for this would be omni directional as the microphone will be on the move.

Group Debate
A group debate would have multiple people talking around an area. Because of this, people could be microphones individually, but for example if people were sitting in a circle, an omnidirectional microphone might make more sense as only one microphone would be needed for good quality sound.

Audience Interaction
The audience should be recorded separately to the act that is happening in front of them. Groups of audiences can be recorded via two microphones either side of the stage facing them. Cardioid polar patterns work well for this.

Participation
Audience participation requires individual recording of people, often with very little time to sort people out, so a TV show host walking around with a wireless dynamic microphone connected to an amp or mixing desk would be ideal for quick recording. If an audience member were to be brought up on stage however, the stage could be mic'd up or the person could have a lavalier microphone quickly placed on their clothes.

Microphone types and characteristics

Dynamic
Dynamic microphones are more sturdy than condenser/ capacitors. This is because of the way they capture sound. They suspend a coil of thin copper wire in a magnetic field that moves up and down and creates a small electric current. The current is much weaker than a condenser microphone, so the output is much smaller. Dynamic microphones also don't need any phantom power.

Capacitor
Capacitors, unlike dynamic microphones break easily. They require phantom power, though some don't require to be plugged in constantly, some can use batteries for example. A capacitor is made with two plates, each with voltage between them. One plate is much thinner than the other and moves up and down when struck by sound waves. By shortening and lengthening the distances between the two plates, the capacitance is changing.

Electric Condenser
Electric condensers are capacitors/ condensers that don't need unlimited phantom power as they use a permanant material to power them, like a battery for example.

Ribbon
A ribbon microphone is a type of microphone that is built closer to the way that the ear works, and therefore sounds more like the way you hear a sound. They create very low levels of voltage that usually must be amplified before reaching a speaker.

A ribbon microphone is more similar to a dynamic than a condenser microphone. The ribbon mic creates a magnetic field similarly, but instead of using a copper coil, a thin strip of corrugated aluminium is used. This allows it to move around more freely.

Carbon
Carbon microphones rely on carbon particles placed behind a diaphragm. It is no longer used but it was the microphone first used when telephones were invented.

Crystal Hand-held
Crystal microphones use a piezoelectric crystal to produce voltage. The crystal bends, stretches, and twists to create voltage. The frequency response of these kind of microphones are not great however.

Stand
Microphone stands hold microphones. Their job is to keep the microphone still to keep the sound consistent, if the microphone moves it will change the recording noticeably.

Tie-Clip
Tie-Clip microphones are the same as lavalier microphones. They are hidden in the clothing or hair of someone in order to record them while still looking professional, for TV talk shows or monologues for example. They are connected to a wireless transmitter, which then sends data to a wireless receiver, which then may go into a mixing desk.

Often a mesh grille is added to the microphone. This creates a resonant cavity, gently boosting high frequency sound, which adds some clarity that would have been lost otherwise.

The polar pattern used in this is omnidirectional.

Rifle
The rifle microphone is also referred to as the shotgun microphone, as it uses the shotgun microphone. It gets its name from its similarity in appearance to a gun barrel. The shotgun microphone records from either end, and as the microphone gets longer, the polar pattern becomes more directional. Long microphones can capture sound from quite far away as it can cancel out sound waves that hit the middle of the microphone.

The rifle microphone's quality is inferior to the dynamic microphone however.

Boom
Boom microphone are in many ways the same as rifle microphones. They use the shotgun polar pattern, but are used on a boom pole. The boom pole is used to capture sound from out of camera shot, above the sound source for example.

Associated Polar Diagrams
Polar pattern diagrams are important for recording situations. A group debate for example might use an omnidirectional polar pattern so that it can pick up sounds from every corner of the room. An interview could use a shotgun microphone placed centrally and slightly above the two people because it picks up sound from opposite ends of the microphone. A live recording however could use a cardioid microphone, which picks up sound from the stage while still taking in a small amount of the crowd.

Radio Microphones
Radio microphones can have many different qualities. A dynamic microphone would sound warm, and a condenser microphone would sound clear. A dynamic could be great for a radio station that's on a low budget, like a Shure SM7B. Condenser microphones are used generally for recording in radio stations, and effort is made to keep the sound from becoming too unnaturally quiet, and more "warm" like dynamic microphones. Reverb can be added, for example. The Neumann U87 is used at BBC's Radio 1. They use the U87 because it can receive sound from a  close sound source without sounding unnaturally harsh.


Pre-recorded Sources

DVD
Extracting audio from a DVD can be done using a computers built in DVD/ CD drive, VLC player, and the program HandBrake that allows you to import audio directly from a DVD.

CD
Sampling from a CD is easy as you can drag audio files from a computers CD drive directly into a DAW like Cubase.

Tape
To record a sample from a tape, you could use a converter connected via USB, or if your cassette player has a line level output, you can use a line level connecter and attach that to your computers sound card.

Hard Disc
Hard discs contain many different types of file format that vary based on compatibility, compression and file size. Any files that cannot be sampled may require the use of an external codec which can be found online.

MiniDisc sound file formats (e.g MP3)
MP3 files can be directly imported into most DAW's. Other sound files may need converting (below)

File Conversion
Most programs that can read audio can convert audio into other formats. iTunes can convert basic files, and VLC can convert most files, and the list can be expanded via plug ins.

As-Live Recordings
Another way to record multiple instruments is to mic them up as you would during a live show - separately mic'd, with them all playing at the same time - using isolation booths and isolating them afterwards in cubase.

This is handy when a band plays better together, but gives you more control over a single track recording.

The drummer would play in an isolation booth as it is would most likely be the loudest instrument.


