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6

For interface sounds you can use recordings of small stones, metal parts, ice, breaking glass etc. Take snippets not from the most loud parts of the sample, but from the tail. Build your sound from several elements to make it sounding nice. In some cases, add melodic elements (bells, mallets).


6

I use MPEG Streamclip from Squared 5. It's free, and it transcodes just about everything out there.


5

Adding some felt or faux-fur is a good place to start. Felt will probably attenuate, but may not help much with the wind noise. Faux-fur is great at killing wind noise, but doesn't attenuate much. I don't have any experience with their products, but the windscreens pictured at TheWindCutter look good. Also take a look at the Rycote Mini Windjammers. You ...


4

I find Mario games usually very inspiring for UI & HUD sounds, and love borrowing their ideas. It basically comes down to creating fast and short tonal scales of mallet-like sounds that are in the same key as the background music. So ideally it's either you who's also writing the music, or you collaborate closely with the composer to ensure consistency ...


4

When I have to deal with a generic Hud, I usually come with fm synthesis first . The flexibility and the control of the fm process help the creation of a large variety of tones which can cover all interface actions (validation, error, cancellation, rollover, etc...). Plus this sounds particularly clean on small device speakers. For a themed menu I try to ...


4

most interface sounds regardless of style need to be incredibly short. start with drum samples. Real kits or samples from electronic kits. Process some hi hats and layer them on top of processed kicks for a starting point. Take any sound that has a transient and just trim around the transient...just those few milliseconds. Once you have a bunch of these you ...


4

Technically you could do this either way, but you know your own style while I don't so you should have the final say. Since you are creating the audio yourself it will probably be easier to finish the video editing and arranging first and completely so that you can write your song around the flow of the video. Since you are going with an ambient feel, it is ...


4

From the beginning. Set your Vegas Project properties for 720 P (assuming you are using a 30 fps frame rate) you should be able to find the correct set up already as a template, otherwise take the closest thing and customize it. Adjust the audio tab to the best match to your sound track. Next add your sound track to the Vegas Timeline. Next add your photo,...


4

In general, the creator of a video can choose any combination of video-quality and audio-quality. In practice, persons who know what they are doing, and also the automatic engines of YouTube (facebook should be similar) that create different quality versions of the same video, have profiles, where the quality of video and audio is linked. So yes, higher ...


3

Always depends on what the overall ambience and feel should be of course. What type of game is it? I really enjoy the iPhone games that are on the app store, all of them have very nice menu sounds. Like the Halfbrick Studio games, Fruit Ninja for example. One interface (and overall sound in game btw) I really liked was "Bulletstorm". I know that isn't ...


3

Depending on what sorts of editing you want to do, you might be better off doing your audio editing within your video editor itself. I have used Premiere and Final Cut Pro, and both have fairly serviceable audio editing and effect processing support. For more detailed audio editing, Logic Studio has excellent support for editing audio with a reference video, ...


3

A bit of a kludge but may solve your problem. Use a 2nd wireless mic that goes directly to your Canon HF10 camcorder as described here: http://multimedia.journalism.berkeley.edu/tutorials/canon-vixa-hf-10/using-wireless-microphone-system/ Looks to be about $250.


3

Another thing you could do with the tools you have: Export the raw footage as a sound file, sync in audacity, then edit. You'll have less cuts to contend with, and everything will be in sync BEFORE you start editing. Failing that, PC editing options are slim, but I have found the Sony Vegas family to be reasonably priced (look at vegas studio vs vegas pro) ...


3

Simple solution is for you to get all your audio from the PA mixer, and for when the instructor does his walkabout, just turn down or mute the signal to the speakers instead of muting the mic. This way you keep the same audio signal throughout for your recording, so no messing about with other microphones.


3

Although this violates a bit my request of not using SoundFlower(bed) or Aggregate Devices, on Mac OSX's Audio MIDI settings, if you create an Aggregate Device with your Audio Interface hardware AND Soundflower (2-channels), you should be able to "feed" into it from your DAW and "listen" to SoundFlower from ScreenFlow. Here's a Video Tutorial that shows how ...


3

I find what coaxmw says to be true when I don't have a lot of music, so with primarily voice over. Regardless of Lufs and other standards for loudness, you should be mixing/leveling with your ears not meters. Have you calibrated your speakers and tuned your room acoustics? If have a monitor setting for commercials and another one for 'softer' material. Do a ...


3

Depends... If it's a track played by humans then unless they played to a click then it's unlikely the BPM is consistent because people will fluctuate tempo. Obviously the best will fluctuate only microscopically but fluctuate all the same. However it's electronic then the BPM is (likely) to be consistent. Therefore what happens isn't that it suddenly goes ...


3

Crediting never gives permission to use anything. If the creator does not say anything in the description, or does not provide a creative commons (CC) or similar license, you need to reach the creator, tell about your usage and obtain a written permission. If you can't get this permission, you cannot use that work. If you use the videos for a portfolio, ...


3

Mp3 is audio only. The file extension can be virtually anything; if it's recognized as an extension known by Windows the associated program will be used to open it. The program will usually then read the file header to determine what file it really is, regardless of the extension. If the format can be read by the application it usually opens it just fine. ...


2

Depending on what the game calls for, there's two directions I tend to go in. Synthesized, which is usually more melodic and pitch based. Nice if you want to pitch your sounds to the menu music. Or you can use recorded and library sounds. A few months back I gathered kid toys from a bunch of people and spent the day recording everything I could. This has ...


2

Try: paulstretch or photosounder


2

Try XForm. I've had decent results, granted it takes a VERY long time to do it's processing That's only only other option I can think of. However, it's a processor which is going to add interpolation points (e.g. new sound generation). The only other option to retain transparent quality, that I can think of, is do a pitch change with no time compression, ...


2

Hey Take a look at the Rode PinMic It's designed to be put through a button hole and it's really small and discreet, you could hide it using some light coloured material to match the actors costume. I use the Rode Lavs all the time and love them, they are also reasonably priced, you should be able to plug them directly into the H1 but you need to also get ...


2

Look into the Avid webinars. They have a good number that are focused on post-production work. The ones w/ Scott Weber are particularly good, they just released a new one called Creating the Indie Film Soundtrack. It comes w/ a downloadable session, and it's all free (just requires registration).


2

I will second Ryan in his assertion that post-processing is saved for later. Anything you can fix with an edit is better served with that edit than with noise reduction. It doesn't matter how good the algorithms and processors are, noise-reduction will affect the parts you want to keep as well. Experience helps you figure out when you're reaching that point ...


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