Radio Production Unit 4
Radio Production Unit 4
Radio Production Unit 4
PROGRAMMING AND
PRODUCTION
UNIT 4
POST PRODUCTION AND EVALUATION
STAGES OF EDITING:
The editing process takes place in several steps or phases ball for radio and television.
These are:
Recording or shooting phases.
Review (Listening and Viewing) Phase.
Decision - Making Phase.
Final or Operational Stage.
DECISION-MAKING PHASE:
At this stage, the whole programme storylies bare before you
of course in disconnected sequences.
Now you have a little more time to think and contemplate on the course of your
editing in a rather patient way.
Studying, listening and viewing the raw materials-individual shots and sequence-you
begin to decide on the final shot sequence.
It is at this stage that you re-clarify your ideas about the programme.
FINAL OPERATIONAL STAGE:
The operational phase refers to the process in which the planned edits are actually
performed using the edit script as a reference.
Editing audio or video – can be best learnt during the actual process with hands on
the materials and the machines.
Today, a variety of models and types of editing equipment, including computerized
and digital control units are available.
In actual editing phase, it is always important to estimate your editing time in
advance.
Book for all facilities and machines you need and all tapes, log sheets and edit
scripts
must kept ready by your side.
Ideally, the editing task for a programme must be so planned that it can be
accomplished in one go, without interruption.
TYPES OF SOUND EDITING
COMPRESSION:
It shows you how to perform the most important editing process—reducing your file
sizes for the Web.
W hen working with sound files, there are two completely
different types of compression.
One type decreases the size of the sound file and the other reduces the dynamic
range of a signal.
CUTTING:
It describes how to delete unwanted sections of your sound file.
One of the easiest ways to reduce the size of your sound file and improve the general
quality of sound is to simply delete unwanted sections or random noise within your
sound clip.
EQUALIZING:
It shows you how to obtain a proper ratio of treble to bass in your sound files.
While some people enjoy cranking up the bass on their home or car stereos, it isn't a
good idea to do the same with an audio file for the Web.
NORMALIZE:
It describes how to boost or tone down the levels of your audio file.
Normalizing increases the level of the entire sound file so that the loudest part of the
sound is at the maximum playback level before distortion; it then increases the rest of
the sound proportionality.
CHANGING PLAYBACK RATE:
It describes how to alter how fast or slow your sound is.
To create Alvin and the Chipmunk-types of effects or turn your sound into a s-l-o-w
motion sound, try speeding up or slowing down your sound file with your audio
editor.
DIFFERENT AUDIO FORMATS
WAV:
It standard audio file format used mainly in Windows PCs.
Commonly used for storing uncompressed (PCM), CD-quality sound files, which
means that they can be large in size - around 10MB per minute of music.
MP3:
The M P E G Layer-3 format is the most popular format for downloading and storing
music.
AIFF:
The standard audio file format used by Apple.
It is like a wav file for the Mac.
MIDI - MUSICAL INSTRUMENT DIGITAL INTERFACE (.MID):
Short for musical instrument digital interface, M I D I is a standard adopted by the
electronic music industry for controlling devices, such as synthesizers and sound
cards, that emit music.
ADDING SOUND EFFECTS AND
MUSIC
SOUND EFFECTS:
Sound effects are artificially created or enhanced sounds, or sound processes used to
emphasize artistic or other content of films, television shows, live performance,
animation, video games, music, or other media.
In motion picture and television production, a sound effect is a sound recorded and
presented to make a specific storytelling or creative point without the use of dialogue
or music.
The term often refers to a process applied to a recording, without necessarily referring
to the recording itself.
In professional motion picture and television production, dialogue, music, and sound
effects recordings are treated as separate elements.
The most realistic sound effects originate from original sources; the closest sound to
machine-gun fire that we can replay is an original recording of actual machine guns.
In music and radio production, typical effects used in recording and amplified
performances are:
ECHO:
It is to simulate the effect of reverberation in a large hall or cavern, one or several
delayed signals are added to the original signal.
To be perceived as echo, the delay has to be of order 50 milliseconds or above.
FLANGER:
It is to create an unusual sound, a delayed signal is added to the original signal with
a
continuously-variable delay (usually smaller than 10 ms).
This effect is now done electronically using DSP, but originally the effect was created
by playing the same recording on two synchronized tape players, and then mixing
the signals together.
CHORUS:
A delayed signal is added to the original signal with a constant delay.
The delay has to be short in order not to be perceived as echo, but above 5 ms to be
audible.
If the delay is too short, it will destructively interfere with the un-delayed signal and
create a flanging effect.
COMPRESSION:
The reduction of the dynamic range of a sound to avoid unintentional fluctuation in
the dynamics.
Level compression is not to be confused with audio data compression, where the
amount of data is reduced without affecting the amplitude of the sound it represents.
3D AUDIO EFFECTS:
It place sounds outside the stereo basis.
REVERSE ECHO:
A swelling effect created by reversing an audio signal and recording echo and/or
delay whilst the signal runs in reverse.
