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TV
News Reporting and Production MCM
516
VU
LESSON
38
SPOKEN
WORDS AND RELEVANT
VISUALS
Under
this topic we will further
discuss the role and importance of
audio in TV production,
including
audio
mixing, analog and digital
audio, audio control devices,
Audio Recording, Editing
and
Playback,
Video Switchers and Special
Effects, Chroma Key and
lip-synching
i.e.
synchronizing
audio
with the video.
Digital
Audio
"There
is very little about the
details of analog audio
technology that is useful in the
digital world, this
means
having to learn the basics
all over again." Lon
Neumann, Audio
Engineer
The
decade of the 80s saw the
introduction of digital audio
signal processing. This not
only opened the
door
to a vast array of new audio
techniques, but it represented a quantum
leap in audio
quality.
For
example, the following technical problems
have been a headache for
audio recording
engineers
for decades:
·
Wow
and flutter (tremble or
flicker)
·
Remnant
high frequency
response/self-erasure
·
Modulation
noise
·
Bias
rocks
·
Print-through
·
Head
alignment problems
·
Stereo
image shift
·
Poor
signal-to-noise ratio
·
Generational
loss
All
of these problems and even a few more
are eliminated with digital
audio. This is possible
because
of
the precise timing pulses
associated with digital
audio and the fact that
digital signal is comprised
of
"0s" and "1s." These
represent simple positive and
negative voltages that are
not close to each
other
in
value.
As
long as equipment can reproduce
just these two states, there
is an audio signal. However,
with an
analog
signal there are an unlimited
number of associated values, providing
ample opportunity for
things
to get out of strike. Technically
speaking, the background noise of a digital
signal can be as bad
as
20dB (which is a lot) and the
digital signal will still
survive. In the case of an analog
signal, this
would
translate into intolerable noise.
Copying
vs. Cloning
Each
time you make a copy of an
analog audio segment you
introduce aberrations or
abnormalities
because
you are only creating a
"likeness" of the original. With
digital technology you are
using the
original
elements to create a
"clone."
If
we are using the original
uncompressed digital data, we
can fully expect to end up with an
exact
clone
of the original, even after 50 generations
(50 copies of copies).
With
analog data copies of copies
quickly result in poor audio
quality. Before the event of
digital
technology,
such things as nonlinear
editing were not possible.
If
you have the option, you'll
want to convert analog data
into digital as soon as possible and
leave it
that
way until you are
forced at some point to
convert it back to analog.
Converting
Analog to Digital
The
same sampling and quantizing
principles apply to digital
audio. With both audio and
video the
analog
signal is typically quantified or
sampled 48,000 times per
second.
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That
means that every 20
microseconds a "snapshot" is taken of the
analog voltages. This
instantaneous
snapshot is then converted
first to a base-ten number and from there
to a computer-type
binary
("0" and "1") form.
The
number of data bits used to
encode the analog data determines the
resolution and dynamic range
possible.
A
16-bit encoding system has
65,536 voltage steps that
can be encoded. Obviously, the
higher the data
bits
the better the quality -- and the more
technical resources required to
handle the signal.
Such
high sampling rates demand a
high degree of timing
(synchronization)
precision. Without it
things
fall apart with stunning
speed.
Just
as in video, a synchronizing
signal is
used to keep things in lock
step. This signal or
synchronizing
(sync)
pulse in digital audio is sent
out every 0.00002 of a
second.
Quantizing
Error
In
audio production signals must be
converted back and forth from
analog to digital and from
digital to
analog.
Since we are dealing with
"apple and orange" types of data, something
called a quantizing
error
can result.
In
the analog-to-digital conversion process,
a voltage midpoint is selected in the
analog values to use
as
the digital equivalent. This
midpoint is a close, but
generally not a perfect,
reflection of the original
analog
signal, thus to avoid the
error there is the need to minimize the
number of digital-to-analog (as
well
as analog-to-digital) conversions.
