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Sep 24, 2008

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Wednesday, September 24, 2008

Twitter with Sounddogs.com

Twitter with Sounddogs

Come follow along with great ideas for sound downloads, news, videos and deals!

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Recording Swim/Dive Sound Effects for "The Guardian"

Audio Commentary Track by Rob Nokes.
For entertainment/educational purposes only.
(c) 2008 Sounddogs.com, Inc. TM All Rights Reserved.


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Thursday, September 04, 2008

Sounddogs.com adds Brian Cox

Veteran Voice Actor and Stand-Up Comic, Bryan Cox, now lends his voice talents to Sounddogs.com


When Radio TV Production houses or Major Film studios need soundfx, music beds and now voice, Sounddogs is their first stop.

In November 2004, Sounddogs acquired the immense sound effects library of SoundStorm, a seven-time nominee and winner of an Academy Award for Best Sound Editing.


The Sounddogs.com library (currently over 320,000 tracks) is constantly growing. 

Some recent clients include Editors behind the films such as: 

3:10 To Yuma, Underdog, Blue State, Blades of Glory, Because I Said So, The Santa Clause 3, Flicka, The Guardian, Gridiron Gang, The Shaggy Dog, Glory Road, All The Kings Men, Invincible, You Me and Dupree,  Fly Boys, The Dukes of Hazzard, Sin City, Lava Boy and Shark Girl, An Unfinished Life, The Nomad, Dead or Alive, Cheon Yeong, First Born, North Country, Dukes of Hazzard, Million Dollar Baby, Ali, Seabiscuit, Dreamer, Miracle and many more as well as the TV series BONES.


The Sounddogs.com library (currently over 320,000 tracks) is constantly growing.

"Adding the expert voice talents of Bryan Cox to our vast sound library will, I'm sure, turn out to be very advantageous for our customers", Mr. Augustine Pereira, in charge of Sounddogs content, said today.


Mr. Cox has over 25 years behind the mic and has been heard in everything from major motion pictures, animation features, national commercials, audio books right down to some of the messages you hear when your stuck on hold.


Bryan Cox CEO of Cox Marketing said, "This is, more than exciting, to be connected with such a well know company. "Talk about playing with the big dogs."

For more information contact sounddogs at their web site www.sounddogs.com.

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Monday, May 19, 2008

Recording Go Karts for COLLEGE ROAD TRIP
Category: Podcast

Recording go karts for the film COLLEGE ROAD TRIP.

(c) 2008 Sounddogs.com, Inc. TM All Rights Reserved.
For educational purposes only.



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Saturday, May 17, 2008

Recording Firearms for the Academy Award-Winning Soundstorm Sound Library
Category: Podcast

Recording various firearms with undercover DEA Agents (identity protected) for the Academy Award-Winning SoundStorm Library.
www.SoundStorm.com
(c) 2008 Sounddogs.com, Inc. TM All Rights Reserved.
(c) 2008 SoundStorm.com TM All Rights Reserved. For educational purposes only.

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Saturday, May 03, 2008

Day in The Work Life on NPR with Rob Nokes (audio interview)

An in-depth audio interview with American Public Media - Marketplace.

Click here to hear entire interview:
Day In The Work Life on NPR Marketplace - with Rob Nokes 'Sound Guy'
"On this week's "A Day in the Work Life," we listen in with a sound effects guy who adds a dash of audio magic to the movies."


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Thursday, April 24, 2008

How to set up a hydrophone for sound recording - by Rob Nokes

Hydrophone & Onboard Zoom Recording Setup Information

           1. Equipment List

    1. Zoom H4 Recorder

                     i.     Power supply

                     ii.    AA battery re-charger

                     iii.   AA re-chargeable batteries

                     iv.   Small usb cable to connect to pc or mac

                      v.   Two 2GB flash cards

                      vi.  Zoom Manual PDF on CD-R

                      vii.   Twenty DVD-R's backups

    1. Two Hydrophones one long silver black and one short grey brown
    2. One microphone extension cable for small hydrophone to hang overboard
    3.  One long wind jammer for wind protection for Zoom onboard microphone
  1. Zoom & Hydrophones Instructions
    1. Insert batteries or connect power supply to wall socket
    2. Connect the black-silver long Hydrophone to XLR Input 1 on Zoom
    3. Connect the grey-brown smal Hydrophone to XLR Input 2 on Zoom
    4. Make sure XLR inputs are not jostled as the connections will come loose
    5. Power Zoom Recorder On
    6. Enter Zoom Menu mode
    7. Select Mic 1 & 2
    8. Select and Turn On Phantom Power
    9. Select 96 kHz WAV (48 kHz WAV is also an option)
    10. Insert Hydrophones in water
    11. Press Record once to Listen (red light flashes)
    12. Check levels and set Input Mic Level (L / M / H)
      Levels should be to the center-right on the meters, but not fully right
    13. Press Record a second time to begin Recording (red light solid)
    14. Press Record a third time to Stop recording (light off)
    15. Press Play / Pause button to playback recording
    16. After Recording is complete, power the Zoom Off and On
    17. Press Record button twice and speak into the Zoom onboard Microphone
      Verbally slate the date, time of day, location, and what was recorded
    18. After storage is Full, power Zoom Off, change Flash memory card
    19. Format newly inserted Flash Card
    20. Resume recording
    21. Backup flash card to two DVD's
    22. Keep one DVD, and send the other to Silvia in Montevideo
    23. Your backup is a safety just in case the other DVD is lost or damaged
  2. Zoom & Onboard Zoom microphone
    1. Insert batteries
    2. Power Zoom Recorder On
    3. Select 96 kHz WAV (48 kHz WAV is also an option)
    4. Check levels and set Input Mic Level (L / M / H)
      Levels should be to the center-right on the meters, but not fully right
    5. Press Record a second time to begin Recording (red light solid)
    6. Insert the Zoom recorder in the Large Wind Jammer, wrap the Zoom Recorder
      in such a manner that the excess jammer is under the zoom on the bottom.
    7. Press Record a third time to Stop recording (light off)
    8. Press Play / Pause button to playback recording
    9. Press Record twice to begin Recording (red light solid)
    10. Verbally slate the date, time of day, location, and what was recorded
    11. After storage is Full, power Zoom Off, change Flash memory card
    12. Format newly inserted Flash Card
    13. Resume recording
    14. Backup flash card to two DVD's
    15. Keep one DVD, and send the other to Silvia in Montevideo
    16. Your backup is a safety just in case the other DVD is lost or damaged
  3. Backing Up the Flash Cards
    1. Connect the Zoom power supply to the AC
    2. Connect the USB mini cable to the Zoom and your computer
    3. The Zoom will appear as a drive on your computer
    4. Label the date, time, location of the Zoom Audio Folder
    5. Copy the Zoom Audio Folder to your computer
    6. If you like you may also add a text file with enhanced descriptions
    7. If you like you may also add photos for reference
    8. Backup up the Zoom Audio Folder on your computer to a DVD-R
  4. Hydrophone Recording Tips
    1. Do not touch or move the hydrophones, cables, or connectors during record
    2. Listen to the recordings and watch the level meters
    3. If necessary, adjust levels on the next recording (do not adjust mid-recording)
    4. Recording time can be up to ten minutes for good ambient sounds because
      animals are so unpredictable. The long recordings are later condensed for
      the best animal performances.
    5. Avoid having the microphones near the water surface as the bubbles and waves
      are generally noisier then further under water.
    6. The two different Hydrophones respond to underwater conditions and sounds
      differently so it is helpful to record with both Hydrophones. One may be better
      than the other with low sound levels, higher drag, noise, or frequency response.
    7. If you have a Cellular Phone turn if off near the Zoom recorder.
  5. Onboard Zoom Recording Tips
    1. Do not touch or move Zoom Recorder during record
    2. Minimize or Eliminate peoples' Voices, movements, and footsteps
    3. If you operate the Zoom Recorder handheld be very still, gently cup the recorder,
      do not grip it or hold it tightly as all movements will be transmitted to the microphones.
    4. No Talking over the recordings.
    5. Place the Zoom Recorder as close to the nature sounds being recorded, start recording, walk away from the Zoom recorder and let it record for as long as necessary for the animals or nature sounds to return to normal.
    6. Point the Onboard Microphone in the direction of the intended target(s)
    7. If there is wind hide the Zoom recorded behind a bolder or similar item to reduce the amount of wind that impacts the recorder
    8. Place the Zoom Recorder in the Wind Jammer to reduce wind noises on microphone. The Onboard microphones need protection even from light wind.
    9. Always listen back to your first recording to ensure that it sounds good and is not distorted from excessively high sound levels.
    10. Quiet ambiences with distant nature sounds are also good to have.
    11. If you have a Cellular Phone turn if off near the Zoom recorder.
    12. The Onboad mics are the default power start up setting for the Zoom recorder

 

Rob Nokes

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Thursday, April 17, 2008

Rob Nokes Interview 2008 on Sounddogs.com - Audio only
Category: Podcast

ROB NOKES INTERVIEW 2008

Rob Nokes is the Owner/Founder of Sounddogs.com the world's first and largest site of downloadable sound effects and production music tracks.

