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Wednesday, June 18, 2008

Advice on Recording Sound Effects for a Sound Effect Library

By SFXsource

In order to record sound effects for a personal or professional sound effect library one first needs a quality recorder. Personally I've tried all sorts of pricey gear and microphones throughout my sonic adventures only to discover that a solid $150 to $400 handheld digital recorder no larger than an old-school cassette tape box suffices to create sounds good enough for placement in any Film, TV, and media project. In addition, these units run on battery power and the recorded files can be dragged onto your desktop via USB.

You must make sure that any recorder you purchase records up to at least a 48k sample rate .wav file because audio for video is prepared as 48k. Any 44.1k samples you have would work fine on a CD but for DVD usage they will have to be up-converted to 48k which can result in "aliases," sort of sonic ghosts that compromise the quality of your recording. Also, 48k sound effects command a higher price on downloadable sites because their sound quality is simply better due to more samples per second of audio.

You will need to record two distinct types of sound effects: "ambiences" and "hits." Short single sonic moments such as glass breaking, an explosion, or a light switch click are called hits. Longer recordings of background noises such as those found on a playground, at a train station, or in an airport are called ambiences.

Any quality sound effect library needs both types of sound effects so you should be intent on recording both types. Ambiences are the easiest to obtain because they require only being at a location, standing there, and recording. Hits, though, need more planning because you often need to do foley to get what you need or wait around at various locations for the right moment, such as visiting a new mother and her newborn in order to capture that perfect baby cry.

Recording sounds is simply a matter of pressing record on your digital recorder. Although, it is advised to keep the following points in mind as you record since they will make your work more productive and fruitful.

1. When you record you want to have the loudest signal possible without clipping the microphone, called recording as "hot" as possible. If you notice a small red LED light lighting up during your recording then you need to pull back from the sound because your incoming signal is too loud. The goal is to avoid distortion but capture the strongest sound possible.

2. Very loud sounds such as explosions or loud cheering requires that you purchase a 10dB pad which will allow you to record high volumes. This sort of pad lowers strong signals by 10dB and can be bought on the web for $20.

3. Keep background noise out of your recordings as much as possible without being obsessive about creating "the perfect" studio recording environment because positive and unexpected events can occur such as animal sounds or car noises. A good amount of background noise can be filtered out during editing and being to strict about your recording environment will slow your work down to a crawl.

4. Protect the microphone with a windscreen or simply keep your recorder out of the wind by using physical barriers such as trees, walls, or even your jacket, because wind hitting the microphone head will ruin your recording efforts. Sometimes wind noise can be cut out during editing with a high pass filter and cutting frequencies below 200-500 khz but for the most part wind will destroy your work.

5. Make sure that your recordings do not contain any live or amplified music from a third party. Your recordings will be useless if they include music from such sources. This music is copyrighted and without permission of the copyright owner it is illegal to use or license such recordings.

It is the hope of this author that the simple advice in this article will aid new sound effect artists in their efforts to create a worthy sound effect library. New articles on editing distinct sound effects from these recordings, categorizing these new sound effects, and licensing them are forthcoming.

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