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The Versatile Engineer: Freelancing in Post-Production

In 2017, I answered some questions for SoundGirl Kelly Kramarik, a student in the Recording Arts program at UC Denver for her thesis about versatility in the changing world of audio.

Do you consider yourself to be a master of one type of audio engineering or do you regularly practice different trades?

I would consider myself a master of post-production sound – which means I could work as a re-recording mixer, sound editor, music editor, score mixer, Foley engineer, sound designer, or dialog editor. Some jobs I’m hired to do a bit of everything and other jobs just one specific role (sound editor or score mixer, for example). Being versatile is important.

In post-production, I’d say people consider themselves masters of certain types of content (in addition to a trade). There’s mixers or editors who specialize in commercials, promos, episodic tv, reality tv, major film, indie film, etc (at least in Los Angeles).

How long did it take you to obtain your current professional status?

This is a tough question because we sometimes don’t have clear job statuses. A good analogy would be an actor who doesn’t land many gigs but still; auditions and takes classes and pursues it as a career while having another job. That person can still say he/she is an actor.

I was a mixer (by title) after three years in the field but at that time I did other audio-related gigs to make ends meet. As a “mixer” working as an employee at a studio I had other responsibilities. I remember weeks where I spent a day recording ADR or voice-over, a couple of days mixing, some time in the machine room or assisting, and sometimes selling stuff on eBay for the studio. It was probably five years into my career when I was mixing primarily and no longer doing other side gigs.

As an independent contractor, how many different companies/clients do you work with on a regular basis?

“Regular basis” is tough cause clients come and go. When I was totally freelance I’d have ten or more clients a year; now I have a stable mixing job and 2-3 additional clients. As a contractor, you don’t want to take too many clients cause if they call to book you and you aren’t available or can’t accommodate them they quit calling. You have to balance clients who hire you once a month with clients that hire you for a month straight but never hire you again.

For me, it’s more about finding clients whose schedules will work together versus having regular clients. I’ve worked for people who don’t mind if I work on other projects during my downtime. In those cases, if I’m on standby (waiting for materials to show up or waiting for client approval) I can edit or mix another project. I’m essentially billing two clients at once for my time. I also charge a four hour minimum for on-site work with my freelance clients. If it takes an hour to get to a studio and you only work an hour it’s a lot of lost time.

What have you found to be the best way to market yourself?

Make friends with other mixers and engineers and maintain relationships with past colleagues and clients. I have a couple of groups of friends/colleagues who will recommend each other for work when they aren’t available or need help. I hire them when I need help or have a cool project and they do the same for me.

Do you find yourself needing to learn new skill sets to stay afloat financially?

Not now – but the first few years of my career I had to diversify to make ends meet. I relied on other skills – such as classical music recording and quality assurance testing for audio products – to fill in the gaps and help pay the bills. Over time I had more mixing work and needed less of those other gigs.

For someone coming into the field today, it’s absolutely necessary to have different revenue streams to sustain, though.

How did you move up in your career?

In a lot of ways career success and “moving up” has not happened how I thought it would when I was in school. For years I looked for opportunities that would advance my career and then I hit the point where the next step up looked to be overly demanding, political, or self-sacrificing. Now I don’t want to sacrifice my health or my relationships overwork. If my kid is sick I can take the day off work without concern and I couldn’t do that in a lot of my old jobs. This job probably wouldn’t have been my idea of “success” until my priorities shifted.

The people I find the most discouraged in the industry are the ones with specific expectations of what they want their career to be (versus going where the work takes them).  I never planned to get into post-production or to be a mixer but it’s turned out to be a great fit. I thought I’d be a sound editor because I wanted to work alone. Watching other mixers looked stressful! But, I was always open to an opportunity to learn something new. When I was in the mixer chair to learn I really enjoyed it and had the skill set to thrive. You never know where things will take you.

 

Post Production Audio: Broadcast Limiters and Loudness Metering

Any time you’re working on a mix that’s going to broadcast, it’s important to ask for specs. Specs are essentially a set of rules for each broadcaster, such as:

Generally there will be a “spec sheet” for each broadcaster (i.e. ABC, CBS, BBC, etc) that your client will provide when asked. Spec sheets aren’t necessarily public or available online, but some are (such as NBC Universal). Some online content providers (like Amazon), movie theater chains, and movie distributors also have specs, so it’s always good to ask.

To understand some important concepts, we’ll take a look at PBS’s most recent specs (2016), found here.

For PBS, it’s a 21-page document that includes requirements for video, audio, how to deliver, file naming, closed captioning, etc. It gets pretty detailed, but it’s a good example of what a spec sheet looks like and the types of audio requirements that come up. The information in the spec sheet will dictate some details in your session, such as track layouts for 5.1, where your limiters should be set, dialog level, bars and tones, etc. We’ll break down a few of these important elements.

