Last night's ADR session -- an exclusive report!
Last night was a long night - we had Dan Reichel (he plays Manny Hansen, and is the man pictured at the front of the On the Cutting Room Floor site) come in to redo lines for the first conference room scene.
First off, the DVD that had all the scenes in QT format was damaged, so we couldn't get a straight QT copy of the scene onto the computer. We did have a compressed video copy of the scene, but that just wouldn't work, because QT and Logic have a problem playing compressed video together.
So, we brought the compressed video into Final Cut Pro, rendered out a QT version, and than brought it back into Logic. However, the compressed video didn't have audio ... luckily I had exported the audio tracks for each character in the scene as seperate aiff's, so we were able to drop those into logic and play 'em back with the video.
Anyway, we started the session about an hour late ... but something wasn't working just right -- the audio we recorded always seemed to be just a little off from the video ... and the original production audio that we had dropped in also seemed a little bit off. We figured out that Logic was having some difficulties playing back the QT video and the seperate audio tracks back, so it was slightly out of sync. So, we went back to Final Cut, dropped the video and the audio into a project and rendered them out together.
Problem solved. Dan ripped through the rest of the lines and we were out of there by 9:30PM -- total tech setback was about an hour and a half.
However, like it says in the title, there was a silver lining to all of this! Jim Waters (engineer of the studio we're doing the dialogue recording at) started using the seperate audio track's waveforms as a visual guide for Dan to figure out when his old dialogue started. Even though the seperate audio tracks were playing slightly off in Logic, visually they were in the right place, it was just a latency issue. So, by using the waveform as a visual cue, he was able to zero in on the timing of his delivery right away. I'm going to start rendering out seperate audio for all the characters for all the scenes that need ADRing so we can start using the new method, which, despite it being the result of an hour and a half headache, will be really helpful for the duration of the ADR sessions. And I'll leave you all with that run on setence to chew through ... oh, one more thing, no pics from that session 'cause we were bogged down by the probs, but no worries, next time Dan is in there, I'll snap a few shots and throw them up here!
First off, the DVD that had all the scenes in QT format was damaged, so we couldn't get a straight QT copy of the scene onto the computer. We did have a compressed video copy of the scene, but that just wouldn't work, because QT and Logic have a problem playing compressed video together.
So, we brought the compressed video into Final Cut Pro, rendered out a QT version, and than brought it back into Logic. However, the compressed video didn't have audio ... luckily I had exported the audio tracks for each character in the scene as seperate aiff's, so we were able to drop those into logic and play 'em back with the video.
Anyway, we started the session about an hour late ... but something wasn't working just right -- the audio we recorded always seemed to be just a little off from the video ... and the original production audio that we had dropped in also seemed a little bit off. We figured out that Logic was having some difficulties playing back the QT video and the seperate audio tracks back, so it was slightly out of sync. So, we went back to Final Cut, dropped the video and the audio into a project and rendered them out together.
Problem solved. Dan ripped through the rest of the lines and we were out of there by 9:30PM -- total tech setback was about an hour and a half.
However, like it says in the title, there was a silver lining to all of this! Jim Waters (engineer of the studio we're doing the dialogue recording at) started using the seperate audio track's waveforms as a visual guide for Dan to figure out when his old dialogue started. Even though the seperate audio tracks were playing slightly off in Logic, visually they were in the right place, it was just a latency issue. So, by using the waveform as a visual cue, he was able to zero in on the timing of his delivery right away. I'm going to start rendering out seperate audio for all the characters for all the scenes that need ADRing so we can start using the new method, which, despite it being the result of an hour and a half headache, will be really helpful for the duration of the ADR sessions. And I'll leave you all with that run on setence to chew through ... oh, one more thing, no pics from that session 'cause we were bogged down by the probs, but no worries, next time Dan is in there, I'll snap a few shots and throw them up here!

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