Optimum
Digital and Analog Audio
Levels
The
optimum audio levels for
digital audio signals are
different than those for
analog signals. Whereas
the
0dB peak setting is the Standard
Operating Level (SOL) for
analog systems, for digital
equipment
the
maximum level is typically
-20dB. With both analog and
digital signals it comes down
to
something
called headroom.
Headroom
is the safe area beyond the
SOL (standard operating level)
point. With a SOL of -20dB,
this
leaves
20dB for headroom. This is a
bit technical, but just keep
in mind that the maximum
audio level
for
analog signals will generally be
different than it will for
digital signals.
With
digital signals, however, a digital
meter or a peak program meter (PPM), is
used. In the case of
the
digital meter on the right,
when the signal touches the red
area, we're entered the headroom area.
If
a
digital signal were to go to the very
top of the scale, clipping
would occur. Unlike analog
audio,
where
exceeding the maximum level
will result in signal
distortion, in digital audio
you might not
notice
the elimination of audio
peaks.
Actually,
an occasional full-scale digital sample
(to the top of the red range) is considered
inevitable;
but,
a regular string of "top of the scale"
occurrences means that the
digital audio levels are
too high
and
you are losing audio
information.
VU
meters respond in different ways to
audio peaks. In the case of the
standard VU meter the needle
tends
to swing past peaks because
of inertia. At the same time,
this needle will not quickly
respond to
short
bursts of audio. Thus, this
type of meter tends to
average out audio
levels.
Because
of the limited headroom with digital
audio signals a faster responding peak
program meter
(PPM)
or digital meter is preferred.
Before you can really get
serious about maintaining correct
audio
levels
throughout a production facility,
you must see that the
audio meters throughout the
facility
accurately
calibrated to a standard audio reference
level.
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Although,
facilities can adopt their
own in-house standards,
typically, a 1,000Hz audio
tone should
register
0dB on analog equipment and
-20dB on digital
equipment.
At
the same time, production
facilities can set their
own internal standards as
long as they remain
consistent
throughout the facility and everyone
knows what they
are.
Digital
Standards
In
1985, the Audio Engineering
Society and the European Broadcasting
Union developed the
first
standard
for digital audio. This is
referred to as the AEB/EBU standard.
This standard was amended
in
1993.
Before this standard was
adopted digital audio productions done in
one facility could
experience
technical
problems when moved to another production
facility.
Digital
Audio Time Code
Digital
audio systems make use of
similar system of identifying exact
points in a recording. This
is
essential
in the editing process in order to
identify and find audio
elements, as well as to keep
audio
and
video synchronized. But as we will
see when we talk about
video time code, in the
process of
converting
frame rates between the 24,
30,
and 29.97
(the
different video standards),
timing errors
develop.
Unless
the audio technicians are aware of
these differences and take
measures to compensate, after
a
few
minutes video and audio can get
noticeably out of sync.
(We've probably all seen
movies, news
bulletins
and shows where the lip-sync
was
out and the words we were hearing didn't
exactly match
the
lip movements of the
actors.)
People
working with digital audio
should at least be aware of the
potential problem, and before a
video
project
is started, consult an engineer
about the possible problems that could
arise in the conversion
process.
It's much easier to head
off these problems before a
project starts than to try
to fix them later.
Audio
Control Devices
Boards,
Consoles, and
Mixers
Various
sources of audio must be
carefully controlled and blended
during a production. If audio
levels
are
allowed to run at too high a
level, distortion will
result, and if levels are
too low, noise can be
introduced
when levels are later
brought into the normal range.
Beyond this, audio sources
must be
carefully
and even artistically blended to
create the best possible
effect.
The
control of audio signals is normally done
in a TV studio or production facility
with an audio board
or
audio console.
Audio
boards and consoles are
designed to do five
things:-
1.
Amplify
incoming signals
2.
Allow
for switching and volume
level adjustments for a
variety of audio
sources
3.
