▲ 4 r/AudioPost+1 crossposts

Assembling Frame-Accurate Original Sync Audio?

Hi all, this is my first post on this thread. I work as a First Assistant Sound Editor in Toronto, part of the DGC, been doing it for a little over 4 years now.

One of the banes of my existence is assembling an Original Sync Audio session, which is used to spot on-screen cheats (so the Dialogue Editor can match the Cheat to the mouth movement) or used to grab audio that may have been omitted by the Picture Editor (PFX, Breaths, etc) in their cut.

I of course use EdiLoad and I run either a Picture EDL (with Sound Rolls in the "Rolls" column), OR, I use a Picture AAF, both give virtually the same results. However, because these are technically pulling Timecode Metadata (Source In/Out codes) from the Camera, there's always some subframe sync inconsistencies, I think because Cameras record in Frames and Sound is recorded in Samples.

I have, however, worked on maybe a maximum of three shows ever, where the Video EDL/AAF Assembled audio which was EXACTLY in sync with the Guide Track / AAF. Everyone I've ever spoken to (APEs and ASEs alike) have no idea how to achieve it. I worked with one 1APE who had coded his own automation script to rebuild his timeline in AVID with Dailies Audio, which he would then give me an EDL export of specifically for OG Sync Assemblies, but this obviously an outlier scenario. I wouldn't expect every 1APE I work with to do this (though kind of a legend for taking the time to custom-build a script to solely make my life easier tbh)!

Anyways, thanks in advance for any pointers. People always shrug off Original Sync Assemblies "who cares if they're a bit out", but personally I find them pretty life-saving in a lot of recurring cases.

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u/swaggabeef — 9 hours ago

Cutscene Editing…???

I absolutely loved GoT, and recently just got GoY, but during the cutscenes I’ve been experiencing a less of a cinematic experience in Yotei, and more of a Video Game Cutscene experience. I was trying to figure out what might be causing it… slightly stiff character animations? Some less convincing lines of dialogue? But then it hit me - the cutting between camera angles feels… almost completely arbitrary and random. Similar to how they were in older video games, when games were still seen as “just a video game”, rather than the massive budget art-as-entertainment pieces they’re treated as today. There’s been a couple cutscenes where they cross the axis multiple times without reason, or they just punch in without changing the angle at all, both of which are essentially faux pas in film editing rules. The timing of the cuts are all off as well. Usually, you cut to a character to show their reaction to something they are saying, or to see how they react to something being said to them. But in GoY, a lot of the time, cuts happen whenever and however, seemingly without rhyme or reason whatsoever. I work in film post production so I’m paying attention to this sort of stuff all the time, so just wanted to see if it’s just me who notices/cares or if anyone else has felt the same way.

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u/swaggabeef — 24 days ago