MODULATION:
It is to change the frequency or amplitude of a carrier signal in relation to a
predefined signal.
RESONATORS:
It emphasize harmonic frequency content on specified frequencies.
ROBOTIC VOICE EFFECTS:
It is used to make an actor's voice sound like a synthesized human voice.
FILTERING:
In the general sense, frequency ranges can be emphasized or attenuated using low-
pass, high-pass, band-pass or band-stop filters.
Band-pass filtering of voice can simulate the effect of a telephone because telephones
use band-pass filters.
OVERDRIVE:
It effects such as the use of a fuzz box can be used to produce distorted sounds, such
as for imitating robotic voices or to simulate distorted radio telephone.
PITCH SHIFT:
It similar to pitch correction, this effect shifts a signal up or down in pitch.
For example, a signal may be shifted an octave up or down.
This is usually applied to the entire signal and not to each note separately.
TIME STRETCHING:
It is the opposite of pitch shift, that is, the process of changing the speed of an audio
signal without affecting its pitch.
MUSIC
DEFINE:
Music is the soul of radio.
Music is an art form whose medium is sound.
Music is also used as signature tunes or theme music of various radio programmes.
Music adds colour and life to any spoken word programme.
Music can break monotony.
Music can suggest scenes and locations.
ELEMENTS OF MUSIC:
PITCH:
Pitch represents the perceived fundamental frequency of a sound.
It is one of the four major auditory attributes of sounds along with loudness, timbre
and sound source location.
RHYTHM:
Rhythm a "movement marked by the regulated succession of strong and weak
elements, or of opposite or different conditions."
While rhythm most commonly applies to sound, such as music and spoken language,
it may also refer to visual presentation, as "timed movement through space.“
TIMBRE:
In music, timbre is the quality of a musical note or sound or tone that distinguishes
different types of sound production, such as voices or musical instruments.
The physical characteristics of sound that mediate the perception of timbre include
spectrum and envelope.
TEXTURE:
In music, texture is the way the melodic, rhythmic, and harmonic materials are
combined in a composition determining the overall quality of sound of a piece.
Texture is often described in regards to the density, or thickness, and range, or width
between lowest and highest pitches, in relative terms as well as more specifically
distinguished according to the number of voices, or parts, and the relationship
between these voices.
KINDS OF MUSIC:
RAP:
Rap is a fast singing rhyming kind of music.
It is the latest kind of music.
COUNTRY:
Not a lot of kids listen to country music.
It’s a typical old kind of music.
ROCK:
Rock is a kind of music that you will usually use drums, keyboards, and electric
guitars and Rock singers sing very loud.
DISCO:
A lot of kids liked this music years ago.
People take disco and mix it with rap.
POP:
Pop is like a regular kind of music.
Kids listen to it.
Sometimes when you listen to pop, you can hear two of every kind of instrument
from each family of instruments.
FAMILIES OF MUSICAL INSTRUMENTS:
STRING:
Instruments are instruments that have strings.
All you have to do is pluck the strings.
They are made of different materials.
Examples of string instruments: Harp, Guitar, Cello, Viola, Violin, Mandolin, Eass.
WOODWINDS:
Instruments are instruments that you blow in and they make music.
Each instrument has a lot of different holes on top to hold so you can make music.
BRASS:
Instruments are instruments that are made from brass.
Most of them are long.
They make different tones.
They have buttons of slides to make noises.
You have to blow in them.
PERCUSSION:
Instruments are instruments that you have to hit to make different music.
Percussion instruments are like a drum and piano.
AUDIO FILTERS: TYPES, NEED AND
IMPORTANCE
DEFINE:
An audio filter is a frequency dependent amplifier circuit, working in the audio
frequency range, 0 Hz to beyond 20 kHz.
Audio filters can amplify ("boost"), pass or attenuate ("cut") some frequency ranges.
Many types of filters exist for different audio applications including hi-fi stereo
systems, musical synthesizers, sound effects, sound reinforcement systems,
instrument amplifiers and virtual reality systems.
LINEAR FILTER :
Linear Filter applies a linear operator to a time-varying input signal.
Linear filters are very common in electronics and digital signal processing, but they
can also be found in mechanical engineering and other technologies.
They are often used to eliminate unwanted frequencies from an input signal or to
select a desired frequency among many others.
There are a wide range of types of filters and filter technologies, of which this article
will present an overview.
Regardless of whether they are electronic, electrical, or mechanical, or what frequency
ranges or timescales they work on, the mathematical theory of linear filters is
universal.
EQUALIZATION FILTER:
In audio engineering, the E Q filter is more often used creatively to alter the
frequency response characteristics of a musical source or a sound mix.
An E Q filter typically allows the user to adjust one or more parameters that
determine the overall shape of the filter's transfer function.
Equalizers may be designed with peaking filters, shelving filters, band pass filters, or
high-pass and low-pass filters.
Dynamic range circuitry can be linked with an E Q filter to make timbre changes only
after a signal passes an amplitude threshold, or to dynamically increase or reduce
amplitude based on the level of a frequency band.