Allow
for creatively mixing
together and balancing multiple
audio sources to achieve an
optimum
blend
4.
Route
the combined effect to a transmission or
recording device
5.
Sophisticated
audio boards or consoles
also allow you to manipulate
specific characteristics of
audio.
These include the left-to-right
"placement" of stereo sources,
altering frequency
characteristics
of
sounds, and adding
reverberation.
For
video field production smaller
units called audio mixers
provide the most basic
controls over
audio.
The input selector switches at the
top of each fader can
switch between such things
as
microphones,
CDs, video servers, and
satellite feeds. The selector
switch at the bottom of each
fader
typically
switches the output of the fader between
cue,
audition
and
program.
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Cue
is
primarily used for finding
the appropriate starting point in
recorded music. A low-quality
speaker
is intentionally used in many studios so
cue audio is not confused
with program audio.
Audition
allows
an audio source to pass
through an auxiliary VU meter to
high quality speakers
so
levels
can be set and audio quality
evaluated. And, of course,
program
sends
the audio through the
master
gain control to be recorded or
broadcast.
Even
though audio boards,
consoles, and mixers can
control numerous audio
sources, these
sources
all
break down into two
main categories:
·
Mic-level
inputs
·
Line-level
inputs
Mic-level
inputs handle the extremely
low voltages associated with
microphones, while line-level
inputs
are associated with the outputs of
amplified sources of audio,
such as CD players. Once
they are
inside
an audio board, all audio
sources become line-level
and are handled the same
way.
Using
Multiple Microphones in the
Studio
Most
studio productions require several
mics. Since the mics, themselves,
may have only a 5 to 10
meter
(15-30 foot) cord, mic
extension cables may be
needed to plug the microphone
into the nearest
mic
connector. Studio mics use
cables with three-prong
connectors.
Since
things can get confusing
with a half-dozen or more mics in
use, the audio operator
needs to
make
a note on which control on the
audio board is associated
with which mic. A black
marker and
easily
removed masking tape can be
used on the audio board
channels to identify what
mic is plugged
into
what channel. Mic numbers or talent
names can be used for
identification.
Because
mics represent one of the most
problem-plagued aspects of production,
they should be
carefully
checked before the production begins.
Unless you do this, you can
expect unpleasant
surprises
when you switch on someone's
mic, and there is either no audio at
all, or you faintly hear
the
person
off in the distance through another
mic.
There
is another important reason that
mics should be checked
before a production: the strength
of
different
people's voices varies greatly. During
the mic check procedure you
can establish the levels
(audio
volume) of each person by
having them talk naturally, or
count to 10, while you
use a VU
meter
to you set or make a note of
the appropriate audio
level.
Of
course, even after you establish an
initial mic level for
each person, you will
need to constantly
watch
(and adjust) the levels of each
mic once the production
starts. During spirited
discussions, for
example,
people have a tendency to get louder. It is
also good practice to have a spare
mic on the set
ready
for quick use in case
one of the regular mics
suddenly goes out.
Given
the fragility of mics, cables,
connectors, etc., this is
not an unusual occurrence. As
production
facilities
move to digital audio,
boards are taking on a
different appearance. Like
the new digital
switchers
and lighting boards, the latest
generation of audio boards
makes use of an LCD
video
display.
Using
Multiple Mics in the
Field
If
only one mic is needed in the
field, it can simply be
plugged into one of the audio
inputs of the
camera.
(The use of the internal
camera mic is not
recommended except for capturing
background
sound.)
When several microphones are needed and
their levels must be
individually controlled and
mixed,
a small portable audio mixer
will be needed.
The
use of an audio mixer
generally requires a separate audio
person to watch the VU meter and
maintain
the proper level on each
input. Portable AC (standard alternating
current) or battery-powered
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audio
mixers, are available that
will accept several mic- or
line-level inputs. The
output of the portable
mixer
is then plugged into a
high-level video recorder audio
input (as opposed to a
low-level mic
input).
