Tuesday, December 25, 2012

Preset Heaven!

It's 1 AM Christmas day... and I'm up randomly playing around in Photoshop because I decided I wanted to make my own custom FX Chain Preset GUI for Sonar X1 FX Chains that I've made.

I modeled the input and output FX Chain sections after Waves Dorrough meter GUI's.  The top is modeled after a guitar amp head, I just quickly modified the original Preset background to get a darker feel that still had some color to contrast with the guitar amp head look.

The background panels I modeled as best I could in the 1-2 hours I spent on it.  Native Instruments Transient Master was sitting in the first slot of my FX Chain and so I emulated it's GUI's look and feel with some creative liberties due to the limitations of the FX Chain GUI functions.

The middle section emulates the Waves Non-Linear Summer, It got weird as there are 4 plugins in my chain and only 1 knob is assigned any macro control to the Sony Oxford Limiter.  The knob labelled enhance literally only controls 1 macro of the entire plugin's functionality; but that's ok because I only want to use that particular feature of the limiter plugin, as I have Ozone 5 Advanced Maximizer as the last stage in my chain.

Both Sony Oxford and Ozone 5's GUI's are really different from the other plugins as they're not visually integrating the look of hardware (not that it's a bad thing).  So for the Sony one I actually modeled the knob's panel area after some retro compressor hardware I found images of online, the smooth matte gun-metal surface with wood trim seemed like a really cool vibe for an Oxford processing plugin. 

Finally, Ozone's maximizer I sort of have an awkward setup for because the buttons were more of afterthought that seemed like simpler things I might want to macro control at some point but really aren't necessary.  Any real fine tuning to the plugin should be done by launching it's own window but the once that fine tuning was dialed in the only thing the macro is concerned about is adjusting the Limiter threshold "Limit Level".

Now, the Panel BG actually seems pretty cool on it's own and remains functional no matter what plugins you want to put on there, so I decided to share it with all you Sonar lovers out there!

My Zip file actually contains several of the pre-made backdrops made by Cakewalk and some of the community, with one minor change; I've sorted the image files into their respective folders for easier navigation.

Click on the image below for the zip file.

There you have it folks.  For more information on how to customize FX Chains check out Cakewalk's article.

I MAY share some of my FX Chains presets in the near future.  For now though, I'm actually enjoying making custom backgrounds!

Sunday, December 2, 2012

Sample this!

Just yesterday I completed a "Crowd" recording session with quite an ambitious script.  Even though I only got a small crowd of maybe 6 people, I managed to get all the script necessities I wanted to cover for the Crowd noises and walla to fill in my mixes on the Hoopfighters mini-episodes.

Also on the table right now is the 2nd of 2 songs for Nova. Built 2 mixes for the first song (both Troy & I did our own).  After we finish this song it should be crunch time for Hoopfighters.

Lastly, the wedding footage I shot back in October with Michael Fowler - a very talented photographer, for his clients finally arrived in my possession to begin editing.

Not a whole lot of visuals on this post unfortunately, but lots on the table this last bit of the year.  I'll be taking some time to dive in depth on my sampling process next post because there's some cool things I'd like to discuss, and some questions and issues I've run into with my particular system for working at sample library creation (this being my first major foray  into the domain).  If anyone's got suggestions or tips or links they'd like to share on designing sounds for sample libraries, categorizing, workflows, and best practices; I'd greatly appreciate it!

Tuesday, November 20, 2012

How to be Pro!

As I type this, I'm uploading the latest batch of samples I've been cutting for this project called Hoopfighter.
This project has been in "concept" for a long, long time according to a close friend of mine who is the creator of the IP.  They've gotten quite a comic strip started online. I'm helping out with Sound Effects for the next phase they're building: a short animated series.  I've been told the plan is to start releasing episodes as early as next April.  Check them out on Facebook and join the following so you can stay in the loop on when episodes are released!

I've been doing an awful lot of documenting my own personal stuff as well as stuff I've been doing for this project just to keep track, which led me to that template I designed for managing field recording sessions with the Zoom H4N.  (you can find it here on my article "Got Zoom?")

Universal Audio has AMAZING documentation and their manual provides a session recall sheet on page 35.  I love my 4-710 D.  In fact, I've used this beast so many times I've lost count (thankfully I keep session logs), but I just started backing up my paper logs back to digital domain and storing them in PDF's along with my other session logs.  Thanks to the power of Photoshop I now have this master template for doing session recall sheet "digitization".  Click on the image below to download the .PSD file.
Here's a few tips on how to edit and navigate this photoshop file.

Layout contains the altered session recall sheet from UA's manual.

Channel Notes contains text layers for each channel of both the top and bottom recall layouts.  Simply double click on the text layer and start typing your information about that channel.  What mic was hooked up, whether the mic's pad or roll-off or other switches or pattern select was used.

Session Title contains the upper text layers,  double click on the "TITLE" layer and start typing out the title of the session.  It also houses the date text layer, and the engineer text layer.  You can change your studio title as well.

Notes area is something I added in.  there's 2 vector lines and a text layer for adding in further text information about the session.

Dials which you can see all the layers of in the image to the right, contains an easy way to create the dial drawing information.  Simply select the hard circular brush (or default brush Photoshop uses).  and make the brush size small enough to your liking.

As you can see above, I started painting in on the appropriate layer.  The easiest way to keep a clean look, is to click once and create a dot at the center of the dial with the brush tool, then hold Shift and left click at the outer edge of the dial to create a straight line from the last "click" you made.

My finished example below from one of my earlier sessions.

So there you have a free Photoshop template, and a basic walkthrough of how to use it for your own sessions.

This isn't all I've been up to.  I've made session time log templates, material checklist templates, Sample archiving templates, etc... etc...  I've spent just about as much time building documentation as I have actually recording and producing audio material!  Imagine that...

Other news, I've been working off-and-on for a DJ friend of mine helping him change aliases and start a new "brand image" building marketing material and video work for his music.  Check out VRTRA on facebook and show him some love!  He's got an EP he's working on right now.  I actually mastered his track "IDGAF (Original mix)".
We've been back and forth with development of the text logos and stripping out a "zebra" design he originally had made by another artist and wants to shift gears to a more edgy look.  Here's a look at the progress and changes I've done just iterating through some design requests.


 Some alternate text banners he decided against.



After a week or so He decided the Zebra head wasn't the image he wanted, but he liked the idea of fractals and wanted them to shape the V as his logo.  I had a couple of issues with this as getting the same way I designed the fractals as BG fx for the Zebra head don't work with text well, so I had to imrpovise.
After some more chatting back and forth and letting him know my difficulties with getting the same geometric shaped fractals to work with the V, I took some more creative liberties to develop some different looks for the V.

Just some super rough ideas for a background V shaped fractal.  I've designed my fair share of fractals with Apophysis and just started manipulating them in Photoshop to get the V look.  But this still wasn't what he envisioned so I took a new approach with the Geometric shape fractals I had created with the Zebra head.


More news to come with several other projects I'm involved in.  Shot video and assisted a photographer friend at a Wedding over a month ago.  I should be getting the footage and some photos to post up for the work we did soon.  Lots on my plate!  Also, if you haven't already, go back in my blog and check out my article on the latest commercial project I did music for: SIMple is as Simple does not.

Stay fresh friends.  As always, I appreciate any and all feedback, so feel free to comment below.  My question to you all is: what do you think o the V logos, which is your favorite? Do you think any of these make for a good logo design for a DJ?

Tuesday, November 13, 2012

Got Zoom?

It's been a while since I've been able to post anything up.  I'm actually working on a few small projects, and just recently did a small voice-over session for a project I'm currently building sound effects and Foley for!


Speaking of sound effects and recording.  I've not encountered any type of session templates for the Zoom H4N and so I made my own.  Really handy to print out and take with me on session jobs to keep track of what I'm recording, and I'd like to share with you all!

Download the PDF free from my website.

If anyone wants the word file for editing and archiving your sessions, please leave comments below and I'll post it up right away!.  I'll have to catch up a bit more later.  Adios for now!

Thursday, October 25, 2012

Simple Is As Simple Does Not

A short while back I got a new project that came my way from my buddy Nick whom I worked on the ACE rail commercial with.  I was hit up just a day or two prior to them having a rough edit to start doing my work to.  This project is perhaps the most challenging (in fun ways) and tightest deadline I've ever had to work against given the scope and directional changes from the Director.

(keep in mind this is spec and not the final client release version).

Here's the cue by itself.  For the full project information listing, visit my site here.



I've been in the middle of pre-production on the first season of my instructional youtube series, hoping to start production ASAP.  On top of that, I've been doing artwork and motion graphics for youtube music uploads for clients as well.  So, more stuff to be featured up very soon.

Also, last year around June we recorded and produced Tim Rued's Heritage album, a classical violin fiddle compilation of very old folk classics.  We finally got the release to put some of our work up on soundcloud.


Friday, September 14, 2012

A moment if you will...

It's been a little while since I've given my blog some attention.  Lately, I've been in the middle of a huge boost in all sorts of things.  Positive attitude will take you very far when you have the means and direction to do so!  I thought I'd take a moment to stop, think, and reflect on all that's been going on and all that i've been building up to come in the near (and distant) future.  Most of this being business related of course.

I've really shifted gears this past month and started to take command of my career from a different angle.  A much fresher approach that would be far more likely to survive and lead to success in this age than traditional modes of business might fair. 

Let met first start off by just recounting what's been keeping me so busy.  Realizing that teetering on the edge of debt and "joblessness" isn't as black and white as it sounds, I've been for lack of better terms "unemployed" for a while now.  This time has given me much room for creative re-envisioning myself as well as my "business".  I've believed for a long time now that what I do is not easy, and that as I deal more and more with others who are either new to the industry or trying to find their own niche that it's not so much about "raw talent", "incredible skill" or any craft or creative notion that creates a stigmatic view on the multimedia and entertainment industries...  It's knowledge and education.

I've grown almost hyper-aware of the fact that as we cruise ever faster into this era, reality has taught us some hard lessons (whether you're aware of them or not).  One being customer centricity. It's a word, really.  There's a serious stigma in the world of music production and that is the vagueness and misconceptions that float around because of the sheer multitude of things that go on within it.

I've talked about the industry view before, mentioning the huge change in the landscape away from the big recording studio models that have now all but completely disappeared in the face of the home/project studios.  Technoloy has made it so affordable and accessible to people that it's simply more economical to go this route than to shell out massive amounts of cash to doing a full scale recording studio production with top-end gear and get that legacy sound that's so "sought after".  It's also put a lot of the power directly in the hands of those who many not understand or grasp the fundamentals these technologies are based on.

Today, the stigma is about identity.  Who does what, what things do, how things work (with regards to the music industry).  I had an up-and-coming rap artist approach me who's excited to make his passion a sustainable career.  Admittedly, the problem is he knows nothing about the music industry. 

So here's where I reveal what I've been "re-envisioning", I'm no longer just approaching my business as a tool and service for creating a product; I must play the role an educator.  I want my clients to be able to walk away from a project / session / consultation enriched with new knowledge; knowledge I am happy and eager to share with them.  I'm finding this approach to my business already immediately more rewarding to everyone than just simply treating them like my best bud who happens to be interested in a service being rendered.

Today, I met someone who used to run their own studio and actually composed some music for E-40.  A ghost-writer if you will.  Not lyrically of course, but compositional.  He admitted that a lot of people don't understand what a ghost writer is.  He seemed pretty amazed that I even knew what he was talking about, as I was discussing with him that I run my own studio as well.  I, however, was surprised when he asked me about how I approach my artists.  He was more interested in knowing just what I do for my clients beyond JUST being a facility someone can come to record. 

This is very smart for two reasons, one being that clearly he knows the difference between someone calling themselves a studio with minimal gear and minimal knowledge versus someone who may have a small setup but knows how to get quality recordings (of which the latter are few and far in between). 

Second, it's not just the quality that's in question, but it really comes down to the "bang for your buck" factor.  We all expect our dollar to work for us more; whether it's longer warranties, better customer service from the company that provided us the product; as a studio engineer I'm more involved with my clients than one would expect especially when I'm "contract-based".

Here's a scenario.  I charge $100 for a 4 hour session for simple vocal recording.  My clients come in, they have provided a mixed track ready to for them to perform to.  What I do is not only act as an operator for all the gear making sure things are set and working correctly and being able to press record stop and playback for them...  I offer my critique and opinion.  It's established that i'm only human and my personal tastes will obviously affect my judgement of their performance.  The bigger picture here is that they understand that my critique is meant to be constructive as i only care about helping them achieve the best possible end result just as surely as they do.  I'm not offended if they don't take my advice, and likewise would be happy to "be schooled" when I'm dealing with a musical genre subject they might know way better than me.  In other words, I'm as open to being educated, as I am about educating them.

In some circles or schools of thought, everything should come with a price tag.  An engineer should just manage the session, if the client can afford a producer, the producer is the one with the opinions, and marketing should be left to the labels.  You can see why this doesn't work if you simply look around the internet, especially with indie labels and kickstarter projects everywhere.  A budding artist will dream of being signed by a label, a signed artist will dream of independence and creative freedom.

We have to get smarter about our dreams, passions, and goals.  Education and knowledge are the best tools to achieving any of those. 

I'm in the middle of a huge push to get all the underpinnings of this business solidified and established.  I've started pre-production on a new instructional video series I plan to launch in the near future on my youtube channel.  I'm reaching out to several companies right now as well (including Gobbler, Rode Mics, and more) and connecting with some HUGE communities who are all thirsty for knowledge I can share with them (including Film Riot, IndyMogul, etc..). 

To give you an idea of the range of topics I'm covering, here's a list of the open scripts I have in development right now.

1. Studio essentials monitor setup and critical listening
2. QUICKTIPS Audio Fundamentals 1 - Frequency versus wavelength
3. QUICKTIPS Audio Fundamentals 2 - Domains
4. Tips for online collaborative workflows
5. Recording Audio for Video - Low-no budget Mic solutions
6. QUICKTIPS Audio for Video - Bass Management
 So here's where you come in.  In the comments section below, please tell me what you would be interested in learning about, share your passions, and even feel free to share your experiences to answer another person's question if you wish.  Then, share this article with your friends and find out what they're interested in learning!

Friday, August 31, 2012

What Does A Ninja Sound Like?

Welcome back to part two.  It's been getting a bit hectic trying to wrap up several projects and get a ton of new stuff rolling but I'm going to get a little more technical and in-depth on this article because I wanted to share some more in-depth information.  

I should note that my production workflow has been extremely loose from project to project in terms of sync and audio capture.  I don't normally bring in my audio and try to sync inside of my NLE.  Instead, what I do is just leave the in-camera audio on the NLE's primary audio track and label it Scratch.  During picture lock, which is the stage in which I can safely say I will no longer be making any time-based changes to my arrangement of clips or their lengths I begin exporting the project to work in my DAW.  Typically this is done via OMF export options.

 One thing I always do as I start editing and importing audio into Sonar is it's crucial to find the spots where transitions or cuts happen in the video.  As I work to the picture and import my sounds and start placing them on the timeline I find the cuts in the video and place markers on my timeline for easier recall.
This has helped saved time especially as a workaround for Sonar's lack of real-time video scrubbing (at least for me).  It seems that for some reason no matter which file format I work in or resolution (HD / SD) I still have buffering issues with Sonar: The further away from the beginning of the timeline I get the longer it takes to respond to user input.  In this regard I think my next video projects I'll try Avid Pro Tools seeing as how they've had a long-standing history with working to picture as it's been the industry standard for such a long time.  I just haven't had the chance to do this yet, as Sonar is my most comfortable DAW and one I instinctively gravitate to.

