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These are the user uploaded subtitles that are being translated: 1 00:00:00,083 --> 00:00:02,333 We all know sound is important, right? 2 00:00:02,333 --> 00:00:05,458 Footage often arrives from production modes 3 00:00:05,541 --> 00:00:09,000 or without sound, where you could also say without personality. 4 00:00:09,125 --> 00:00:10,250 It's up to the editor 5 00:00:10,250 --> 00:00:14,500 to give the footage character, often through the use of sound design. 6 00:00:14,583 --> 00:00:17,791 Today we're going to sound design a sequence from a dark comedy 7 00:00:17,875 --> 00:00:19,333 to make things interesting. 8 00:00:19,333 --> 00:00:21,250 We're going to create two versions. 9 00:00:21,250 --> 00:00:24,583 First, a quick initial pass, then we'll critique it 10 00:00:24,583 --> 00:00:28,833 and take our time making a second version where the sound works much better. 11 00:00:28,916 --> 00:00:29,458 All right. 12 00:00:29,458 --> 00:00:35,250 Let's begin. 13 00:00:35,333 --> 00:00:39,000 There are three steps to making your edits sound awesome. 14 00:00:39,083 --> 00:00:40,583 One score. 15 00:00:40,583 --> 00:00:45,125 Even if a composer will be scoring music later, it's important to add temp music. 16 00:00:45,208 --> 00:00:45,958 This is going to help you 17 00:00:45,958 --> 00:00:49,333 design your sound effects in context, and it's also going to help others 18 00:00:49,333 --> 00:00:52,875 to understand your vision, to ambiance and fully. 19 00:00:52,916 --> 00:00:55,041 We should be able to hear everything we see. 20 00:00:55,041 --> 00:00:59,625 Remember, nothing is silent, so even an empty room is going to make noise. 21 00:00:59,708 --> 00:01:00,375 Three. 22 00:01:00,375 --> 00:01:03,833 Finally, we can reinforce moments with creative sound design. 23 00:01:04,041 --> 00:01:06,833 Not everything needs to sound the way it looks. 24 00:01:06,833 --> 00:01:08,416 We can even add sounds for things 25 00:01:08,416 --> 00:01:12,458 that we can't see, like thoughts, feelings, and camera moves. 26 00:01:12,541 --> 00:01:15,500 Let's start by familiarizing ourselves with the footage 27 00:01:15,500 --> 00:01:16,916 that we're going to be editing here. 28 00:01:16,916 --> 00:01:20,458 It's a short film by Craig Foster called Over Time. 29 00:01:20,666 --> 00:01:22,208 We'll skip through it a bit quickly. 30 00:01:22,208 --> 00:01:25,000 The movie opens showing Ralph at work in his office. 31 00:01:25,000 --> 00:01:28,000 Ordinary paperwork is made to appear menacing. 32 00:01:28,041 --> 00:01:29,958 Then there's some dialog at the end. 33 00:01:29,958 --> 00:01:32,625 Ralph is evidently anxious to get home, 34 00:01:32,625 --> 00:01:36,083 but is delayed when his boss Simon, arrives with more work. 35 00:01:36,208 --> 00:01:38,791 Q And the movie's main title card. 36 00:01:38,791 --> 00:01:42,041 Alright, without further ado, here's our initial pass. 37 00:01:42,125 --> 00:01:46,458 Using stock libraries, we've added score, sound effects and sound design. 38 00:01:46,583 --> 00:02:25,833 Let's take a listen. 39 00:02:25,916 --> 00:02:36,041 SIMON Ralph, 40 00:02:36,125 --> 00:02:39,125 it's a good start, but there's definitely some issues. 41 00:02:39,125 --> 00:02:43,666 Number one, some elements of the score match the edit, but some don't. 42 00:02:43,750 --> 00:02:47,125 The beginning sounds good, but the Q quickly changes into a lighter 43 00:02:47,125 --> 00:02:50,541 hearted melody, more reminiscent of something like a crime drama. 44 00:02:50,625 --> 00:02:52,916 Number two, we forgot to add ambiance. 45 00:02:52,916 --> 00:02:56,333 During the quiet moments, the soundscape is noticeably dead 46 00:02:56,541 --> 00:03:00,750 and doesn't contain the hum and the hiss present in everyday life. 47 00:03:00,833 --> 00:03:03,583 Also, there's not enough variety in the sound effects. 