Most
portable mixers have from three to
six input channels. Since
each pot (fader or volume
control)
can
be switched between at least two
inputs, the total number of possible
audio sources ends up
being
more
than the number of faders. Of course, the number of
sources that can be
controlled at the same
time
is limited to the number of pots on the
mixer.
There
is a master gain control --
generally on the right of the mixer --
that controls the levels of
all
inputs
simultaneously. Most mixers
also include a fader for
headphone volume. Although
handheld
mics
are often used for
on-location news, for extended
interviews it's better to
equip both the
interviewer
and the person being interviewed
with personal mics.
Whereas
the mixer will probably
require a special audio person to
operate, the cameraperson can
operate
the simple two-mic mixer.
The output from the unit is
simply plugged into the
camcorder.
Audio
Mixer Controls
Audio
mixers and consoles use two
types of controls: selector
switches and
faders.
As the name
suggests,
selector
switches simply
allow you to select and
direct audio sources into a
specific audio
channel.
Faders
(volume
controls) can be either
linear or rotary in design. Faders
are also referred to
as
attenuates, gain controls, or
pots (for potentiometers).
Linear faders are also
referred to as vertical
faders
and slide faders.
"Riding
Gain"
It's
important to maintain optimum
levels throughout a production.
This is commonly referred to
as
riding
gain.
You
will recall that, depending
on the production facility, digital and
analog audio signals
typically
require
different optimum levels -- and even
those standards vary with
different countries. However,
to
reduce confusion we'll use
the analog standard of 0dB to
represent a maximum
level.
Normal
audio sources should reach
0dB on the VU or loudness meter,
when the vertical fader or
pot is
one-third
to two-thirds of the way up
(open).
Having
to turn a fader up fully in
order to bring the sound up to
0dB indicates that the original
source
of
audio is coming into the
console at too low a level.
In this case, the probability of
system
background
noise increases.
Conversely,
if the source of audio is too
high coming into the board,
opening the fader very
slightly
will
cause the audio to immediately
hit 0dB. The amount of fader
control over the source will
then be
limited,
making smooth fades
impossible.
To
reflect the various states of
attenuation (resistance), the numbers on
some faders are the reverse
of
what
you might think. The
numbers get higher (reflecting more
resistance) as the fader is turned
down.
Maximum
resistance is designated with an infinity
symbol, which looks like an
"8" turned on its
side.
When
the fader is turned up all the
way, the number on the pot or linear
fader may indicate 0, for
zero
resistance.
Even so, just as you
would assume, when the pot
is turned clockwise or the fader
control is
pushed
up, volume is
increased.
Level
Control and
Mixing
Audio
mixing goes beyond just
watching a VU meter. The
total subjective effect as heard
through the
speakers
or earphones should be used to
evaluate the final effect.
For example, if an announcer's
voice
and
the background music are
both set at 0dB, the music
will interfere with the
announcer's words.
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Using
your ear as a guide, you
will probably want to let
the music peak at around -15dB and the
voice
peak
at 0dB to provide the desired effect:
dominant narration with
supporting but
non-interfering
background
music. But, since both music
and voices have different frequency
characteristics (and
you'll
recall that, unlike VU
meters, our ears are
not equally sensitive to all
frequencies), you will
need
to
use your ear as a
guide.
During
long pauses in narration you
will probably want to
increase the level of the music
somewhat,
and
then bring it down just
before narration starts
again. In selecting music to go behind
(under)
narration,
instrumental music is always
preferred. If the music has
lyrics sung by a vocalist
(definitely
not
recommended as background to narration)
they would have to be much
lower so as not to
compete
with
the narrator's words.
Using
Audio from PA
Systems
In
covering musical concerts or stage
productions a direct line
from a professionally mixed PA
(public
address)
system will result in
decidedly better audio than
using a mic to pick up sound
from a PA
speaker.
An appropriate line-level output of a
public address (PA)
amplifier fed to a high-level
input
of
a mixer can be used.
