Not sure if this thread should be in this part of forum, but what software do people use to make actors' voices sound like protoss/zerg? Or can someone speak with the proper effects without any IT stuff? Any freeware tools for this?
Don't worry about Adobe Audition, you can get a lot done with a free audio editor and there are plenty out there. There are also countless free effects plugins for you to use with them as well :)
Nothing really competes with Audition 1.5. I know of only one person who can use Audacity at a professional level, but even with the best plugins it has to offer, many tasks are still infinitely more effective and trivial in Audition.
I don't really get what you mean by "fat", so forgive me if I am a little beyond the bounds of your inquiry.
Audition's weakness is its multitrack editor; something Audacity also can't do. I use Sony Vegas for any multitrack projects, because they generally need minimal actual editing.
Many of the plugins you can get are in VST; these will work universally with many programs. Spaceman and Scifi Deluxe are critical ones. I make use of many of the DirectX plugins from Sony and Sonic Foundry in Audition.
The newer versions of Audition get progressively worse layout-wise and I haven't been able to think of any additions they may have added that would benefit me personally; but then again, I've done Audio work for 15 years and I am quite well situated with the Cooledit/Audition capabilities.
My advice is, find the program that suits your workflow the best and give everything a try. Focus on your acting foremost.
Understandable, and you don't really need professional experience or software to match SC2's audio editing. Just a couple of techniques and a bit of experience to understand how certain things behave with each other, things you will accrue through experience regardless.
Before I begin here is an example of Zerg voice editing I did.
You'll need some sort of professional software to do this. I used mostly Waves plugins. The bulk of getting to sound that was is Ultra Pitch. You basically just split the voice into several pitches. I also think I added some subtle flange into there to give the vocals some movement. Other things include EQ, delay, reverb, and compression on the vocals to even out the dynamic range and give it a sence of space. Delay because outdoors your voice bounces off objects more harsh, and reverb because it gives it some stereo width and even outdorrs has some reverb because like I said, sounds bounces off of objects around you.
Depends on the effect. In general all you need is a "flange" and reverb > reverse > reverb > reverse for protoss. But many effects will sound dramatically different depending on the voice and how the lines are spoken.
Depends on the effect. In general all you need is a "flange" and reverb > reverse > reverb > reverse for protoss. But many effects will sound dramatically different depending on the voice and how the lines are spoken.
then it would be nice just to have these set of effects that noobs (still like me) can easily edit moving bars and changing numbers randomly until the sound looks cool ;)
In Audition, you can start with messing with the Deturner stock flange preset. Base your reverbs off of Tight And Close and the Voice presets. Those can get you started with a basic protoss voice.
Zerg is more complex depending on your goal. For something cheap and quick, like the above video, you can just mangle protoss-esque effects to the point of the distortion becoming heavy enough to make them sound unnatural. You could also acquire an Autotune VST plugin and plug in some really random throat depth and pitch settings to end up with mangly voices.
You could also take a look at the electro-vibe preset in Chorus and play with numbers there, too.
You can worry about compression and stuff once you get accustomed to actually recording your voice and acting in general, since it's something that may be difficult to get into with zero experience.
A key thing to note is that less is more. You'll be tempted to pile on the effects to end up with wacky shit, but this usually just makes stuff incomprehensible.
I don't have any experience with Audacity, sorry. Ultimately, you'd probably be looking for the same sort of things. Smooth, tight reverbs, fairly light reverbs, etc. Start off with relatively simple and light effects and work up to the heavier stuff so you can better understand what makes a heavy set of effects work and what makes cheaper, simpler effects work.
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Not sure if this thread should be in this part of forum, but what software do people use to make actors' voices sound like protoss/zerg? Or can someone speak with the proper effects without any IT stuff? Any freeware tools for this?
You might want to take a look at this thread:
http://www.sc2mapster.com/forums/development/audio/52329-gradiuss-sound-compendium/#p1
From the thread:
Hope this helps
@SinnerNym: Go
This helped, but Adobe Audition... Not too fat?
Thx anyways.
@FunBotan: Go
Don't worry about Adobe Audition, you can get a lot done with a free audio editor and there are plenty out there. There are also countless free effects plugins for you to use with them as well :)
@SinnerNym: Go
Ye, i see.
Nothing really competes with Audition 1.5. I know of only one person who can use Audacity at a professional level, but even with the best plugins it has to offer, many tasks are still infinitely more effective and trivial in Audition.
I don't really get what you mean by "fat", so forgive me if I am a little beyond the bounds of your inquiry.
Audition's weakness is its multitrack editor; something Audacity also can't do. I use Sony Vegas for any multitrack projects, because they generally need minimal actual editing.
Many of the plugins you can get are in VST; these will work universally with many programs. Spaceman and Scifi Deluxe are critical ones. I make use of many of the DirectX plugins from Sony and Sonic Foundry in Audition.
The newer versions of Audition get progressively worse layout-wise and I haven't been able to think of any additions they may have added that would benefit me personally; but then again, I've done Audio work for 15 years and I am quite well situated with the Cooledit/Audition capabilities.
My advice is, find the program that suits your workflow the best and give everything a try. Focus on your acting foremost.
Best regards.
@IskatuMesk: Go
Oh don't get me wrong, I completely agree with this.
However, I can't speak for the op, but I wasn't under the impression he was looking to work at professional level.
Understandable, and you don't really need professional experience or software to match SC2's audio editing. Just a couple of techniques and a bit of experience to understand how certain things behave with each other, things you will accrue through experience regardless.
and what about zerg voice? what filters should we use?
@FunBotan: Go
Before I begin here is an example of Zerg voice editing I did.
You'll need some sort of professional software to do this. I used mostly Waves plugins. The bulk of getting to sound that was is Ultra Pitch. You basically just split the voice into several pitches. I also think I added some subtle flange into there to give the vocals some movement. Other things include EQ, delay, reverb, and compression on the vocals to even out the dynamic range and give it a sence of space. Delay because outdoors your voice bounces off objects more harsh, and reverb because it gives it some stereo width and even outdorrs has some reverb because like I said, sounds bounces off of objects around you.
Is it possible to creare preset of effects that a noob like me could easily apply to any voice to obtain a zergy or protoss effect?
Depends on the effect. In general all you need is a "flange" and reverb > reverse > reverb > reverse for protoss. But many effects will sound dramatically different depending on the voice and how the lines are spoken.
then it would be nice just to have these set of effects that noobs (still like me) can easily edit moving bars and changing numbers randomly until the sound looks cool ;)
In Audition, you can start with messing with the Deturner stock flange preset. Base your reverbs off of Tight And Close and the Voice presets. Those can get you started with a basic protoss voice.
Zerg is more complex depending on your goal. For something cheap and quick, like the above video, you can just mangle protoss-esque effects to the point of the distortion becoming heavy enough to make them sound unnatural. You could also acquire an Autotune VST plugin and plug in some really random throat depth and pitch settings to end up with mangly voices.
You could also take a look at the electro-vibe preset in Chorus and play with numbers there, too.
You can worry about compression and stuff once you get accustomed to actually recording your voice and acting in general, since it's something that may be difficult to get into with zero experience.
A key thing to note is that less is more. You'll be tempted to pile on the effects to end up with wacky shit, but this usually just makes stuff incomprehensible.
Anything that can be done with audacity?
I don't have any experience with Audacity, sorry. Ultimately, you'd probably be looking for the same sort of things. Smooth, tight reverbs, fairly light reverbs, etc. Start off with relatively simple and light effects and work up to the heavier stuff so you can better understand what makes a heavy set of effects work and what makes cheaper, simpler effects work.