48 00:03:03,583 --> 00:03:07,000 We've used the same keyboards sound for every letter typed 49 00:03:07,083 --> 00:03:10,083 and the same pen sound for every pen stroke. 50 00:03:10,291 --> 00:03:10,958 Moving on. 51 00:03:10,958 --> 00:03:14,750 Once you start adding sound design to the edit sections that are missing 52 00:03:14,750 --> 00:03:16,333 it become more obvious. 53 00:03:16,333 --> 00:03:19,875 We could definitely cover more of the edit with creative sound design. 54 00:03:19,958 --> 00:03:22,958 Next treatment and effects on the audio. 55 00:03:23,000 --> 00:03:26,000 A lot of our assets have been recorded in a studio environment. 56 00:03:26,250 --> 00:03:30,625 They don't have the reverberation that would be present in a small, boxy room. 57 00:03:30,708 --> 00:03:33,916 And finally, there's definitely some room for more creativity. 58 00:03:34,083 --> 00:03:35,541 We're missing an opportunity to use 59 00:03:35,541 --> 00:03:39,291 sound to contribute to our story in non-literal ways. 60 00:03:39,500 --> 00:03:40,583 Let's get to work. 61 00:03:40,583 --> 00:03:42,375 We're going to start with the score. 62 00:03:42,375 --> 00:03:44,791 It's not terrible, but it could be better. 63 00:03:44,791 --> 00:03:45,500 The problem is, 64 00:03:45,500 --> 00:03:49,833 unless a cue has been scored specifically for your edit, it won't line up. 65 00:03:49,916 --> 00:03:54,666 For example, this staple being pulled is a great moment. 66 00:03:54,750 --> 00:03:57,250 The cut builds towards it in our first edit, 67 00:03:57,250 --> 00:04:01,500 but as you can tell, it kind of falls flat without the support of the score. 68 00:04:01,708 --> 00:04:03,791 So instead of playing the cue straight, 69 00:04:03,791 --> 00:04:06,000 we're going to cut it up to match our edit. 70 00:04:06,000 --> 00:04:09,916 We'll use the beginning of the cue cutting before the tone changes 71 00:04:09,916 --> 00:04:11,000 for that opening scare 72 00:04:11,000 --> 00:04:14,750 and then this small section from the end for the staple being pulled will line 73 00:04:14,750 --> 00:04:17,750 that final hit up with the moment that the staple gets pulled. 74 00:04:17,750 --> 00:04:21,250 The transition is pretty much invisible because we've chosen two sections 75 00:04:21,250 --> 00:04:22,583 of the cue that are similar. 76 00:04:22,583 --> 00:04:27,333 Orchestral music without rhythm like this 77 00:04:27,416 --> 00:04:30,458 is really easy to edit because there are no beats to line up 78 00:04:30,708 --> 00:04:31,625 for the rest of the edit. 79 00:04:31,625 --> 00:04:34,083 We found another cue from a different artist. 80 00:04:34,083 --> 00:04:38,458 It's simpler than the opening cue. 81 00:04:38,541 --> 00:04:41,333 More of an ominous drone than any sort of melody 82 00:04:41,333 --> 00:04:45,583 will apply the same principles though cutting the cue so that hits and dips 83 00:04:45,833 --> 00:05:07,416 along with loud and quiet moments all fall in the right place. 84 00:05:07,500 --> 00:05:09,791 Now let's work on the ambiance. 85 00:05:09,791 --> 00:05:13,625 We'll mute the score and the sound effects so that we can hear what's going on. 86 00:05:13,708 --> 00:05:17,541 Unless your film is set in space where nobody can hear you scream, 87 00:05:17,708 --> 00:05:21,583 every location in a movie should have ambient sound. 88 00:05:21,666 --> 00:05:23,916 Ralph is working late in a private office here. 89 00:05:23,916 --> 00:05:25,208 There's not many people around. 90 00:05:25,208 --> 00:05:28,666 So what does an empty office actually sound like? 91 00:05:28,750 --> 00:05:31,041 We'll use something simple 92 00:05:31,041 --> 00:05:35,250 The hum of an air conditioner is going to work fine. 93 00:05:35,333 --> 00:05:38,208 We'll add some wind for the only outside shot. 94 00:05:38,208 --> 00:05:39,916 This pool via the sun setting. 