However, be careful, feeding a
high-level or speaker level PA
signal to a mic
input
can damage the
amplifier.
Audio
Recording, Editing and
Playback
Turntables
and Reel-to-Reel Tape
Machines
Records
and reel-to-reel tape
machines used to be the primary
source of prerecorded material in
TV
production.
Today,
they have almost all been replaced by
CDs (compact discs), DAT (digital
audiotape) machines,
and
computer-type hard
drives.
"Vinyl"
a term that refers mostly to LP (long
playing) records, was the
primary medium for
commercially
recorded music for several
decades.
Most
vinyl records were either 45 or 33
1/3 rpm (revolutions per
minute) and had music recorded on
both
sides. Records had a number of disadvantages,
primarily the tendency to get scratched and
worn,
which
quickly led to surface
noise.
Unlike
vinyl records, some of the newer media
can be electronically cued, synchronized,
and instantly
started
-- things that are important
in precise audio
work.
Reel-to-reel
analog 1/4-inch tape
machines, which were relied
upon for several decades in
audio
production,
have also almost all been replaced --
first by cart machines and
then by DAT machines
and
computer hard drives.
Cart
Machines
Cart
machines (cartridge machines),
which are still used at
some facilities, incorporate a
continuous
loop
of 1/4-inch (6.4mm) audiotape
within a plastic
cartridge.
Unlike
an audio cassette that you
have to rewind, in a cart the tape is in a
continuous loop. This
means
that
you don't have to rewind it,
you simply wait until the
beginning point recycles
again. At that point
the
tape stops and is cued up to the
beginning.
Most
carts record and playback 30- and
60-second segments (primarily
used for commercials
and
public
service announcements) or about three minutes
(for musical selections).
Audio
carts are now well on
their way to the Museum of
Broadcasting along with
other exhibits of
broadcast
technology used in earlier
years. Today, audio is
primarily recorded and played back on
hard
drives,
CDs, and DAT recorders.
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Compact
Discs
Because
of their superior audio
quality, ease of control,
and small size, CDs (compact
discs) are a
preferred
medium for prerecorded music and
sound effects. (Radio stations typically
transfer CD
selections
to a computer disk for repeated
use.)
Although
the overall diameter of a typical
audio CD is only about five
inches (12.7 centimeters)
across,
a CD is able to hold more information
than both sides of a 12-inch
(30.5cm) LP phonograph
record.
Plus, the frequency response
(the audio's pitch from high
to low) and dynamic range (the
audio
range
from loud to soft that
can be reproduced) are significantly
better.
Although
CDs containing permanently recorded
audio are most common, CDRs
(recordable compact
discs)
are also used in production.
These offer all of the
advantages of using CDs,
plus the discs can be
re-recorded
multiple times.
Radio
stations that must quickly
handle dozens of CDs use
Cart/Tray CD players.
For
repeated use, CD audio
tracks are commonly transferred to
computer disks where they can be
better
organized and quickly selected and
played with a few strokes on
a keyboard. A computer screen
displays
the titles and artists, and the
time remaining for a selection
that's being played.
In
mass producing CDs an image of the
digital data is "stamped"
into the surface of the CD in a
process
similar to the way LP records
(with their analog signals)
are produced.
When
a CD is played, a laser beam is
used to illuminate the microscopic
digital pattern encoded on
the
surface.
The reflected light, which
is modified by the digital pattern, is
read by a photoelectric
cell.
The
width of the track is 1/60th the
size of the groove in an LP record, or
1/50th the size of a human
hair.
If "unwound" this track
would come out to be about
3.5 miles (5.7 km)
long. Of course, DVDs
take
this technology even
further.
In
2004, MP3 CDs appeared
that have the capacity of as many as 10
standard CDs.
CD
Defects and Problems
If
the surface of the CD is sufficiently warped
because of a manufacturing problem or
improper
handling
or storage, the automatic focusing
device in the CD player will
not be able to adjust to the
variation.