PBS Technical Operating Specification 2016 – Part 1, Page 6 Sections 4.4.1, 4.4.2 – Audio Loudness Requirements

The three most important details to look for on a spec sheet are peak loudness, average loudness, and the ITU BS 1770 algorithm. These will be explained in detail below. In this case, the PBS specs are:

Peak Loudness: -2dBTP (“true peak” or 2 dB below full scale). This is your brickwall limiter on the master buss/output of the mix. In this case, it would be set to -2dB.

Average Loudness: – 24dB LKFS +/-2 LU.

ITU BS 1770 Algorithm: ITU-R BS.1770-3. This is the algorithm used to measure average loudness.

Some background on the average loudness spec:

Before 2012, there used to only be one loudness spec: peak loudness. This was a brickwall limiter placed at the end of the chain. Back then, most television networks (in North America) had a peak level of -10dBfs. From the outside (especially coming from the music world) it seems like an odd way to mix – basically you’ve got 10 dB of empty headroom that you’re not allowed to use.

As long as your mix was limited at -10dB, it would pass QC even if it was squashed and sounded horrible. That’s what was happening, though, especially with commercials that were competing to be the loudest on the air. If you remember running for the remote every commercial break because they were uncomfortably louder, that was the issue.

In the US, Congress enacted the CALM act which went into effect in 2012 and required broadcasters to reign in these differences in loudness between programs and commercials. The spec that evolved from this was average loudness level. A loudness measurement covers the length of the entire piece, whether it’s a 30 second spot or a 2 hour movie. Average loudness is measured through a loudness meter. Popular measurement plugins are Dolby Media Meters, Izotope Insight and Waves WLM.

Izotope Insight screenshot

The ITU developed an algorithm (ITU BS 1770) to calculate average loudness. The latest algorithm is 1770-4 (as of early 2017). To get technical, loudness is an LEQ reading using a K-weighting and full-scale; the designation for this reading is “dB LKFS”. In the PBS spec sheet, section 4.4.1 and 4.4.2 say mixes should use ITU BS 1770-3, which is an older algorithm. This is an important detail, though, because when you’re measuring your mix, the plugin has to be set to the correct algorithm or the reading may be off. The PBS specs were written in 2016 (before 1770-4 came out). Broadcasters update these every couple of years, especially as technology changes.

In this PBS spec, the optimal average loudness is -24dB LKFS, but there is an acceptable loudness range (LRA) above and below +/-2 LU (“Loudness Units”). Basically that means your average loudness measurement can fall on or between -26dB LKFS and -22dB LKFS, but ideally you want to mix to hit at -24dB LKFS. The measurement plugin will probably show a short term and a long term value. The short term reading may jump all over the place (including beyond your in-spec numbers). The overall (long) reading is the important one. If the overall reading is out of range, it’s out of spec, won’t pass QC and will likely be rejected for air. Or, it may hit air with an additional broadcast limiter than squashes the mix (and doesn’t sound good).

As HD television has become more popular, broadcasters have loosened up on the peak loudness range. PBS is pretty liberal with -2dBTP (or -2dBfs); some broadcasters are at -6dBfs and occasionally some are still at -10dBfs.

Below is a screenshot of a mix with a limiter at -10dBfs (you can see the compression – it doesn’t sound very good!) and the same mix without. If your average loudness reading is too hot and your mix looks like the upper, there’s a good chance that your mix (or dialog) is overcompressed!

Initially re-recording mixers thought loudness metering would be restrictive. Average loudness is measured across the entire program, so there’s still room for some dynamic range short term. Loudness specs can be a problem for certain content, though. For example, you’re mixing a show with a cheering audience that’s still being picked up as dialog by the loudness meter. Say your spec is -24dB LKFS (+/-2). You mix the show host at -24dB LKFS (in spec) but every time the audience cheers the short term measurement is -14dB LKFS. The overall loudness measurement might be -18dB LKFS – which is way out of spec! So sometimes you end up mixing dialog on the low side or bringing down an audience more than feels natural to fall in spec.

Another difficulty of mixing with a loudness spec is making adjustments when your overall measurement is out of spec. A dB of LU (the unit of measurement for average loudness) is not the same as 1dBFS (full scale). If you drop the mix 1dB by volume automation, it’s not necessarily a 1dB change in average loudness. If you’re mixing a 30 second promo and the loudness level is out of spec it’s easy to adjust and recheck. If you’re mixing a 90 minute film, it takes a bit more work to finesse and time to get a new measurement.

There’s software that will make these adjustments for you – basically you can tell the software what the specs are and it’ll make small adjustments so the mix will fall in spec. While this is a good tool to have in the toolbox, I encourage mixers to first learn how to adjust their mix by hand and ear to understand how loudness measurements and metering works.

