Which VST effect can simulate " sound in a distance&

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For example,
I record vocal for a movie, a man is talking in a room, 5-10 meters from the microphone, when i re-record voice in the studio, its sound "near".
So how or which VST effect that can simulate the sound-in-distance?

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reverb?

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or just lower the volume...

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also, reduce the bass if there's too much of a proximity effect from the mic.

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Kennic wrote:when i re-record voice in the studio, its sound "near".
Why not just step away from the microphone?

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There are a number of things that give us the idea that sound is farther or closer to us.

1) The volume of the sound. The farther the sound is form us the quieter it will be.
2) The level of reverb, as sounds get further away the level of the direct sound drops but the level of reverb stays the same, so the impression is that the reverb gets louder.
3) Short Pre-delay on reverb. Because far away sounds are closer to relfective surfaces (generally speaking) the pre-delay is shorter.
4) Less high frequency content. High frequencies tend to beam out in one direction from a sound source, the further away we are the more chance they are not 'beaming' at Us

Also, as mentioned before, close miking gives us the proximity effect. A boost in bass. If you mic realy close to the lips, then you get a lot of the sound of the lips and tounge, like someone is whispering in your ear.

I agree with shamann, the best solution is to step away from the mic. If you can't for some reason then try turning the mic away from the vocalist/voice so that you are off axis to the mic. this should have the effect of rolling off high frequencies.

If it already recorded and you can't re-record, then try some of the above methods.

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Depending on the space you recorded the original. To slavage your voiceovers the Acoustic mirror plug in SoundForge can do this very well. A large selection of spaces is provided and you can if you chose to make your own impluse. Distance can be approximated by mixing in the voiceover signal at different levels. I will assume most convolution reverbs can do this as well.
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Yes - grap a copy of SIR (freeware) and grab some free impulses from www.noisevault.com. This would give you a huge range of reverbs for all sizes of room.

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greendoor wrote:Yes - grap a copy of SIR (freeware) and grab some free impulses from www.noisevault.com. This would give you a huge range of reverbs for all sizes of room.
yep, Convolution reverbs.

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try 3d panner studio

i highly reccomend it.

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The quick and dirty way to get what you are after is to set up a reverb of your choice on a auxiliary, and send it some of the track signal from a *pre*-fader send on that track.

Now when you lower the channel fader on your source track you can control the relative "distance' effect.

The reverb should be set to fully wet mix...and make sure that the send on the source channel is switched pre fader, not the usual default post fade setting.
To the mind that is still, the whole universe surrenders - Lao Tzu

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reverb with outdoor preset + lowpass filter for distance cue simulating

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For very-long-distance simulations ( church bells for instance ) you may take consideration of phase distortions created by the wind

I would personally use a good, slow and transparent, stereo phaser ( like the one in Logic ) to be applied discreectly a the very end of the process chain

but they may exist some more sophisticated solution...

( anyone who would try u-he filterscape on that purpose, for example ? )

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Krakatau wrote:For very-long-distance simulations ( church bells for instance ) you may take consideration of phase distortions created by the wind

I would personally use a good, slow and transparent, stereo phaser ( like the one in Logic ) to be applied discreectly a the very end of the process chain

but they may exist some more sophisticated solution...

( anyone who would try u-he filterscape on that purpose, for example ? )
There is a short, musical soundscape wrote quickly on logic to demonstate what i intend to tell you

http://www.anak-krakatoa.net/~downl/bells.mp3 (1.9 M )

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