In audio engineering, whether for broadcast, live sound, games or film, one typically has many different recordings of sound sources (vocals, sound effects, wind instruments, etc.), each one represented on a separate track. These tracks need to be heard simultaneously in the final audio mixture. Each track may have been created in a different way, in a unique environment, at a different loudness level than other tracks. Some tracks may mask each other, some may be too loud or too quiet, some may blend in well with the others most of the time, but then have periods where they sound terrible....
In audio engineering, whether for broadcast, live sound, games or film, one typically has many different recordings of sound sources (vocals, sound ef...
In audio engineering, whether for broadcast, live sound, games or film, one typically has many different recordings of sound sources (vocals, sound effects, wind instruments, etc.), each one represented on a separate track. These tracks need to be heard simultaneously in the final audio mixture. Each track may have been created in a different way, in a unique environment, at a different loudness level than other tracks. Some tracks may mask each other, some may be too loud or too quiet, some may blend in well with the others most of the time, but then have periods where they sound terrible....
In audio engineering, whether for broadcast, live sound, games or film, one typically has many different recordings of sound sources (vocals, sound ef...