The result can be
mis-tracking and loss of audio
information.
Automatic
Error Correction
Manufacturing
problems and dust and dirt on the CD
surface can cause a loss of
digital data. CD
players
attempt to compensate for
the signal loss in three
ways:
·
Error-correction,
·
Error
concealment (interpolation)
·
Muting
Error-correcting
circuitry within the CD player
can detect momentary loses
in data (dropouts) and,
based
on the existing audio at the moment,
supply missing data that's
close enough to the original
not
to
be readily noticed.
If
the loss of data is more significant,
error-correcting circuits can
instantly generate data that
more or
less
blends in with the existing audio. If
this type of error concealment
has to be invoked
repeatedly
within
a short time span, you may
hear a series of clicks or a
ripping sound.
Finally,
if things get really bad and a
large block of data is missing or
corrupted, the CD player
will
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simply
mute (silence) the audio until
good data again appears -- a
solution that's clearly
obvious to
listeners.
Audio
Recording, Editing and
Playback
DAT
DATs
(Digital
Audio Tapes) are capable of
audio quality that exceeds
what's possible with
CDs.
The
2-inch by 2-7/8 inch (5 X
7.6 cm) DAT cassette contains
audiotape 3.81mm wide. The
cassette is
about
two-thirds the size of a standard
analog audiocassette. The
two-hour capacity of a DAT
cassette
is
66 percent greater than a standard
80-minute CD.
RDAT
(recordable
digital audiotape) is designed for
professional applications, as are the
very high
quality
ADAT
machines
(types I and II).
DAT
systems use a head-wheel
that spins at 2,000 rpm
(revolutions per minute), similar to
what's
found
in a videocassette recorder.
Various
types of data can be recorded with the
audio. Examples are time
code and the MIDI machine
control
data used in sophisticated postproduction
audio work.
DAT
Time Code: The
DAT time code system,
referred to as the IEC Sub-code
Format, also insures
that
tapes recorded on one DAT machine can be
played back without problems on any
other machine.
DAT
time code is similar to the
SMPTE time code.
Computer
Hard Drives
Today,
computer hard drives are the choice for
broadcast music, commercials, and general
audio
tracks.
Recording audio material on computer hard
drives (generally with
MPEG-2 or MPEG-4
compression)
has several advantages.
First,
the material can be indexed in an
electronic "table of contents" display
that makes it easy to
find
what
you need. This index
can also list all of the
relevant data about the
"cuts" (selections) --
durations,
artists, etc. Second, you have almost
instant access to the selections.
Once
recorded on a hard drive, there is no wear and tear on
the recording medium as the audio
tracks
are
repeatedly played. Another advantage is
that the selections can't be
accidentally misfiled after
use.
(If
you've ever put a CD back in the
wrong case, you know the
problems this can represent.)
And,
finally,
unlike most CDs, hard drive
space can easily be
erased
and re-used.
Data
Compression
Both
digital audio and video
are routinely compressed
by
extracting data from the
original signal that
will
not be missed by most listeners or
viewers.
This
makes it possible to record the data in
much less space, and, thus, faster and
more economically.
Data
can be compressed to various
degrees using different
compression schemes.
Although
hard drives are extremely
reliable today, they do
occasionally "crash," especially
after
thousands
of hours of use or a major jolt
ends up damaging the delicate
drive and head
mechanism.
Unless
anti-virus measures are
instituted, the computer operating system
can also be infected
with
viruses,
which can result in a complete
loss of recorded material. With
these things in mind,
critical
files
and information should always be
"backed up" on other
recording media.
IC
and PC Card
Recorders
Some
audio production is now
being done with PC card and IC
recorders. Both use
solid-state
memory
cards, such as Compact Flash and ATA
Cards.
These
memory cards contain no
moving parts and are
impervious to shock and temperature
changes.
The
data in these memory modules
can be transferred directly to a computer
for editing.