95 00:05:39,916 --> 00:05:44,500 And then don't forget to lower the volume of any ambiance to a suitable level. 96 00:05:44,583 --> 00:05:47,458 Next, let's address those repetitive sound effects. 97 00:05:47,458 --> 00:05:49,750 So we're using stock assets. 98 00:05:49,750 --> 00:05:52,958 We found this keystrokes sound effect. 99 00:05:53,041 --> 00:05:56,625 The problem is that I use the same sound effect every single time. 100 00:05:56,750 --> 00:06:01,208 And like I said before, we did the same thing with a pen strokes 101 00:06:01,250 --> 00:06:03,083 instead of a single keystroke. 102 00:06:03,083 --> 00:06:05,833 Here's a clip of typing that last 10 seconds. 103 00:06:05,833 --> 00:06:09,625 It has multiple keystrokes in it, and each one sounds slightly different. 104 00:06:09,875 --> 00:06:11,916 But we can't use them as they are. 105 00:06:11,916 --> 00:06:13,208 If we add the clip directly 106 00:06:13,208 --> 00:06:16,208 to the timeline, it's not going to match the onscreen action. 107 00:06:16,333 --> 00:06:19,458 We'll play some cuts to separate individual keystrokes 108 00:06:19,583 --> 00:06:25,166 and then use each sound once and line them up. 109 00:06:25,250 --> 00:06:26,458 Editing with waveforms 110 00:06:26,458 --> 00:06:30,791 visible is vital when lighting up the apex of a sound effect to your edit. 111 00:06:30,875 --> 00:06:33,750 You can add markers to make it easier, 112 00:06:33,750 --> 00:06:36,333 so it's important to be thorough with your sound design. 113 00:06:36,333 --> 00:06:38,333 Once you start adding sounds, 114 00:06:38,333 --> 00:06:42,250 sections that are missing, sound effects become very, very obvious. 115 00:06:42,333 --> 00:06:46,833 We'll add some sounds for the blinds to watch and the knocks on the door. 116 00:06:46,916 --> 00:06:49,333 The staple remover is going to be a little bit harder. 117 00:06:49,333 --> 00:06:52,166 It's not the kind of thing that you'd find on stock libraries. 118 00:06:52,166 --> 00:06:54,500 So maybe we can find something that sounds similar. 119 00:06:54,500 --> 00:06:58,791 It's a metal on metal sound like scissors. 120 00:06:58,875 --> 00:06:59,541 Perfect. 121 00:06:59,541 --> 00:07:03,083 Stock libraries are great, but with more particular visuals, 122 00:07:03,083 --> 00:07:06,666 it can often be difficult to find the right sound in those instances. 123 00:07:06,916 --> 00:07:10,041 You can record fully at your desk straight into your timeline. 124 00:07:10,125 --> 00:07:13,125 The exact procedure is going to vary between alleles. 125 00:07:13,250 --> 00:07:16,250 But once you're set up, 126 00:07:16,291 --> 00:07:18,916 you'll be able to record audio while you watch your edit. 127 00:07:18,916 --> 00:07:20,791 Your performance doesn't need to be perfect. 128 00:07:20,791 --> 00:07:24,750 We can always chop it up afterwards and match it more carefully to the edit. 129 00:07:24,833 --> 00:07:25,583 Excellent. 130 00:07:25,583 --> 00:07:28,583 The mix is sounding pretty good, but there's something important missing. 131 00:07:28,833 --> 00:07:30,125 Reverberation. 132 00:07:30,125 --> 00:07:34,333 All our Foley has been recorded in a studio environment with acoustic baffling. 133 00:07:34,500 --> 00:07:37,750 Ralph's office, on the other hand, should have some reverb. 134 00:07:37,833 --> 00:07:44,541 Here's what a section of Foley sounded like before A bit of environmental reverb. 135 00:07:44,625 --> 00:07:48,625 And here's what it sounded like after 136 00:07:48,708 --> 00:07:52,333 much more natural sounding and fitting of the character's environment. 