A huge workflow tip: as I edit and mix is using the clip features in Sonar such as creating clip groups to keep multiple audio tracks in sync with each other.
This practice helps keep me moving through spots quicker.  Even in the picture above there are 2 clips overlapping in each of the audio tracks.  I grouped each one separate so I can still edit the timings between the clips if I need to.  You can also group large quantities of clips spanning various tracks together (great after building a "sound" up from various elements and not quite ready to create a bounced stem).  Once these clips are grouped things like slicing and fades and trimming apply uniformly to the entire group.

Once I've got the audio where I want it and things match up to picture well, I make avid and religious use of the clip lock features in Sonar.  I clip locked both the data and the position to show this case:
Sonar allows independent locking of both Position and actual clip data.  I normally just clip lock position and then can come back to it later for doing things like clip automation (gain, fades, etc.) but in this case I don't need to do any of that so I went ahead and locked both position and data.  The biggest benefits for independently locking these two ways of manipulating clips is to accommodate the different workflows: 

Example:
building a sound design element it's usually more crucial to have the sound in sync before working on the actual sculpting of the sound, therefore locking position can assure you that while you affect the clips with plugins, fades, and even trimming (not affected by position lock), the clips are not accidentally moved. 
Example 2:
Clips that require movement but want their particular trims, fades, and other clip-based edits to remain intact while you move them along the timeline, the data lock ensures these do not get altered.

This provides a huge advantage of saving yourself from trouble later on in the event of mishaps like the program locking up or hanging for a moment while you're making selections / deleting / moving things around.  The most common mistake is ending up way ahead in your project before you notice something is missing or has changed due to one of those overlooked circumstances. 

It's Wednesday, May 9th (just over a week after the original shoot) and I've managed to rough in all the audio for the first spot - the 60 second Ninja version.  I first set out to capture the worldization of the music track to blend in with the actual song and give the music some room to sit in the visuals and then pop out when it's supposed to.

It's worth noting the time frame in which I'm working.  We did all of our pick-up shots this same day I'm already beginning audio work on picture-locked versions of the commercial.

Projects like this usually have a 2-3 day turnaround time if not less.  In fact, in a future blog article I will discuss time-frames on my other commercial project Zenergy Band.  Long story short, a full day of shooting with a rough cut turnaround to the client in just 6 hours after the production wrapped.  But for now, back to what Worldization is.

Worldization is a clever yet simple technique (in concept) of playing back a sound or sample into a given environment, and recording the new sound as it's interacting with that environment.

The commercial spot has several different ranges between each of the 3 ninjas and the main actors sitting in the back room.  The music track ended up being a last minute selection to fit the deadline and still fit the mood of the commercial.  Since I can't be on location I set up 3 mics in my house and just used my JBL's to play back the solo'd music track, with the microphones' 'input echo' off (so they don't feedback into the recording).























The first mic I put up was in the middle of the hallway.  I opened the hallway closet up to help with some dampening so it didn't sound completely like a hall.

The 2nd mic is the Audio Technica in the far end of the room adjacent to where I'll be playing the music from.  The Rode NTG-3 is placed closest to the room but facing as off-axis as I can get it, and aimed directly at the wall just feet in front of it almost perpendicular to the direction of the sound source.  This should help enhance low-end reflecting off of boundary surfaces as large as the wall it's aiming at which is also in front of a small cove for the entry way that naturally enhances low frequency content.

So looking at the screenshot above again The green automation lines represent the volume changes throughout the tracks to simulate room changes when the camera cuts between locations.
here it is again if you don't wish to scroll....

The next step was to record Foley for the sword whirling and clothes cutting. I called Troy up to come over and help out as running Foley sessions is a 2 person job at best.  The first thing we discussed was tackling the sword whirling sound and we went through several items and settled on a broken power extension cable.
There's a particular setup I'm using with 3 mics.  I chose this method to give me the greatest range of options for panning and color as each mic is distinctly different.  An Audio Technica 3035 (cardioid condensor), Rode NTG-3, and an AKG C414 in Omni placed high up to get more ambiance.
Moving positions for the "ripping" foley.
The microphones' various recordings came out perfect and I ended up with an LCR approach to the mixing for stereo.  I imagine if I ever had to upfold this project or completely re-mix it for a 5.1 surround track I would have more than ample material to place in the 5.1 mix and still maintain a good balance and presence.