These
units typically give you the
choice of two basic recording
formats: MPEG-2, a compressed
data
format,
and PCM (pulse code modulation)
which is an uncompressed digital
format. The latter is
used
with
CD players, DAT recorders, and on computer
editing programs that use
wave (wav) files.
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Audio Recorders
The
new generation of recorders
can be a fraction of the size of
other types of recorders.
However,
unlike recorders with
removable media, the stored
audio must generally be
played back
from
the unit, itself.
The
I-Pod Era
When
I-pod-type devices and computers that
could "rip" (copy) musical selections
from CDs and
Internet
sources arrived on the scene,
consumer audio recording and
playback changed in a major
way.
Users
can assemble hours of their
favorite music (up to 2,000
songs) on a computer and transfer it to a
pocket-sized,
solid-state listening device such as an
iPod (on the left) or to one of the
new generation
cell
phones (on the
right).
"Podcasts"
of broadcasts from TV networks
can also be downloaded and
listened to or viewed at the
user's
convenience.
With
the iPod nano you can watch up to 5 hours
of TV shows, music videos,
movies, and Podcasts.
Although
Apple Computer initially
popularized these devices, many
manufacturers now produce their
own
versions.
Audio
Editing Systems
Audio
editing used to require
physically cutting and splicing
audiotape -- an arduous
process.
Today,
there are numerous computer-based
audio editing programs
available. Many are
shareware that
can
be downloaded from the
Internet.
Shareware
can be downloaded and tested,
generally for about a month,
before the program
quits
working
and you need to pay for
it.
Once
you pay, you may be
given an unlock code that
will enable you to use the
program for an
unlimited
time.
Often,
minor updates to the program
are free; major updates
will probably involve an update
charge.
In
addition to basic editing,
audio editing programs offer
audio filtering, manipulation, and an
endless
range
of special audio effects.
The
audio line shows how a
single channel of sound appears in an
audio editor. The vertical
red line
indicates
the cursor (selector) position.
Much
as a cursor is used to mark words in a
word processing program to
make changes as needed,
the
cursor
in an audio time line
provides a point of reference for
making audio changes.
Most
programs use a computer mouse to
drag-and-drop segments and special effects
onto a time-line
(the
longitudinal graphical representation of the
audio along a time
continuum).
Audio
editing in television production is
typically handled along with
the video on a video
editing
system.
The
hard drives on computer-based
audio editing systems can
also store a wide range of
sound effects
that
can be pulled down to a time
line to accompany narration and
music.
Video
Switchers and Special
Effects
Although
video switchers look impossibly
complex, once you understand
some basics, they don't
seem
as
intimidating. Each button
represents a video source even
"black," which includes the
technical parts
of
the video signal necessary to produce
stable black. The bottom
row of buttons (outlined in
blue)
represents
the program bus or direct-take
bus.
Any
button pressed on this row
sends that video source
directly to line out, the
final feed being
broadcast
or recorded. The easiest way to
instantly cut from one video
source to another is simply to
select
it ("punch it up") on the program
bus. The program bus
generally handles more than 90%
of
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video
switching. But, what if you
want to dissolve (fade) from
one camera to another, or fade
to
black?
For
this you need to move to the
top two rows of buttons referred to as
effects, or the mix/effect bus.
From
here, with the help of the
fader bars, you can
create rudimentary special effects. When
the fader
bars
are in the top position, any
video source punched up on the top
row of buttons is sent to the
effects
button on the program bus.
The buttons that have been
selected are shown in red.
In
this case, camera 3 was
selected on the effects bus, so that's
the camera that will be sent
down to the
program
bus. Since the effects bus has
been selected on the program
bus, its signal will
then be sent
out
and be displayed on to the line out
video monitor. Put another way, if the
fader bars point
toward
the
top row of buttons on the effects bus,
and camera 3 has been
selected on that bus, we
will see
camera
3 when the effects bus is selected on the
program bus.