 What is the quality control for sounds available for the users and customers?

 RN> A Sounddogs.com librarian will review the recordings and master them before they are imported in the web site for users to purchase and download. The librarian ensures that only good quality sounds are making it onto the web site. There are a lot of substandard sound recordings out there and we take pride in providing a great library with a money back guarantee on all purchases.

 Who buy the sounds? What is the public Sounddogs.com focus?

 RN> Every one buys sounds as they are everywhere and in almost all products.

These products, and more, contain sounds for example: cellular phones, television, DVD menus, commercial music, video games, movies, TV shows, radio stations, webisodes, amusement rides, simulators, toys and etc.

Sounddogs.com's focus is feature film.  That is where the best sounds are being recorded and created and we believe that if our sound effects are used in feature films then they are good enough for every other person producing products that need sounds also.

 The price of sounds on the website are not expensive. How is it possible to maintain the site?

 RN> You're right. Sounds are pretty cheap when you consider how much effort goes into recording, mastering, cataloging, and importing sounds on to Sounddogs.com's website. The only way it is possible to stay in business is by sales volume and the expansive catalog we own the copyrights to. The first seven years of the business were precarious but now that we own so much of our own content we can sleep a little easier. It's a tough to be successful in such a small niche micro payment business but when you love sound effects the way we do it makes it a worthwhile sacrifice.

 Does Sounddogs.com work with special orders?

 RN> Those are the best kind of jobs and the most challenging. We love doing special orders especially if they involve recording sound effects somewhere in the world. Sometimes special orders have a very limited budget and in those cases when delve into our immense archives and search for sounds that will do the trick. We purchase a lot of sound archives and are fortunate to own one of the largest sound libraries in the world. Check out www.soundstorm.com  there are thirty years of film sound in that library.

 There are mp3 samples on the web site. What is the audio format you deliver to clients?

 RN> MP3 are for low-resolution previews. When a customer purchases a sound it is delivered to them immediately via ftp in full-resolution sample rate and bit rate in one of three selectable formats, mp3, wav, or aiff. All purchases come with a money back guarantee we're not interested in getting paid unless you're happy with your sound files.

 How can the sounds be used? Is it copyright material?

 RN> Each sound effect has a copyright just like music. The difference is that sound effects are sold with a synchronization license which allows an Editor to use the sound in a production with no additional license costs on condition that the sound effect is incorporated into a multimedia production with voice, visual, music, or other sound effects.

 The sound effect may not be sold or used as a single sound effect by itself. That usage requires a mechanical license to reproduce the sound effect as a sound effect or a derivative of the sound effect. On the movies I work on I retain all ownership of sound effects that I record, create, and master but I make a point of over delivering to the production. I appreciate that they allow me to retain ownership and I reward them a sound library worth far more than they paid for it.

 How you choose the sounds to record? If you need a bird chirp, how do you select it?

 RN> A sound is selected based on quality of performance and that is generally quantified by how a sound makes us feel or what it makes us think of. Typically a good sound has: dynamics, changes in pitch over time, length in time, interesting reverb or reflections, and is generally isolated or as we like to say "clean." Sounds that are short, un-dynamic, and lacking changes in pitch or level over time are generally static and boring. With this in mind I try to find a good sound to record and then do my best to isolate it with microphone selection, placement, and technique. Sound selection is about 70% of the job followed by 20% for microphone technique and 10% mastering.

 How sounds are recorded? Location or studio?

 RN> Sounds can be recorded on location (field recording) or in a studio. Usually studio recording is performed by Foley Artists, and field recording by SFX Recordists. Both have similar skill sets but I would say Foley Artists / Recordists have to be inventive in their use of props and microphone technique to create a natural sound in a controlled studio environment. SFX Recordists work in uncontrolled environments with varied obstacles that require quick problem solving and superb microphone technique. Also SFX Recordists interact with many people that are foreign to movies and sound work therefore communication with lay people with simple instructions is crucial.

