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Dialogue Editing

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174 IMAGE, DEPTH, AND PERSPECTIVE<br />

up such a dialogue scene on your workstation and you’ll sense the lunacy of<br />

your “logical” plan right away.<br />

Panning<br />

People interact differently with dialogue than with music, sound effects,<br />

backgrounds, or Foley. We’re both more critical and more imaginative with<br />

dialogue, and when it’s panned, we’re not the least bit forgiving. Rather than<br />

enhancing the fi lm experience, panned dialogue (other than an occasional<br />

offscreen line or group loop) often takes the viewer out of the scene—the last<br />

thing you want. Problems crop up when you place dialogue anywhere but in<br />

the center loudspeaker behind the screen.<br />

Here are some of the factors that go into dialogue placement within the sound<br />

image:<br />

To create a versatile stereo fi eld for the dialogue, you can produce a<br />

phantom center image between the left and right loudspeakers and<br />

your dialogue will be dead center when you want it there. With a<br />

simple left/right pan you can put the words wherever you want; since<br />

it’s stereo, this isn’t as complicated as a multichannel pan. A great idea<br />

for the handful of viewers sitting in the sweet spot of the theater, for<br />

whom phantom center is indeed center and the pans behave properly.<br />

For the rest, the center pulls to one side and the pans don’t move<br />

linearly. Everyone’s experience of the dialogue is different, and the<br />

dialogue is generally gooey. With a center loudspeaker, the dialogue<br />

is grounded in the middle of the screen and most viewers will experience<br />

the movie as planned. Center channel dialogue keeps the viewer<br />

focused on the screen rather than wandering off toward the exit lights.<br />

You rarely need to pan the dialogue. Watch a movie, almost any<br />

movie, and you’ll realize that the dialogue isn’t moving around,<br />

although your brain “pans” the sound in the direction of its visual<br />

source. Without trying, you connect source and voice. Now try the<br />

opposite. Pan your dialogue to match the placement of the characters.<br />

After the initial thrill of this hyperrealism, you’ll likely admit that it’s<br />

not working. It may be “accurate,” but it’s annoying. Worse yet are<br />

moving pans. Few sound gimmicks take you out of the fi lm more<br />

resolutely than dialogue moving around the screen.<br />

You’re determined to pan some dialogue. What will you do when you<br />

encounter a cut in which your character’s screen placement suddenly<br />

changes? If you want to lose your audience very quickly, try sending a<br />

character’s voice all the way from one side of the screen to the other.

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