How do I make audio sound hollow?

YesMaestro wrote on 7/23/2009, 10:00 AM
I shot a video in room that was kind of hollow and echoey (couldn't help it). One small section of the script that we were given was wrong. The talent rerecorded the small section in her home studio on a different mic and in a different setting so naturally the quality is different. I'm trying to avoid having to re shoot it.

Where would I begin to try and make them sound similar? EQ, Delay, etc?

Thanks
Paul

Comments

Pullmanite wrote on 7/23/2009, 10:04 AM
The effect you're probably looking for is reverb.
blink3times wrote on 7/23/2009, 10:23 AM
I would say delay would be a better one. Reverb adds kind of a repeated delay each with longer intervals (kind of yelling into a large canyon)

Flatten the sound out a little (cut the bass/treble a tad) and add a touch of delay.
Grazie wrote on 7/23/2009, 10:54 AM
http://www.sonycreativesoftware.com/download/impulsesAcoustic Mirror Impulses - Pure witchcraft![/link]

Grazie
apit34356 wrote on 7/23/2009, 11:05 AM
Acoustic mirrors is the way to go.
YesMaestro wrote on 7/23/2009, 11:16 AM
Thanks! Now all I have to do is figure out how to use it.

Paul
apit34356 wrote on 7/23/2009, 11:30 AM
don't forgot to check Sony's mirror library for room effect needed. After you get close to the room sound with Sony's mirror, remember you can add additional filters\eqs to customize the result before\after!
John_Cline wrote on 7/23/2009, 11:53 AM
"I would say delay would be a better one. Reverb adds kind of a repeated delay each with longer intervals (kind of yelling into a large canyon)"

Blinky, the term "reverb" can also apply to rooms infinitely smaller than a large canyon. You suggested a simple delay, but that's only going to produce a single repetition of the original sound or if you apply feedback, multiple, evenly spaced repetitions, where reverb is literally thousands of repetitions which vary in frequency response over time.

Reverberation is the persistence of sound in an acoustic space after the original sound is has stopped. Reverberation is when a sound is produced in an enclosed space which causes a large number of echoes to build up and then decay as the sound is absorbed by the walls and air. One can use digital reverb algorithms to simulate the time and frequency domain responses of real rooms (based on room dimensions, absorption and other properties). You can model a large concert hall or a tiled shower enclosure.

It is going to be very, very difficult to exactly model the acoustic characteristics of the room in which the original video was shot. As has been suggested, Acoustic Mirror is probably going to get you closest to a satisfactory result. Acoustic Mirror is a convolution reverb where real acoustic spaces have been sampled and the results can be applied to other audio. If done well, it is extremely convincing. Obviously, it would be best to go back to the original space and recreate the conditions, mic placement and talent placement of the original shoot.
Grazie wrote on 7/23/2009, 12:01 PM
John? Is it not also possible to create one's own AM from an existing sampled section? I'm sure I've heard/read about this?

Grazie
Grazie wrote on 7/23/2009, 12:04 PM
http://www.sonycreativesoftware.com/forums/ShowMessage.asp?ForumID=4&MessageID=438572Great thread - esp JohnnyRoy input.[/link]
musicvid10 wrote on 7/23/2009, 12:07 PM
Grazie,

You can't create Acoustic Mirror impulses from a recording after the fact unless there is a dry reference of the exact material available, usually in the form of pre-recorded test tones.
John_Cline wrote on 7/23/2009, 12:10 PM
Grazie,

Yes, you can, but not easily from a sampled section of existing audio. Convolution reverb typically uses an impulse recorded in the actual room which is then analyzed to very closely approximate the acoustics of that room.

http://en.wikipedia.org/wiki/Convolution_reverb

You can indeed generate your own convolution impulse responses using Acoustic Mirror.
musicvid10 wrote on 7/23/2009, 12:30 PM
John,
I have read the article, and I still do not understand how one could create a model without an impulse (dry reference).

In the case of an acoustic recording only, there is no dry reference available, thus nothing to compare it too.

The section on "Creation of impulse responses" refers to impulses and test tones (dry reference) that are used to create the impulse response after being algorithmically subtracted from the acoustic recording.

Am I missing something? I can't imagine being able to create a model by somehow synthesizing something (a reference) that is not available.
John_Cline wrote on 7/23/2009, 1:24 PM
Convolution impulses kind of assume that the original sound was "all frequencies all at once." This could be a burst of white noise, a gun shot or a popping balloon. You can also use a sine wave sweep. You don't need the dry reference since it's not subtracting the original sound from the result to come up with the response.

Here is a series of videos which explain how to make your own impulses that can be used in Acoustic Mirror:

http://www.gearwire.com/engineering-101-diy-impulses-1.html

Jay Gladwell wrote on 7/23/2009, 1:33 PM

Where does the "Impulses" folder belong?

TIA


YesMaestro wrote on 7/23/2009, 2:29 PM
Jay, I put it in the Sony>Shared Plug-Ins>Audio folder. That's where it defaulted to when I initially browsed for an Acoustic Mirror file.

Paul
John_Cline wrote on 7/23/2009, 2:46 PM
It doesn't matter, place them anywhere that's convenient.

In case you're looking for impulses for Acoustic Mirror, here are a bunch...

http://www.sonycreativesoftware.com/download/impulses
blink3times wrote on 7/23/2009, 3:06 PM
"Reverberation is the persistence of sound in an acoustic space after the original sound is has stopped"

You mean like..... yelling in a canyon perhaps ;)
Jay Gladwell wrote on 7/23/2009, 3:14 PM

Paul, I must be missing a step. That's where I put them initially, without any success.

I think I've missed something along the way, or come into the middle of a conversation. What's reading them?


farss wrote on 7/23/2009, 3:14 PM
All spaces apart from an anechoic chamber have reverberation. The reverberation time is the time it takes the original sound to decay 60dB.
In a canyon you hear echo. It's the same thing technically but sounds different because the first reflection is way longer than most sound's natural decay. Try playing music into a canyon and it can get terribly muddy.

Bob.
John_Cline wrote on 7/23/2009, 3:18 PM
"You mean like..... yelling in a canyon perhaps"

Yes, it can also mean the sound that you hear inside your head whenever you speak. There's a lot of empty space in there.
blink3times wrote on 7/23/2009, 3:28 PM
Well John, I'm not exactly sure what I did to you that deserved that snide little remark.... but to each their own I guess.
YesMaestro wrote on 7/24/2009, 7:25 AM
Jay, they will not show up in the list of audio track effects. What you have to do is apply the Acoustic Mirror effect first and then click on browse. It should open to the Audio folder, mine did, and then navigate to the particular one you are looking for.

Paul
Jay Gladwell wrote on 7/24/2009, 8:21 AM

Thanks, Paul, for the explanation. Evidently, this is where I'm having a problem... I don't see "Acoustic Mirror" anywhere.

DSCalef wrote on 7/24/2009, 10:04 AM
I may be misiing something:

Why not take the same equipment back to the same room and re-record it. Not recording for video, just the audio. No extra lights needed, just same recorder/camera, mike and same distances from subject, walls, etc.

Is that possible?

David