The editing workflow I use is pretty solid to me a this point as I've done several projects that have steadily grown in audio demands and complexity or have allowed me the freedom to experiment (which is a great opportunity to have)! 

While getting to see the project and all the edits I did. It's much more helpful just to describe my workflow and the order I like to do things in.

After capturing the audio the first thing I did was move the audio tracks far down the timeline away from any of the actual commercial material although ideally I would have just created a separate project for the recording session and what I'm about to describe next.

The first actual bit of work I set out on these audio clips is to clean them up, which involves denoising and any sort of effects for processing to get rid of unwanted background noise.  Once these are applied (which I normally do to each clip individually, and not the track), I then bounce the clips to commit the processes to audio.  Then, I begin slicing up all the useful bits and deleting useless audio gaps.
Sonar has a cool little process that can be applied to clips on the timeline that remove silence.  However this tool still requires some finessing and the volume levels of our Foley session vary so greatly it was easier and quicker just to manually slice the bits I needed.  After all the cutting, fades were applied, then came the arrangement of those clips which you can see their final place in the image above.

It's now Thursday, May 10th and I've just gotten to the point where I can transfer all the audio work I've done from the 60 second ninja spot.  I now have to build the audio for the 30 second spot.

I felt like exporting all my tracks out of Sonar individually to try my hand at working to picture in Pro Tools later.  Sonar has some really cool ways to easily bounce tracks and commit to audio all the Effects and even track and bus automation.  Note, this is not my workflow process I used since I actually stayed inside of Sonar for the entirety of the project.  I just want to highlight a really useful feature for quickly getting a project like this out of this daw and quickly into another daw like Pro Tools.

I highlighted all the tracks I want to export individually, and go to File > Export.

This is where I need to pay attention to my output options.  Sonar can output the tracks I want but I don't want it
With Tracks selected under Source Category, I un-check the box for "Track Automation" and since this is bouncing out the tracks individually before they hit the buses I don't have to worry about bus automation.

I normally un-check Fast Bounce just as personal preference but it really doesn't matter as any quality difference between Fast bounce and normal bounce is completely inaudible in most cases.




The next thing to follow immediately when I click save is a dialog box:

Sonar will not let you hit save unless you type something in the file name area.

I chose to simply put B and hit enter and this dialog box appears to confirm the following Actions Sonar is about to perform.

It clearly shows each individual file that's going to be created in the place I chose to save them, and that they all have a prefix "B" and Sonar automatically formats the file name with B-*track name*.wav

A really handy feature to have, as well as time-saving.

Sonar renders out the audio in one pass so it can take a while to process and write all the individual files at once.








I saved out OMF files for each of the individual spots and opted to simply rebuild audio for each of the 4 commercials individually.  I have greater control inside of Sonar and don't have to deal with the limited interchange options for audio from inside of Premiere Pro this way and thus I can move much faster.

The OMF for the 30 second ninja spot gets saved out the new project file.  Import the video track and set up the buses.  Here's the new template:
More cool tips!  Sonar has lots of hotkey commands that help save time.  When opening an OMF the audio tracks are placed on the timeline with the clips properly but the default selection is their outputs just go to your audio hardware's first output, and there are no buses. So the first thing I do is create a master bus.

Right clicking on the bus and you'll be able to see the option to "set as default bus".  A cool time-saver for future tracks that get created will now immediately route to the master bus as their output.

Next I simply create the remaining buses I know i'm going to use for the mix later on and these will all automatically route to "master":
  1. Voice
  2. SFX
  3. Music
Now comes the interesting part.  As I import the audio tracks I tackle track management and start creating folders and sending the tracks to the proper buses.
Here's another cool little time saver.  I can just select the tracks I want to put into a folder, once I have them all selected I just simply right click and there's an option to "move to folder".
This can work in various ways but since Sonar only has 1 folder level to work with, if audio tracks already reside in folders the option will not be there, instead "move to folder" will be replaced with "remove from folder" and then you have the option to place the tracks into existing folders / new folder.

