![]() ![]() Since you aren't interested in multi-tracking, perhaps don't even need stereo, in theory it should cover all your needs, even if there are other, more capable audio processors available, most of them are geared towards music, and treat voice as just another instrument (meaning you pay for other instrument features). You already use Audacity, which is a very capable audio processing app. With these simple preparations, you have already covered a good 1% of the way. When in a remote location, make sure to have enough energy, and try not to use noisy (both audio and electrical) generators - use batteries. Have enough food and drinks on-location that you do not have to make long breaks, and have everyone agree not to eat and drink in the "Hot" room (unless it's scripted, of course). Move noisy hardware (computers with loud fans) out of the studio. Make sure no major outside activities (construction work!) ruin your recording session because editing background noise out is really difficult. Have your studio set up correctly and tested for recordings ahead of time, have all text printed out and rehearsed. All this is easy enough, and usually for around 300 USD you are set up.Īlso easy: being prepared. Many modern mics come with USB, which allows you to skip the amp stage. A headset won't do, but for a few hundred bucks you can get a good setup that can last a lifetime: a microphone, a stand, some filter and audio reflection absorber (cheap, audio-absorbent foam for the room) - now let's call it 'The Studio' when your room is configured for audio recording. As such, there are multiple aspects involved, some under your control, others not so much. There's a reason that audio production has it's own academy award section: it's an art form. ![]() It's a good question, and since you have already tried your hand at it, you've found that it's very, very difficult to create good audio. I think that's a somewhat loaded question, so let me interpret that as 'good-sounding, entertaining' audio from a game perspective (realistic audio is bland, fraught with 'um', 'uh', 'hmmm' and other fillers you don't want in game audio unless scripted). I'm looking for some good hints on how to make realistic voice overs. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |