Would you like to inspect the original subtitles? 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
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.