 Who does the recording?

 RN> The SFX Recordist generally does the recording but in some cases you have a layperson help record something, that's pretty rare though. An example might be an airplane pilot checking and modifying levels in flight.

 If the sound must be recorded in a studio, what is the set up?

 RN> Foley Artists have a prop room that contains thousands of different objects of all sizes, makes, shapes, and generally anything that is absolutely common to everyday life like bicycles, shoes, bells, telephones, doors, spray bottles, rakes, shovels, etc. The Foley Artist may record a typical sound or invent an atypical sound by combining similar elements from the prop room. For example celery snaps for bones breaks or a shammy on Plexiglas for a car brake screech.

 What's the gear generally used on field recording?

 RN> A stereo MS microphone and a digital recorder will always do the trick. The important the shoot, the larger the recording rig. For example, with guns you want to record as many perspectives as possible, from extreme close up to distant. You want to sample the sounds as many times as possible during the same instant so you can mix the best elements from each perspective into one channel. Multi-track recording allows you more options and the ability to experiment where as when you only have a two-channel recorder you had best pick the best sound being made and record it cleanly. Good headphones are a must they should not distort and should have good isolation from background sounds.

 What are the difficulties for getting a good sound on field recording?

 RN> The hardest thing is to find a good sound to record.  Then you need to record it as isolated from background noises as possible. Background noises generally are comprised of the elements wind and water, and nature, but the most difficult thing to avoid is people and their machines. I have been in remote parts of Canada, Kazakhstan, Norway, and The Cook Island and you still hear planes or cars in the background. I was logging recordings for Imax when I first started out in the business and was appalled to hear distant chain saws in the rain forests of Costa Rica and Guatemala.

 What kind of sound is hardest to get?

 RN> Animals. They are so unpredictable in their performance and movements. Keeping an animal on microphone while it makes a good sound requires incredible patience. That's why good animal libraries are so rare and not very extensive. Even if you have an animal in a studio it does not mean that it will make a good sound, a natural sound, or even make a sound at all.

 I try to record animals in their home environments with the advice of a naturalist or animal trainer. When I'm with the animal I study its body language and try to act in a way that is least offensive to the animal. This could mean a boom pole, staying low to the ground, or pointing the microphone up below the animal's chin. You really need to feel out each animal and record as much as possible and hope for the best.

 Was there any situation where you couldn't get the sound?

 RN> It happens all the time. If you go out to record a vehicle in the desert but the distant coyotes are too loud you might think the day is wasted but it's not. Simply record the distant coyotes and wait for them to leave. If the crickets are too loud record the crickets. Take a negative and make it a positive. You may have to come back at a better time to record but that's part of the experience of learning how our environments' work. If you learn a specific location that is quiet you will start to learn when the best times to go are so that you can avoid such adverse situations.

 What's the most problematic part, recording or mastering? Why?

 RN> Mastering is not a problem it is just time consuming. If you have spent an entire day recording it will take anywhere from one to five days to master the recordings. It takes fortitude and concentration to carefully listen and master recordings.

 The thing about mastering is that when it is done it is done, it is done for every Editor that ever has to use that sound. If there is a microphone bump in a recording and it was used ten times by four hundred editors then that microphone bump would have had to have been removed 4,000 times. It's best to remove it the first time so that Editors can focus on being creative and not cleaning technical faults in recording. Recording is fun it is easy compared to mastering.

 How do you get a certain technical pattern between all sounds you record for a movie?   

 RN> A Supervising Sound Editor, Director, or Film Editor on a movie will ask for specific sounds and ask for situational sounds. A specific sound may be LAV-25 (light armored vehicle) and a situational sound may be Las Vegas casinos. I research the specific sounds and situations and then figure out where I can find the best places to record those sounds. Sometimes authorizations, rentals, and permissions are needed and sometimes not. I go out and record as many good sounds as possible at those locations, master them and then deliver them to the people working on the movie.

 How did Sounddogs.com get started? How many people work with you and where are they based?