I find in general if dialog is sitting between -10 and -20dBfs (instantaneous highs and lows) and not over-compressed, the average loudness reading should fall pretty close to -24dB LKFS. When I first started mixing to an average loudness spec, my mixes were often averaging hot (-20 to -22dB LKFS) when spec was -24. My ear had become accustomed to the sound of compressed dialog hitting a limiter on the master buss. What I’ve learned is that if you’re mixing with your dialog close to -24 dB LKFS (or -27 for film) you can bypass the master limiter and it should sound pretty seamless when you put it back in. If you’re noticing a big sound change with the limiter in, the overall reading will probably fall on the hot side.

When I start a mix, I usually dial in my dialog with a loudness meter visible. I’ll pick a scene or a character and set my channel strip (compressor, EQ, de-esser, noise reduction etc) so the dialog mix lands right on -24dB LKFS. I do this to “dial in” my ear to that loudness. It then acts as a reference, essentially.

One thing I like about mixing with a loudness spec is you don’t have to mix at 82 or 85 dB. While a room is optimally tuned for these levels, I personally don’t always listen this loud (especially if it’s just me/no client or I anticipate a long mixing day). Having a loudness meter helps when jumping between reference monitors or playing back through a television, too. I can set the TV to whatever level is comfortable and know that my mix is still in spec. When I’m mixing in an unfamiliar room, seeing the average loudness reading helps me acclimate, too.

I mix most projects to some sort of spec, even if the client says there are no specs. Indie films, I usually mix at -27dB LKFS and a limiter set to -2dBFS or -6dBFS (depending on the content). If an indie film gets picked up for distribution, the distributor may provide specs. Sometimes film festivals have specs that differ from the distributor, too. If you’ve already mixed with general specs in mind, it may not need adjusting down the road, or at least you will have a much better idea how much you’ll need to adjust to be in spec.

How to Bid on a Project

One of the hardest parts of being freelance is knowing how to bid on a project. You want to be competitive but you don’t know who the competition is. If it’s a client you haven’t worked with before, you may have no idea what their expectations or budget are. “Small” budget for one gig could be $100 and for another, it’s $10,000. On top of it, bidding can be a game of poker where no one wants to be the first to throw out a number.

To give a good bid, you first have to understand who, what, when, where, why, and how. Some people will request a bid and give little or no information but it’s hard to give an accurate bid without knowing those details.

Approaching a bid

Here are some tips when approaching a bid. Never throw out a number or commit to any work without first having a conversation about it (whether it’s by phone or in-person). The main reason is to make sure what they’re asking for covers everything they need. At least half of the people who ask me for a quote need something different or additional from what they say (for example, a film mix may also need editorial or sound design).

Talking to someone also gives you a sense of how professional the project is and the temperament of the people you would be working with. I once had a singer inquire about a music mix and when we talked I learned she had no recordings, couldn’t play any instruments, no band-mates, and had no songs written (I passed on the gig). Sometimes you see red flags that someone is going to be really picky or difficult to work with which could mean extra hours that need to be factored into your costs (assuming you don’t pass on it – which is ok to do).

I always ask for materials to check out before giving a bid for a few reasons. One is to get a sense of sound quality, technical issues, organization, etc. Every project has unplanned time-suckers – tasks that take longer than you budgeted for (or didn’t budget at all). The more you can do to identify those time suckers beforehand the more accurate your bid will be.

Another reason for looking at materials is to evaluate content. Sometimes a project turns you off and you can afford to say no (like a boring movie or a band who’s music you don’t like). Sometimes there’s more to it – Years ago I bid on a film after only seeing the trailer. They told me it was a mystery/thriller but it was more like a horror film with a lot of graphic violence against women (two types of content I don’t like to work on). They were happy with my bid and willing to work around my schedule so it was awkward to back out.

If it’s a music mix, ask for a rough mix or for a sample session (which will give you a good idea of how many tracks/overdubs and organization). If it’s someone who needs a recording, ask for a demo or temp mix. For film, I ask for a rough cut (a video I can download or watch online) and maybe an output of a few minutes of the AAF/OMF to gauge how much time it’ll take to organize (more on that here)

The basic details to find out before giving a bid

Managing expectations

Part of this conversation is managing expectations. If a band expects a full album recording, overdubs, and mix in a weekend for $500 it’s a joke. If they’re willing to book a multi-room studio and crew, put up the cash to work around the clock, and accept it’s not going to be perfect, it’s a legitimate (but challenging) gig. It helps build trust if the client understands the limitations (what’s technically possible, the resources needed, and what you’re able to do or not do). It’s best, to be honest and only promise what you can actually deliver. If they are convinced they can find someone to do the impossible, then good luck to them!

