Week 7 — Post-Production Lab: Montage & Voice

This week is a direct continuation of the Studio Interview Lab. You now move from recording presence to shaping meaning through montage.

Using the shared interview footage, you will begin weaving together voices, images, sound, text, and rhythm—discovering structure in the timeline rather than executing a fixed plan.

Editing is where the interview becomes cinema.


From Interviews to Montage

Interviews are not finished scenes. They are raw material. Meaning emerges through how voices are placed in relation to one another, how images interrupt or extend speech, and how sound and silence shape attention.


Editing Workflow

Assembly Edit

The assembly edit is exploratory. It is about getting material into the timeline and discovering relationships.

Rough Cut

The rough cut introduces structure.

Final Cut

The final cut refines intention.


Montage Tools & Strategies

Interviews

B-roll & Cutaways

Sound & Music

Text & Titles


From Sound Wave to Digital Signal

Sound is physical: a vibration moving through air as waves of compression and rarefaction. When those waves reach a microphone, the diaphragm moves in response, converting mechanical motion into an electrical signal. That analogue signal is then sampled — measured thousands of times per second — and converted into binary data. This is the analogue-to-digital conversion at the heart of all digital audio.

Essential Sound Terms

Frequency / Hertz (Hz)
The rate of vibration of a sound wave, measured in cycles per second. Frequency is what we perceive as pitch — low Hz is bass, high Hz is treble. Human hearing spans roughly 20 Hz to 20,000 Hz (20 kHz). A voice sits between 80 Hz and 8 kHz; presence and intelligibility live around 2–5 kHz.
Amplitude / Decibels (dB)
The strength of a sound wave — perceived as loudness. Measured in decibels. In digital audio, 0 dBFS (full scale) is the maximum before clipping — distortion caused by a signal exceeding what the system can record. Dialogue typically sits around –12 to –6 dBFS. Never let peaks hit 0.
Clipping
Distortion that occurs when an audio signal exceeds the maximum recordable level. It sounds harsh and crackling and cannot be repaired in post. Record with enough headroom — aim for peaks no higher than –6 dBFS — to avoid it.
Dynamic Range
The difference between the quietest and loudest sounds in a recording or a mix. A wide dynamic range is expressive and cinematic; heavily compressed audio with a narrow dynamic range sounds flat and fatiguing. Film mixes preserve dynamic range; broadcast and streaming platforms compress it.
Sample Rate (kHz)
How many times per second the audio signal is measured during digital conversion. 48 kHz is the standard for film and video — always match this in your project settings. Mismatched sample rates cause audio to play back at the wrong pitch or speed.
Bit Depth
How precisely each sample is measured — the resolution of the audio. 24-bit is standard for production recording. 16-bit (CD quality) is acceptable for delivery. Higher bit depth means more dynamic range and cleaner recordings at low levels.
Gain vs. Volume
Gain is the input level — how much signal you capture at the microphone or bring into the edit. Volume is the output level — how loud something plays back. Gain affects the quality of the signal; volume only affects playback level. Always set gain correctly first; adjust volume in the mix.
EQ (Equalisation)
Adjusting the balance of frequencies within a sound — boosting or cutting specific Hz ranges. Used to remove unwanted low-end rumble (high-pass filter), add clarity to dialogue (boost around 3–5 kHz), or shape the tonal character of an atmosphere. In Premiere: Audio Effects → EQ or Parametric EQ.
Compression
Automatically reduces the dynamic range of a signal — bringing loud peaks down and quiet moments up. Used on dialogue to maintain consistent intelligibility, or creatively to change the character of a sound. Too much compression kills expressive dynamics. In Premiere: Audio Effects → Dynamics Processing.
Noise Floor
The level of background noise inherent to a recording environment or system — hiss, hum, room sound. The goal is to record signal well above the noise floor so it remains clean. In Premiere, Essential Sound → Reduce Noise can reduce a consistent noise floor, but it is always better to avoid noise at the recording stage.
Panning
Placing a sound within the stereo (or surround) field — left, centre, or right. In Premiere this is controlled in the Audio Track Mixer. Panning is a spatial tool: it can match where a character or sound source appears in frame, or deliberately contradict it.
Lufs (Loudness Units Full Scale)
A measurement of perceived average loudness over time, used for broadcast and streaming delivery standards. YouTube targets –14 LUFS; film streaming platforms typically –23 LUFS. Premiere's Loudness Radar effect and the Match Loudness panel in Essential Sound can measure and match this automatically.

Key Premiere Audio Settings


Adobe Premiere: Essay Editing Techniques

Nested Sequences

Text-Based Editing

Premiere’s text-based editing tools allow you to work through language as well as images.

Text-based editing accelerates discovery, but editorial judgment remains central.


Optional AI in Post-Production

AI tools are optional. Use them to support experimentation and efficiency—not to replace authorship.

Any AI tools used must be credited.


In-Class Lab Focus

The goal is discovery, not polish.