 RN> Sounddogs.com's roots started in early 1992, at Sound Dogs Toronto we recorded, mastered, and cataloged a sound library for our own use. We imagined one day that we could publish it but we felt that Sound Ideas was doing such a good job at that we did not want to enter that same market. After Sound Dogs USA was formed in 1995 we quickly vaulted to doing A-list Hollywood movies. Our library continued to grow and the Internet was just getting started, Amazon was launched in 1995-1996 an it occurred to me that we could launch Sounddogs.com to generate more interest for our feature film sound design work, increase the size of our sound library, and overtime become a sound effects publisher like Sound Ideas. The early years for Sounddogs.com were all about library growth and building the Sound Dogs brand name so that people in Hollywood knew who we were and knew we had a great sound library.

 Sound Dogs USA became very successful in the late 90's and our partnership was strained due to the divergent interests. We parted company amicably in November 2001, they continued with Sound Dogs USA, and I went on with Sounddogs.com. Gradually Sounddogs.com began more and more successful, but those early years were tough!

 I work with several contractors in California, Canada, Uruguay, and Brazil. I am in the process of training two new librarians in Buenos Aires, Argentina. I live in Punta Ballena, Uruguay (close to Punta Del Este) during the summer and plan to spend more time there.

 Does Sounddogs.com accepts recordings from other sound editors? And how this partnership works?

 RN> Sounddogs.com distributes sound effects recordings and production music libraries for people, copyright owners, musicians, and publishers. We like libraries that have that have good sounds, are well recorded, have unique sounds, a good volume of sounds, and are well cataloged. We also buy libraries outright and provide a synchronization license to the seller so that they can continue to use their library, but we take over the publishing. Sometimes people want the big cash up front and don't want to wait for money to come in over time. The distribution agreement (partnership) is non-exclusive with one-year auto-renewals, and we pay 40% of the gross sales on a quarterly basis with a full sales .pdf report. We went with a simple gross sales model in order to minimize administration and accounting costs. A publishing partner gets their own FTP space on our site and can upload their sound effects or production music tracks or if they like they can send us DVD-R's or a hard drive.

 Rob, we want to thank you and appreciate you taking the time to answer all of our questions.

 And if you have any questions, just go to www.sounddogs.com

 © 2008 Sounddogs.com, Inc. TM All Rights Reserved.

For listening purposes only.

 

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Thursday, February 14, 2008

Guidance Tutorial for Recording Helicopter Sounds - Audio
Category: Podcast

Tutorial for Recording the Sounds of Helicopters
by Rob Nokes of Sounddogs.com

Click Here: Tutorial for Recording Helicopter Sounds (audio only)
(c) 2008 All Rights Reserved. TM
For entertainment and educational purposes only.


Based on the following microphones and recorders:

Two Sennheiser MKH60 P48 Mics.
One Sennheiser MKH418 S P48 Mic.
One Electro Voice RE20 Mic.
One Shure SM 57 Mic.

I would separate onboard recording and external recording moves.

Onboard / Exterior:
Based on your equipment and experience level, I would not record with external microphones mounted on the helicopter for this session.
Typically I like to place external microphones on vehicles, the two ideal locations would be below the rotor at the back of the cab and below the cab on the back underside.

It is very import to place the microphones in wind protected pockets and wrap the microphones in wind protection. Use "bungie chords" to secure the microphones down to the helicopter.

I prefer to use low profile microphones like the Sanken CUB-01 that can withstand high SPL. The low profile nature of that microphone helps keep it out of the wind.

Interior:
Mount the RE20 on the front ceiling and SM57 on the floor of the front of the cab, where the pilot is.  Use bungie chords and Neoprene foam to reduce vibrations on the microphones.

If there is wind within the cockpit area you will need to use wind protection of some sort. Listen for sweet spots on the ceiling and floor and lock the microphones in the locations.

Do not move them after they are setup. Set your levels based on the loudest sound that the helicopter makes and leave them at that level for the entire recording.

Crew Cab:
Have your two crew members go hand held on the two MKH60's, they should monitor what they are recording, set their level based on the loudest sound they can record and not change levels.

Lock them securely in and have them record as many variations of the rotor or blade or exhaust as possible. It is very important that they do not change perspective until the helicopter finishes a complete move.

A complete move would be Start, Idle, Rev, Away Fly, Stop, Idle, Down, Off.

Pilot Instructions:
Always Start and End a set of moves. This makes it easier for Editors to use the recordings.