137 00:07:52,416 --> 00:07:53,583 Instead of adding reverb 138 00:07:53,583 --> 00:07:57,583 to each individual clip, we'll route all our Foley tracks through a sub mix. 139 00:07:57,583 --> 00:08:01,375 Sometimes called the Bus, by adding a reverb effect to that sub mix. 140 00:08:01,583 --> 00:08:05,708 We can apply it to all of our Foley in one go. 141 00:08:05,750 --> 00:08:07,333 The next problem that we're going to tackle 142 00:08:07,333 --> 00:08:09,625 is the lack of creativity in general. 143 00:08:09,625 --> 00:08:13,000 Sound is most powerful when we use it to communicate things 144 00:08:13,000 --> 00:08:14,875 that the audience cannot see. 145 00:08:14,875 --> 00:08:17,458 We're not talking about action that's off screen. 146 00:08:17,458 --> 00:08:21,000 What we're actually talking about are things like emotions and feelings. 147 00:08:21,083 --> 00:08:24,416 This is probably the single biggest way that our edit can improve. 148 00:08:24,583 --> 00:08:27,416 So it's time to get creative and use sound design 149 00:08:27,416 --> 00:08:31,708 to communicate the abstract instead of the obvious. 150 00:08:31,791 --> 00:08:32,250 The opening 151 00:08:32,250 --> 00:08:35,250 credits don't feel right playing out in complete silence. 152 00:08:35,333 --> 00:08:38,125 We'll add some chimes to match the text reveal. 153 00:08:38,125 --> 00:08:40,041 And a drone is a precursor 154 00:08:40,041 --> 00:08:44,041 to the first musical Cue the wonderous sound of the chimes 155 00:08:44,125 --> 00:08:48,291 mixed with the uncertainty of the drone sets the perfect tone here. 156 00:08:48,375 --> 00:08:52,000 Now let's add a reverse impact to the stapling moment 157 00:08:52,000 --> 00:08:55,291 to make it a little bit more sinister. 158 00:08:55,375 --> 00:08:56,708 Perfect. All right. 159 00:08:56,708 --> 00:09:00,875 This middle section feels pretty good with all the key strikes, the pen strokes 160 00:09:00,875 --> 00:09:01,500 and the like. 161 00:09:01,500 --> 00:09:04,458 So we're going to skip to a section at the end that feels a bit 162 00:09:04,458 --> 00:09:08,041 empty at the moment, ripe for creative sound design work. 163 00:09:08,125 --> 00:09:12,750 So we don't want the tone to be too dark here because this is also a comedy. 164 00:09:12,791 --> 00:09:16,916 Wishes can add levity to moments and help reinforce the comedic nature 165 00:09:16,916 --> 00:09:35,208 of the movie. Think Hot Fuzz. 166 00:09:35,291 --> 00:09:38,791 So we'll add wishes to all of Ralph's quick movements 167 00:09:38,791 --> 00:09:44,916 in this section and to this camera move at the end. 168 00:09:45,000 --> 00:09:47,875 Next hits make things more dramatic. 169 00:09:47,875 --> 00:09:53,000 For example, placing a box of files on a desk in itself, not particularly dramatic, 170 00:09:53,083 --> 00:09:56,500 but adding a reverberating hit here tells our audience 171 00:09:56,500 --> 00:10:06,125 that this box has more severe consequences than we might realize. 172 00:10:06,208 --> 00:10:07,083 Very cool. 173 00:10:07,083 --> 00:10:10,708 So there's lots of other moments that we can sound designed to remember. 174 00:10:10,916 --> 00:10:13,500 Sound design is an iterative process. 175 00:10:13,500 --> 00:10:16,166 You're not going to get it all right in just one pass. 176 00:10:16,166 --> 00:10:20,666 For example, we can emphasize parts of the score with additional sound effects. 177 00:10:20,875 --> 00:10:27,666 I'm going to add an impact to the first musical stab. 178 00:10:27,750 --> 00:10:35,041 Let's add some horrifying bone crunching to the staple remover. 179 00:10:35,125 --> 00:10:35,666 Layering 180 00:10:35,666 --> 00:10:38,875 sounds is a great way of making your soundscape richer. 