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7

This is often caused by accidentally sending a FX Return channel back into the Bus that is feeding the same FX processor that return is coming from, creating a loop. Select your FX Return channels and view the HOME screen, which shows you all of the 16 Bus sends for that channel on the right. Make sure that for each FX return, there is no send level to its ...


5

The biggest thing is going to be careful EQing and using microphones as close to the actor's mouthes and as directional as possible. Feedback occurs when the amount of amplification applied to the microphone signal becomes enough that the background noise that the microphone picks up from the speaker is louder than the signal it is amplifying, thus forming ...


5

I'd say your basic tenet is sound, in so much as if it's too loud it will feed back - however, if there is a clearly-identifiable frequency at which the feedback occurs [assuming by that time you have no option of moving mic or speakers etc], then the next step would be to cut that frequency, allowing you to retain the overall apparent volume. Another thing ...


3

Do you mean in livesound situations? If so, it depends on soo many factors that it is impossible to give a average frequency range. But something i noticed when working with a band that only use in-ears is that feedback through FoH started (if at all) around the lower midrange. I think this is common due to the way lower frequencies radiate. With the band i ...


3

Overall, very nice attempt and there's some good subtleties in there like the gear movement and guns handling. I'd love to hear tastier backgrounds upfront. It felt one-dimensional to me - nice choices of elements, but it felt somewhat flat. Mabye some different insects layered and some leaf rustle wind for the forest, and for the meadow some gently ...


2

I would echo what has been said lovely graphics and sound design I would also agree about the opening crowd sound. As a more general point and this might be stylistic decision, but I felt the pacing of the video and sound could be varied for emphasis and dramatic effect. Perhaps distinguish between functional frames and emotionally significant frames in the ...


2

For a student film, excellent overall, but a few things that could stand be improved (mostly from a mix perspective). At the beginning, when the younger attendant is doing whatever business he's doing on the ground by the bike, it seems there's no sound for it. His movements are quite big, and he's obviously doing SOMETHING, so there should be some sound ...


2

Here's my humble notes from my opinion. Take it with a grain of Tatooine salt. Foley is missing slightly for the guy's armor @ :07 after the cocks his weapon. I'd preempt the flybys a bit sooner with a far-off rumble first and then the fly by when it happens on screen. I would go so far as to automate a low-pass from low to high to create this effect. A ...


2

Old question, I know. Use an USB isolator like this: Less than 10 dollars on aliexpress. What it does: Isolate ground (lift ground) on the USB connection with isolated DC/DC converter to eliminate ground loop/noise.


1

have you checked your energy settings? in osx with my macbook this also happens because it wants to conserve energy. shutting down the audio is a way to save energy, on unbalanced audio lines you'll hear a pop. the whine is not something i have experienced myself though.


1

Well if your mic is static, point it away from the speakers and you should be good.....not meaning to dismiss your question but most real world situations call for vocal mics that are in constant motion as among your hottest items onstage. All the movement means a phase-based solution is impossible. I'm also not at all convinced that when feedback occurs,...


1

If you want to find the frequency as it happens, try this nice little freebie - Sonoma Feedback Detector No affiliation, I've just found it useful myself. Very rough guesses… below 200 Hz could be through the floor between 800Hz & 2k can be the back of a mic, to the wedges, or when cupped. 3k or over will be a mic directly facing its feedback source.


1

The basic tenet is sound, the difference is experience. Feedback occurs when a particularly frequency of a sound is loud enough out of a sound source (such as a monitor) that it is picked up by a microphone that is feeding that sound source. This results in a loop that increases that frequency and turns it in to a constant tone. To prevent this, we must ...


1

AJ is correct on all accounts. There are a couple more things I'd like to add: speaker placement, aim, and signal route. Since you have an arena theater setup, think about where to put your speakers, where to aim them, and what signals you want to route to them. As best as you can, route voices only to speakers facing away from the arena stage. Route ...


