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The Filmmaker’s Guide to Final Cut Pro Workfl ow<br />
you can set a different level for each clip, in the fi nal mix, you want total control of the level of the<br />
individual clips. This will be tricky if they are butted up together in the same track.<br />
The simplest approach here looks like an A-B checkerboard layout with the fi st clip in track one, the<br />
second in two, third back in one, and so on. However, this layout can be confusing in mixing.<br />
Characters move from track to track and the mixer really earns their keep riding the two production<br />
tracks.<br />
It is more logical to put each character in a dedicated track. This is how Automatic Dialogue Replacement<br />
(ADR) is most often treated and it works when production recording is done with multitracks<br />
and multiple microphones (more on ADR in the following text). This is especially true with wireless<br />
mics as each person is already in their own track. However, production recording is different from<br />
ADR. ADR is all at the same basic level and it’s okay to cut two takes together. Production tracks tend<br />
to be all over the place, so a cut in to a close-up or cut to the master butts two very different clips to<br />
each other in the same track. On a feature fi lm, it is normal to have an A and B track for each character.<br />
This will create scores of production tracks making mixing and track management complex and tying<br />
up all your resources trying to put noise gates and fi lters on all of these tracks. But, this is how big<br />
projects are normally done. After all, they are big projects and should have big resources.<br />
Every fi lm and scene is different, and different sound editors and mixers have different ways of<br />
working. One common strategy on smaller projects is to create three or four production tracks and<br />
try to group things in the most logical manor. Try to put every main character in a scene in their own<br />
track even though they end up butt cut. And create a problem track. Put all the noisy wide shots in<br />
the problem track. (Wide shots are often a problem.) Put shots that you know need special treatment<br />
like fi lters in here.<br />
Whether the production tracks were split off before bringing the project into Pro Tools or they will<br />
be split off in Pro Tools, it’s a good idea to time stamp all dialogue (again, using the time stamp<br />
selected command in the audio regions pop-up menu). This way any sound moved out of sync can<br />
be moved back into sync in the spot edit mode.<br />
Clean up any dialogue splitting and remove any sound effects by moving them to a sound effects<br />
track. You may want to place all effects moved from production in the same effects track so the mixer<br />
can deal with them more effi ciently.<br />
We are now ready to cue or “spot” the ADR. For years, this was done with a process called “looping”<br />
where the audio clips were cut into loops with cue pops and played in sync with a fi lm recorder. The<br />
looped guide track served as a sync guide for the actor who rerecorded the lines in a sound booth or<br />
small stage.<br />
In ADR, the entire fi lm or reel is played as the cue pops are generated by the computer. Actors hear<br />
the three cue pops about one-half second apart just before the line, and the line to be replaced, and<br />
see the picture as they rerecord the line. Actors can get quite good at matching sync; however, some<br />
may like a different cueing system. Some don’t like the pops and prefer to cue to their movement<br />
on screen. Others may want only two pops, faster pops, slower pops, and such. Many ADR systems<br />
let you customize to the actors’ wishes, others don’t.<br />
Cueing or spotting the ADR is an art in itself. The person doing the cueing must decide which lines<br />
can be used and which ones need to be replaced. What problems can be fi xed in the mix, what<br />
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