181 00:10:39,083 --> 00:10:41,666 Stationary definitely doesn't sound like that, 182 00:10:41,666 --> 00:10:44,208 but because of these crunching and squelching 183 00:10:44,208 --> 00:10:47,916 sound effects are similar in tone and frequency to the natural 184 00:10:47,916 --> 00:10:50,000 sounds of the staple remover and the shredder, 185 00:10:50,000 --> 00:10:54,375 we can actually integrate them pretty naturally into the mix. 186 00:10:54,458 --> 00:10:57,458 These definitely make the scene more intriguing, 187 00:10:57,458 --> 00:11:01,000 a little uneasy, and they heighten the audience's curiosity. 188 00:11:01,166 --> 00:11:04,333 And of course, also foreshadow things that are going to come later in the film. 189 00:11:04,541 --> 00:11:07,791 This is a very stylized edit, so the wishes, the hits 190 00:11:07,791 --> 00:11:11,125 and the other sound effects fit right in with other styles of editing. 191 00:11:11,125 --> 00:11:13,083 They might be pretty out of place. 192 00:11:13,083 --> 00:11:14,791 Now, important point here. 193 00:11:14,791 --> 00:11:18,375 Once you've committed to a style, it's important to be consistent 194 00:11:18,375 --> 00:11:19,291 throughout the piece. 195 00:11:19,291 --> 00:11:22,708 Sometimes moments worthy of sound, accenting are obvious, 196 00:11:22,708 --> 00:11:26,666 like our paper box drop and also like these quick character movements. 197 00:11:26,666 --> 00:11:28,333 But others can be more subtle 198 00:11:28,333 --> 00:11:31,666 and we need to learn how to recognize them and then how to treat them. 199 00:11:31,750 --> 00:11:37,000 As a general rule, both visual movement and lighting changes should clue 200 00:11:37,041 --> 00:11:40,041 you into the fact that you might have that type of moment on your hands. 201 00:11:40,166 --> 00:11:42,500 For example, look at this sundown. 202 00:11:42,500 --> 00:11:46,416 If we added a reverse symbol leading up to the code 203 00:11:46,500 --> 00:11:47,416 and layer it with a 204 00:11:47,416 --> 00:11:51,125 bass drop that starts right on the cut, 205 00:11:51,208 --> 00:11:54,750 you've now effectively accented a moment that might have otherwise 206 00:11:54,750 --> 00:12:00,583 been a missed opportunity. 207 00:12:00,666 --> 00:12:04,041 The end result is that you've got a more consistently styled piece 208 00:12:04,041 --> 00:12:07,291 which a more novice editor might not have been able to achieve. 209 00:12:07,333 --> 00:12:09,166 Now there's one last important point 210 00:12:09,166 --> 00:12:10,916 about sound design that we want to share with you. 211 00:12:10,916 --> 00:12:13,791 Not every moment needs to be accented 212 00:12:13,791 --> 00:12:17,833 and not every accented moment needs to be maximum intensity. 213 00:12:17,875 --> 00:12:19,125 You need to be balanced. 214 00:12:19,125 --> 00:12:22,041 Let's look at an example of what we mean by this. 215 00:12:22,041 --> 00:12:25,625 If we overload this moment too far, we create problems. 216 00:12:25,875 --> 00:12:29,375 Have a listen. 217 00:12:29,458 --> 00:12:32,458 SIMON Ralph, 218 00:12:32,666 --> 00:12:37,750 those two pieces of sound design, the bass drop 219 00:12:37,791 --> 00:12:40,750 and the hit 220 00:12:40,750 --> 00:12:44,000 are far too intense for a soft moment like this 221 00:12:44,000 --> 00:12:48,291 that isn't confined to one single frame and isn't even the climax of the scene. 222 00:12:48,416 --> 00:12:51,916 The movement, when the hand is pulled back, is meant to be a momentary pause 223 00:12:51,916 --> 00:12:54,916 in the tension versus a major, impactful event. 224 00:12:54,916 --> 00:12:56,333 Ralph is about to go home 225 00:12:56,333 --> 00:13:00,000 and this is the moment when he realizes that he can't do that. 226 00:13:00,083 --> 00:13:02,250 Identify key moments. 227 00:13:02,250 --> 00:13:06,916 If you try to make every moment special, none of them will be special. 228 00:13:07,000 --> 00:13:10,833 This moment still deserve sound design, just something subtler. 229 00:13:10,916 --> 00:13:11,375 Have a look. 230 00:13:11,375 --> 00:13:18,125 With the hits turned off, leaving only the symbol stuck. 