Writing a bid

To write the bid, you’ll want to break down each element of the project and the time/resources necessary to do the job. I send some options based on the quality they are looking for. A low-budget “get ‘er done” job may cover the basics. Medium budget will be a solid job – taking a more in-depth look at everything and including some extras (if time/budget permits). High is going all out – spend as much time/money as it takes (within reason) to do an awesome job. You should have an idea already of what budget range they are in and what extras they might want from talking.

It’s a lot easier to estimate if you’ve kept track of these hours on past projects (if you don’t track hours, it’s a good reason to start!) For example, a 90-minute comedy film with a month deadline, a 5.1 mix (intended for theater), standard deliverables, and a moderate “indie film” budget the breakdown might be:

A recording/music mix of a band would have tasks like recording, studio time, overdubs, comping, tuning, editing, mixing, mastering.

I apply a day rate to each task (plus studio time) and tally up the total (keeping the optional items as separate add-ons). The exact numbers/dates are for my own reference and I usually send a condensed breakdown for the actual bid. I also like to pad hours a little bit in the bid because that helps cover unforeseen issues/changes without having to say “we’re going to be over budget” (unless it’s something major or time-consuming). Some people bid using a day rate but don’t mention that a day is calculated at 9 or 10 hours.

Once a bid is accepted it can be a legally binding contract so it’s important it’s accurate and includes details like when the work has to be done when you expect payment, what is included or not included. If you’re working on a project that might have updates/revisions (like a film or music mix) it’s important to clearly state what is included and what isn’t. For example, it’s common for indie filmmakers to make picture changes or ask for mix tweaks if their film gets into a festival or lands a distribution deal. This could happen as long as a year after finishing the film. I generally don’t include this work as part of the bid – I’ll have something written in the bid like “any conforms or audio changes after the final mix is delivered (or xx date) are considered a new version of the project and not included under this contract” or “any future changes after the mix is delivered will be billed at an hourly rate of xx”. It’s important to set limits so everyone knows what you’re going to do (or not do).

But, if the fixes they need later are minor (only take a couple of hours) I might comp the time (especially if I didn’t need all the buffer hours). Sometimes offering a small service for free can really benefit the relationship, which can bring in future projects and work.

Following up after sending a bid

Once I send a bid, I like to follow up with the client and feel out what they think of it. Is it in line with what they were expecting or do you sense sticker shock? If we’re in two totally different places and it’s a project I’m really interested in, I’ll be honest that I want to work on it and suggest ways to accommodate. Some ideas:

Bids become easier the more you do them. Sometimes you’ll land the gig and other times you’ll never hear from the client again. It’s not personal and maybe there’s nothing wrong with your bid – it might be that you’re not the right fit for the project. All of it is experience which makes it easier to do next time.

Looking to move from music into post-production? Here’s some things to consider.

Post-production (working in film, television, or web/new media) can be a good option for someone looking to expand work opportunities. However, it can take just as much time/investment as music and may not be the right move for everyone considering it. It’s interesting how the music community recognizes the differences between a studio engineer and a front-of-house engineer – credits in one don’t guarantee a job (or even an interview) in the other. The skills of a re-recording mixer are equally different from a studio-based music mixer yet there are misconceptions like:

“If you have music experience, you can cross into post.”

“It’s easier to break into post than music.”

“It’s easier to find jobs in post-production than music.”

The reality of working in post-production today:

A less-experienced applicant who has some post-production experience may land a gig over a more experienced music professional. For example, when hiring for an ADR engineering job, a machine room operator or assistant may be promoted and trained versus hiring a Grammy-winning engineer little picture experience and no relationship with the studio. Someone in an entry-level job will gain experience through watching material for quality control or observing sessions. While sound quality is important, it’s equally crucial for an ADR or Foley engineer to quickly identify problems and make on-the-fly decisions about performance and sync. We’re talking about .03 second time differences working with picture – it’s a skill that takes time to hear and see that level of detail.

Some tips for getting into post-production:

Most importantly, if you’re looking to work in post as a way of supplementing income, ask yourself if you’re really interested (and driven) to learn post and put in the effort. You’re in the running against people with skills, credits, and passion for the job. Hiring managers (and those hiring for indie projects) can tell the difference between applicants who are truly passionate about post and looking for a long-term relationship/career versus someone in it for money or who just needs a gig.

Post-production can be a great fit and career move for someone with music skills and experience. While the skills are similar, there can be an expression of creativity and collaboration that is different from any experience in music. The hours are generally more favorable than music studio life and there’s a lot of opportunities to try new things (like ADR, Foley, dialog editing, sound design, mixing). Technology is always improving and creating more opportunities to learn (such as the current trend: immersive sound). After getting into post, you can earn a really good salary if you’re willing to put in the time/work. There can be a lot of variety and opportunities whether it’s working in film, episodic television, documentary or reality, promo/advertising, new media content (web videos) and for some, it can lead to opportunities in video games and other visual media

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