1

The number one name of the game is EQs. Feedback occurs when a portion of the sound you are amplifying makes its way back in to a microphone and is amplified again. It takes on the sound of whatever frequency was picked up louder than it initially went in. In order to eliminate feedback, you need to break the feedback loop by either altering the position ...


1

The key here is to hunt down the source of the feedback and try to minimize it. There are a few things that need some clearing up. When you say 1 inch monitors, are these local monitors at your board or the house PA system you are mixing into? What output of the console are you using? What kind of setting are you in? What is the room like? One thing ...


1

Loud hissing in the outdoor scenes... Very noticeable when the sound cuts out for the titles. Why not ADR? Getting a weird click/pop at 1:05-1:06 or so. Seems to be a lot of low-end on some things here and there, like some of the footsteps in the house and the bumping around at 4:03. Otherwise sounds fantastic.


1

The film froze for me at 3.54 but its really good work on your side. I'd say in the scene with the girl and son you can hear a difference in ambience which could've done with some more noise reduction, I also felt her footsteps were quite loud. Everything else from what I could see was brilliant. Perhaps some of the dialogue was very loud and best to try ...


1

imo very very cool, loved everything, and music too. the only thing i would change if it was my work, is the "crowd" ambience at the beginning, it doesn't fit kinda...but that's only my opinion, other than that, its very nice :)


1

Agreed that the Deus Ex end sequence should be cut. I really don't want to watch a whole trailer, I want to hear samples of your work. So, I'd lose the end sequence and perhaps an additional 25% or more off the front end as well. Also, I found myself rewinding to re-read your titles for some sequences. I like that they stayed up for the entire Gargoyles ...


1

great attention to detail, great variety of clips, good pacing, the only thing is maybe the door creek at the beginning is a little too in your face, if you were thinking of adding any other clips to this vid i would recommend something sci-fi because this is mainly a 'foley' show-reel, it would give you a chance to demonstrate use of synthesis, good stuff ...


1

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1

Hey Michael, Great job, in fact awesome job ! Loved some of the little touches, the arrow coming in was beautiful !!!! and great intro to the rest of the scene. I won't mention the Crow : ) Be nice to bring up some of the vocals from guys getting punched, kicked and gutted. I'd have like to hear a bit more of the ambience of the scene coming back in closer ...


1

Hey cool..... even i have created such a track, telling a story only through sound for my personal learning.. will post it soon. will listen to your track on speakers and reply soon


1

Someone was sitting down to a drink with his faithful dog, when a UFO appeared. It may have done something to the dog or just floated around for a bit before leaving. Then after a few seconds of seeming normalcy, the UFO came back and adbucted the man. The last few seconds are of him inside the spaceship, breathing heavily.


1

This is very doable. Here are some options: Wired Lavaliere (less expensive, movement restrictive but they are in a box anyway) Wireless Lavaliere (more expensive, more maintenance required, lots of freedom of movement) Mount them in their hair above the mask, or near the edge of the mask by the mouth. Omnis will give you a more natural sound, but a ...


1

worked with puppeteers including the amazing Kevin clash and they use headbands with a wired lapel mic attached pointing towards the mouth. This is also the technique used for the actors in Where the Wild things are. Rather than ADR it straight to mic they acted it all out. Could be worth a try and that way you can use quite a directional microphone without ...


1

This is a great result for an early project and it sounds like you're in the right place. Having said that, here are a few tips for your consideration. The wolves sounded like they could use a little boost in the lower end to beef them up a little and attenuation on the high end to localize them more. Another trick is to duplicate the sound on another track,...


1

Good work, your scoring sounded pretty appropriate for the trailer, and i did feel an ebb and flow of tension, which is like the backbone of good sound design. The first thing that i felt could have been improved is the build-up at the end. It sounded like you went for the whole crazy buildup and cut that many trailers climax with. I felt that it didn't ...


1

Really good. Only comment I would say is to maybe include a few more sections of sound as it would be in the film. The use of sound effects and monologue was very technical and impressive, typical of a hollywood trailer but on their own it became slightly monotonous by the end. Kudos!


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