Since I imported the tracks all at once, they are all routed to the master bus. I simply just open up the folder track and select all the tracks within.
Shift+click at the bottom track in the SFX folder to select all of them, which brings up the last track selected in the channel preview on the left side.  The default bus is still Master so hold down CTRL and select "SFX" as the new bus.  this applies the new bus selection to all the selected tracks.

Next, I have all the audio tracks and clips selected in the timeline I want to trim all the silence away and leave me just the audio material clips to move around and re-fit for the 30 second version.
The dialog box appears for the Remove Silence tool.
I set the open and close level to -68 dB.  The settings above seem to produce good cuts without any sudden pops or clicks as the waveform leaves 0 degrees.  The look ahead also gives ample time for changes using the 2 millisecond buffer in the attack and release times.  It's worth noting that I'm choosing to use this tool here instead of earlier doing the original cuts to the foley session as on these rendered out tracks there is "true" silence.  There should be no clutter and I should be left with only the audio clips I want and already edited.

I saved the settings as a preset (because Sonar doesn't come with any default ones). Run the tool.  and below is the result from the trimming.
Now to focus on placement for the 30 second version and figuring out how to tackle the music track for the shorter play time.  It's back to the routine set up, placing markers along the timeline to mark the shot changes in the video.  Moving and trimming the clips to fit the shorter shots, and then re-mixing the music with automation.

Between the 60 second and 30 second versions of the Ninja project, I have all the audio material I need to use these two project files as templates for building the biker's 60 second and 30 second spots.  I simply saved out each project file (copying audio to a new folder) and named it accordingly. This choice in project management allows me to keep additions to sound clips added in for the biker content like the bikes pulling up in their respective project folders and not cluttering up the whole project.
As I wrapped up the first two (one sixty second Ninja and Biker version) I uploaded them privately on youtube for the client to review.  The okay was given and they asked for a 2nd variation at the end where the tag-line was different.  This was a simple edit, in Premier Pro I simply swapped out the last clip with the correct one for the new tag-line, keeping the same length.  In the audio projects I simply saved the project and labelled it "alternate" to identify each of the 4 commercial projects with the new tag-line, dropped in the voice track and synced it up and processed it.

Mixing was a bit more of a duty to attempt uniformity across all the projects but still simple none-the-less.  Since I didn't have any of my plugins or processing done until after all the project files had been duplicated from each other, I simply went in to each track and bus and saved out FX Chains and Presets from the plugins, and simply followed the load-out on each of the projects.

Now, with audio mixed and mastered, I headed back into my premier pro project file and loaded up the appropriate audio files to replace the audio of each sequence.  Finally, text was added and final grading was done, and the results are now posted on youtube... The time difference between when I finished a bulk of this work and actually closed out the project was due to a client hiatus. Sometimes things happen and when projects reach their milestone like this and the client is unable to give any feedback or communicate they are ready for another step forward in the project is when ultimately I am stuck sitting on my hands waiting to be told what to do.

Some insight: []  We shot this on a shoe-string budget, with a small schedule expecting a short turn-around.  I had all 4 commercials ready for the client to approve and deliver within the first 2 weeks but because of unforseen circumstances on the clients side, communication breakdowns occured and my producer and I were left waiting for approvals on things for almost 3 months.  However, most of the work was paid for (aside from some of the editing).

IF jobs like these pop up, always make sure to cover yourself legally, or at the very least as a work ethic demand payment up front in full.  If for some reason political aspects begin to play into the business end of things like getting paid for your work, you need persistence and follow-through to make sure you get paid.  I've learned this the hard way through the years of growing my business from the ground up.

I'm not saying this out of personal aggravation (though there was a little of that). I understand this happens and the catch here is learning not to take things like this personally, it's just business, and in the end whether you get paid or not you have only your sanity.  Roll with the punches, don't get angry when they hit you.  Keep on trucking, and do what needs to be done.