DISTANCES
Amplification (and additional processing tools like compression and EQ) allows for a huge range of distances to be implied between the speaker and the listening ear. In a theater or other room situation (where the listening is not taking place on headphones), this means that a recorded voiceover can dispense with all the vocal techniques of projection, otherwise necessary to be heard clearly. Hearing an amplified voice speaking softly, intimately, plays a spatial trick, pulling the listener toward to the speaker, or making it feel like the listener has surveillance access to the interior mind of the speaker.
On headphones, the voice is literally at the ear of the listener, so amplification for the softest voice, instead of playing a trick, completes a logical circuit. Close headphone speaker, close speaking voice. Walking audio can capitalize on this default proximity or work against it, using distancing effects. But it’s worth asking where the speaking voice should be addressed. Are you speaking directly to the listener, or is the listener overhearing voices. Is it communicative in function or archival? All of these things effect the sense of proximity or distance you want to create.
TONES
Some microphones have what’s called a “proximity” effect, so that speaking with your mouth very close to the mic creates a warmer, more ambery sound than speaking 6 or 8 or 12 inches away from it—but if you want to eat the mic, you have to use a screen or watch your plosives (puh sounds) because they can max out the mic at that distance. Some mics will roll certain frequencies off that aren’t optimal for voice. Voiceovers are usually recorded on dynamic microphones, which differently prioritize sound coming from different proximities and directions. Usually, the farther you are from a dynamic mic, the more sound it will grab (imagine a cone coming out from the microphone), so room noise will start to show up in your recording.
Every mic is different, so the first thing to do when recording a voiceover is to spend time logging the change in sound from different points around the mic and speaking at various degrees of loudness. (Tip, useful to say things like “I am speaking from 6 inches away” so you can log easily.) Try to listen on a spectrum of warmth (warm feel, cold feel) and width (expansive feel, thin feel). Listen to the playback through different headphones and different speakers. Although there’s a lot you can do to process the sound of the voice in a DAW, it’s good to get a baseline in the raw recording.
If you’re going to do a lot of home recording, the gold standard entry level mic is the Shure 58. You’ve probably seen it—they’re ubiquitous because they’re great and they’re indestructible so music venues like them. If you go this route, you will need an interface between the mic and the computer. I am a fan of M-Audio interfaces.
LISTENING STUDY
Listen to the different voiceovers in listening party links, clocking them on that scale of warmth and width, proximity and distance. What vocal sounds do you like? What don’t you like? Try to reverse engineer the vocal sound. How far from the mic do you think the speaker is? How much breath or projection is being used? How do all these things combine to make you, the listener, feel addressed?
TOOLS: EQ
If I had to limit myself to a single processing tool, it would be EQ, through which you can raise or suppress different portions of the frequency array of any given sound file. EQ will alter the sense of warmth of width, intimacy or distance, allowing you to fuzz out a voice by boosting the low ranges or make it tinny by suppressing the low and boosting the high.
(You can usually add an EQ effect or plug-in to a track; in some programs like Garage Band, you have to go into the effect’s pantry (say you use “telephone voice” you can find the set of effects that are combined to make that voice in “—“ and you can alter the parameters. In a simple EQ tool, you draw a sine curve. In a more complex EQ tool, you can draw different curves for individual segments of the frequency range. (See pics.))