Start, Idle, Hover, Away, Interior Flight, Stop, Idle, Touch Down, Off, Engine and Rotor wind-down, Silence

Do Various Speeds: Very Slow, Slow, Medium Slow, Medium, Medium Fast, Fast, Very Fast, and Varied-Speeds Erratic Flight.

Exterior / External:
Using your two MKH 60's go hand held, have one recordist at the start / end position. The helicopter should always start and end at the same point.

The second recordist should be located at the end point of the helicopters route.

Say the helicopter flies 800 meters away from the start / end position.

Place the second recordist at 800 meters, he should be recording the helicopter turning by him and going away.

The helicopter should GO BY the start / end point and do a pass by and go 800 meters away.

Then the helicopter returns to the start / end point hovers, idles, down, off, wind-down.

Effectively the start / end point serves as the mic point for the START, PASS BY, and END.

The second recordist is capturing UP, TURN BY, and AWAY. And Distant Pov if recording conditions are good. Use the same speed variations as noted in the Interior section. In addition add ALTITUDE variation, shoot two sets of LOW and MEDIUM LOW altitudes with the various speeds.

This is only a guideline based on what you have available, real life conditions in the field may force other choices to be made.

Listen to more authentic helicopter sounds at www.Sounddogs.com

9:30 AM - 1 Comments - 1 Kudos - Add Comment

Friday, February 01, 2008

Recording Dog Sounds - Cabana Salvador (01/26/2008)

Audio shreds coming soon!

(c) 2008 Sounddogs.com, Inc.
Photos property of Sounddogs.com, Inc.

Recording Various Dogs at Cabaña Salvador (26/01/2008)
The location was an open space in the countryside with trees and lots of birds. It was windy and there were over 60 dogs, 3 sheep and a horse.
We recorded approximately 1 KM from road without too much traffic.



 
At first it was hard to find a good spot for recording. The owners suggested we used the backyard but the problem with that it was in proximity to other dogs and that we would have been closer to the road.  As well, there wasn't much protection from the wind and there were 2 small trees that made too much 'leafy' noise when the wind blew.
We also considered recording outside the farm below ground level (standing on grass, mics on the gravel). The problem with a recording set up of this nature is that when the dogs moved, the crackle of sounds beneath their feet was too audible.
 

Finally we chose to record in the entrance to the farm with two 7-foot, slightly curved, brick walls which gave some protection against the wind. Additionally, to reduce the noise of the wind, we placed a van across the path. Gravel on the entrance was swept to minimize feet sounds and most of us took our shoes off too.



 
Recording the Doberman:

The Dobermans were not mean or unfriendly but we needed them to bark. The owners attributed their initial quietness to the unfamiliar environment and that their presence eased the animals too. A cat and a small dog were brought in order to make the Doberman bark but we couldn't get the desired mean barks. 2 Dobermans were taken from the recording area and once they felt they were being left alone they began barking as expected. Separating the dog and owner made the dog bark.

We noticed that physically standing up put the dogs in a submissive position making them more quiet, so sitting down next to the dog provided the best solution.



Weimaraner:

We requested a more vocal dog so that we could get the barking we were looking for. It was suggested we record a dog with a frame and size similar to a Doberman. The weimaraner seemed a good choice but it wasn't the barking type either right away. However, after a while, it got to barking (deep and paused). It was recorded in between the brick walls, again trying to minimize the wind.



Giant Schnauzer:

We recorded two giant schnauzer, one black one "salt & pepper" (gray). The gray one was very protective of his owner and we found a simple way to make it bark -moving very quickly around him and his owner, which got the dog to bark and growl viciously. The recording problem here were the footsteps. The black Schnauzer didn't really make any sounds for us.


Great Dane:

This dog with its impressive size wasn't incredibly vocal either. As mentioned before, when the dogs are being handled by their owners, they don't feel threatened and have no need to bark. We used the same technique as with the Schnauzer (moving quickly around the dog) and we got some good, deep, scary barks.


Other dogs were brought to us but they were very friendly and didn't bark or make any kind of sounds.

In the end we recorded large groups of dogs barking, small dogs and big ones (Scottish Terrier, Dachshund, Border Collie, Welsh Corgi, Pinscher miniature, Small Schnauzer, Whippet, Pugs, Great Dane, among others).



All dogs were handled by their owners with respect and care.

11:55 AM - 1 Comments - 0 Kudos - Add Comment


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