If
we were to move the fader bars
down to the lower position, the
video source selected on the
lower
row
of buttons (in this case
camera #2) would be sent to
the program bus. During the
process of
moving
the fader bars from the top
to the bottom, we see a dissolve (and
overlapping transition)
from
camera
#3 to camera #2.
If
we stop the fader bars
midway between the move from
top to bottom, we would see
both sources of
video
at the same time -- we would be
superimposing one camera over the other.
Although this used
to
be the way we displayed titles, credits,
etc., on the screen, today we
use an electronic
keying
process.
In
a key one image is electronically "cut
out" of the other, while in a
super the two images are
visible
at
the same time. Compared to a key, the
latter can look a bit
jumbled. First, the fader
bars have been
split--each
one being at the "0" (no
video, or black) position. If we were to
move fader bar "A" to the
top
position we would put camera
3 on the air; if we were move fader bar
"B" to the bottom position
we
would put camera 2 on the
air.
What
you don't want to do is
split the bars so that they
each sends out maximum
video from its
source.
(Video
engineers may get very upset
with you!) Next, note the
extra row of buttons (outlined in
green)
marked
"preview," just below the
program bus.
With
the preview bus we can set
up and check an effect on a special
preview monitor prior
to
switching
it up on the program bus. Without
being able to preview and adjust
video sources before
putting
them on the air, we might end up with
some unpleasant surprises. To see
(preview) an effect,
we
first punch up effects on the preview
bus. When we get the effect we
want on the effects bus, we
can
cut directly to it by punching up effects on the
program bus.
Some
switchers have multiple effects banks.
If
you moved the fader bars on
Effects #2 to the up position, you
would make a transition from
black
to
whatever was on Effects #1.
In this case it would be
Camera 2 superimposed over
Camera 3.
Finally,
let's add a few bells and
whistles.
The
top row of buttons in this
drawing represents various types of
wipes.
Yellow
on the buttons represents one video
source, black another
source.
Additional
patterns--some switchers have hundreds--can be
selected by entering numbers on
the
keypad.
If
wipe is selected on the switcher, the
button pushed (indicated in red in
this drawing) shows
the
moving
pattern (controlled by the fader
bars) that would be involved
in the transition from one
video
source
to the other.
A
border along the edges of the
wipe pattern -- a transition
border -- can be used and
its hue,
brightness,
sharpness, width, and color
saturation selected.
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The
key clip knob controls the
video level of the source
you are going to key
into background
video.
This
is adjusted visually on the preview
monitor.
Downstream
keyers, which are often used
to key in such things as
opening titles and closing
credits,
are
external (downstream from) the basic
switcher.
The
advantage of a downstream keyer is that it
doesn't require the use a switcher's
effects bank for
keying.
This
means that the bank stays
free to be used for other
things.
The
switcher incorporates versions of all of the features,
plus a computer display that
adds even more
options.
Although
switcher configurations differ,
they all center on the same
basic concepts.
Chroma
Key
The
type of key is referred to as
luminance key because the
keying effect is based on the brightness
or
luminance
of the video that you are
keying in. But, as we saw
when we discussed virtual
reality sets,
it's
also possible to base keying on
color (chroma). In chroma key a
particular color is selected
for
removal
and another video source is substituted in
its place.
This
type of keying is commonly done
during weathercasts where a graphic is
inserted behind weather
person.
Although any color can be
used in chroma key,
royal
blue and a
saturated
green are
the most
commonly
used? Most of the special effects we seen
on television today are done
with chroma key.
Software-Based
Switchers and
Effects
Most
software-based switchers use the hardware-based
switcher.
Note
the familiar fader bars and
the various banks of buttons. In
this case, instead of pushing
buttons,
you
click on the buttons with a
mouse.
Software
based systems can be easily
and regularly upgraded when
new software is
written--an
advantage
you don't have to the same
degree with hardware-based
equipment.
With
most software-based systems it's
also possible to go far beyond
basic switching and create
such
things
as 3-D illustrations and animated
effects.
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