Concerts
Concerts can be recording directly through the pa channel - or recorded from the feed of the pa channels stereo out, using a hard disc recorder.


Interview Material
Online interviews can be done via your laptops webcam/ microphone.

Commentary
like sporting event commentary live vs not live - feed going to a van
Sports commentary is often captured through a booth, and broadcasted to TV/ Radio, following a similar format to Radio/ TV as explained above.

More mobile setups are available however and are recorded similar to news - on location a van is used to broadcast to a studio or directly to TV/ Radio. Portable cameras and durable, dynamic microphones are used to capture media, which is then sent to the van wirelessly.

Library Material
Musicians and other artists make samples to be used on TV for extra revenue - By putting your work out there people can pay for the rights to use it publicly.

Recording Equipment

Interfaces
Interfaces are used to connect microphones and other inputs into an output, such as your computer. Interfaces allow you to mix and preamp your inputs as you hear them.

Cables and gain stages
A gain stage is the point during an audio signal flow where adjustments to the level of sound can be made. An example would be on a mixing console or a DAW.

Mixer Inputs and Outputs
In professional audio, the main inputs and outputs used for mixing are XLR. This is because professional microphone outputs generally require XLR.

Signal Flow and Levels
Signal flow is the path audio signals take to reach an output. Levels are the volume of sound.

Metering and Monitoring
A sound meter is used to determine the volume of noise. They commonly appear on mixing desks, and are used to monitor and control the level of sound output to an acceptable level.

The Integrity of the Sound Signal
The sound signal should be above a level of signal quality before it is professionally recorded. The more the signal flows, the more possibility there is for loss of integrity. Distortion can occur and noise can be added. A noisy guitar pedal might ruin your signal for example.

Direct Injection
Also known as direct input, direct injection is recording an instrument is plugging an instrument directly into a DI box which then goes into a computer, rather than recording the output from an amplifier using a microphone. This removes the possibility of any kind of distortion effect from the dynamics of the microphone and room surrounding it, plus any background noise.

This however will lead to an unnatural sounding recording, so using effects in moderation such as distortion and reverb is necessary. 

Multi Track
Multi track recording means recording several tracks at once. By doing this, you can capture extra quality from instruments like drum sets, by using a bass microphone to record the snare for example, which will give the lower end of the recording more quality. The rest of the drum kit can then be recorded normally, whether separately or with just one other microphone. By using a multi track recording, you can collect multiple samples and combine them without losing any of the control you would have had by using them individually, like mixing and mastering tools.

Stereo and Single Track Recording
Single track recording is used for bands that perform better when they can hear each other. Multi track provides more control over the final mix, so is generally more desirable, but when the added control is not worth sacrificing the bands synergy together, single track should be used. Single track recording also saves time. Single track recordings can later be singled out as much as possible later on so that you can have some control over the final mix.

Analogue/ Digital Recording
Analogue recording using tapes is an old way to record. Lots of people say today's music doesn't sound right because of the different way of recording then. Analogue recordings sound warmer, and more pleasant. Digital recordings however don't sound the same. There is a good reason for this. Digital recording is much more accurate, and with that gain in accuracy the warmth is lost. Digital recording also has a higher range of frequencies that can be picked up. 

Linear/ Non-Linear
Linear recording is when recording has to be in order. Recording to tapes for example and most stereo recorders have to be done in a chronological order. A non linear recording would be using a computer to record. Samples can be created and rearranged in any order using a DAW.

CD
CD's carry data. They come in a couple formats, CD-RW and CD-ROM. CD-ROM's are CD's that can only be written to once, as the data is burnt into the disc. They can, however, be read many times.

A CD-RW however is a rewriteable CD. It costs much more than a CD-ROM however, and in either case of CD's hard drives can carry much more data. CD's can also be scratched easier.

DVD
A DVD can carry more data than a CD, put per disc, CD's are much cheaper, which is why they're used most commonly for album releases. A CD player can only play CD's, whereas a DVD player can play both CD's and DVD's.

Hard Disc
Hard Discs are commonly used to store data in mass amounts on PC's. They can store terabytes of data, but before data can be read it must be loaded into the RAM.


Recordings

Voice-Over
For a TV ident, I needed to do a voice-over that announces the next program to be shown on a TV channel.

Track 1: Voice-over
The recording is of somebody announcing the next program. It was recorded with an AKG C1000S condenser microphone plugged into the mixing desk. After the initial recording, we found that we would need a pop filter as the audio would pop during certain parts of the voice-over.

Guitar Recording
The techniques used to record this instrument are the same techniques that would be used in a multi track recording - each part would be mic'd up separately and the mixing would be done separately.

Track 1: Acoustic guitar - a small NT55 pencil microphone was used to record the acoustic guitar about 4 inches from the sound hole, from the left and facing inward.

Track 2: An identical matching NT55 was used to record the acoustic guitar in a similar setup from the right. This was done for the track to have a left/ right channel and become a stereo recording. Both tracks were then mixed.

Foley / Sound Effects Bank
For my TV ident, I used a combination of tools to create the sound of a rubix cube spinning - metal, scraping across metal.

Track 1 (foley):
Track 1 is made using a staple - dropped onto a piece of metal, later reversed using Cubase. Other sound effects are a hard drive being scratched with a staple. Reverb has been added to the track to give the impression of empty space to the ident. All recordings were done using an AKG C1000S as it gave a high quality sound.

Track 2 (sound effects):
An AKG C1000S attached to a portable recorder was used to record each sound effect. We used a popcap as defence against unwanted noise and wind. All sounds were recorded close, particularly when reverb could be a factor in empty areas.

In Situ Recording