231 00:13:18,208 --> 00:13:21,916 Simon Ralph. 232 00:13:22,000 --> 00:13:23,875 Much better and more appropriate. 233 00:13:23,875 --> 00:13:26,375 Now let's look at the actual climax. 234 00:13:26,375 --> 00:13:27,958 We've already lined the score up. 235 00:13:27,958 --> 00:13:35,666 We'll add a reverse symbol, also known as a suck back 236 00:13:35,750 --> 00:13:40,000 and a boom. 237 00:13:40,083 --> 00:13:42,958 Combined with the score, this now signals 238 00:13:42,958 --> 00:13:54,458 the resolution of the scene and the set up of the next. 239 00:13:54,541 --> 00:13:55,083 Okay, 240 00:13:55,083 --> 00:13:59,625 so the pieces are there, but the levels are all over the place. 241 00:13:59,708 --> 00:14:01,291 It's time to mix the audio. 242 00:14:01,291 --> 00:14:04,458 We need to make sure that the score dialog and sound effects 243 00:14:04,458 --> 00:14:07,666 all play at the correct levels in relation to each other. 244 00:14:07,833 --> 00:14:10,833 When using your audio meters, here's kind of a rough guide. 245 00:14:10,833 --> 00:14:15,625 Make sure that nothing peaks in for dialog around -12 DB. 246 00:14:15,666 --> 00:14:17,916 It tends to be one of the loudest things in our mix. 247 00:14:17,916 --> 00:14:21,500 This obviously is because we want people to be able to understand the dialog 248 00:14:21,500 --> 00:14:23,833 and follow the story depending on what they are. 249 00:14:23,833 --> 00:14:28,083 Sound effects will be anywhere from negative ten DB to -30 DB, 250 00:14:28,125 --> 00:14:33,583 and then the score or the music itself tends to sit around -20 to -30. DB. 251 00:14:33,666 --> 00:15:17,416 All right, now let's see how it all sounds. 252 00:15:17,500 --> 00:15:30,000 Simon Ralph 253 00:15:30,083 --> 00:15:30,958 Not bad. 254 00:15:30,958 --> 00:15:34,958 Sound design is an iterative process, like building a brick wall. 255 00:15:35,041 --> 00:15:38,416 Good sound design is made up of many small touches 256 00:15:38,500 --> 00:15:41,708 that when you step back, make something truly awesome. 257 00:15:41,916 --> 00:15:46,166 Start with the foundations, score ambiance fully, 258 00:15:46,250 --> 00:15:49,625 and then keep on building with more and more creativity. 259 00:15:49,708 --> 00:15:53,000 Well-built layers add sophistication and interest 260 00:15:53,000 --> 00:15:56,208 to the entire audio, then follow a consistent workflow. 261 00:15:56,250 --> 00:16:00,041 Yes, but creatively try to think outside the box. 262 00:16:00,041 --> 00:16:01,416 And of course, remember 263 00:16:01,416 --> 00:16:05,291 these techniques are applicable no matter what software that you work in. 264 00:16:05,375 --> 00:16:06,958 All right, now go. 265 00:16:06,958 --> 00:16:08,458 Sound design something. 266 00:16:08,458 --> 00:16:11,375 It'll be fun, I promise. 267 00:16:11,375 --> 00:16:12,083 Hey there. 268 00:16:12,083 --> 00:16:14,125 For tons more free editing training. 269 00:16:14,125 --> 00:16:17,125 Head over to our website at film editing protocol. 270 00:16:17,166 --> 00:16:19,166 Slash free training. 271 00:16:19,166 --> 00:16:22,916 Here you can download free editing guides along with high quality video 272 00:16:22,916 --> 00:16:27,208 training courses created by our team of professional Hollywood editors. 273 00:16:27,291 --> 00:16:30,291 Our tutorials cover a wide range of editing topics 274 00:16:30,500 --> 00:16:34,208 like cutting awesome movie trailers, editing action scenes, 275 00:16:34,250 --> 00:16:37,458 how to work with music and sound design, and a lot more. 276 00:16:37,541 --> 00:16:39,958 All of these free guides and videos are available 277 00:16:39,958 --> 00:16:44,000 at film editing pro ecom slash free training. 278 00:16:44,083 --> 00:16:44,916 I'll see you next time. 24523

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