Audio effects


A range of audio effects are included to adjust your audio.

Audio reverse

Plays the selected clip backwards.

Balance

Pan the audio from left to right on a stereo soundtrack.

Cathedral

Simulate the acoustics of a cathedral/large cavernous space.

Channel levels

Used to adjust the volume of each audio channel individually.

Doppler shift

When combined with an animated layer, this effect introduces realistic doppler shift to an audio layer.

The effect should be added directly to your audio layer. In the effect's properties you can link it to a separate layer, which can then be animated. For example, if a point layer is created and animated to move towards camera, the audio will receive a doppler shift as if the sound is approaching camera.

A practical example would be to use a constant audio recording of a helicopter, which is then linked via the doppler shift effect to an animated 3D helicopter in your scene. The helicopter audio will be shifted automatically as the vehicle moves.

Speed of sound is defined in meters per second, with the Scene Size property defining how many pixels in the scene correspond to a real meter. This makes it possible to get accurate doppler shifting for a variety of scene setups.

If Distance Falloff is activated, the audio will diminish in volume the farther away it is. The Volume Distance is the distance from the camera, and when the audio is at the defined distance it will be at 100% volume. As audio gets farther away it will become quieter. At the default of 1000px, if the audio moves closer to camera it will become louder than 100%.

Echo

Generates echoes from the original audio. You can adjust the number of echoes, and how delayed they are from the original. The falloff determines how much of the echo is heard before it diminishes and becomes inaudible.

Equalizer

The equalizer is used to adjust the strength of specific frequencies in an audio clip. This can be used to selectively adjust the bass and treble, for example, depending on the intent.

The presets menu provides quick access to common equalization tasks, such as high pass, low pass and bass boost.

The Master Gain control is used to control the volume of the clip. This operates separately to the volume property of the clip and should be used to set the base volume of an audio clip. The volume property can then be used to fine tune volume and mix clips over time.

Recorded audio will often have a low gain when imported. To set your gain to a satisfactory volume for standard playback on typical equipment, you can observe the default gain using the audio meters. Playback the clip and note the peak audio level, as displayed in the peak boxes. You can then make the appropriate adjustment to the Master Gain. For example, if you have a dialogue track which has been recorded with a peak of -18dB, making it rather quiet in the mix, you can set the Master Gain to 9.00dB in order to raise the overall gain to -9dB. This results in louder audio while still leaving headroom to adjust the volume if required.

Large/medium/small room

Simulates the ambience of various sizes of room.

Noise reduction

This is a quick way to clean up audio which is suffering from unwanted background noise.

After applying the effect, move the playhead to a frame containing a clean example of the noise. This should be a frame where there is no other interfering noises. For this reason when recording audio is is always worth recording a section of 'clean' audio before recording your actual subject. Clicking the Capture noise print button samples the frame, so that HitFilm can recognize the noise.

In many cases the noise will be immediately removed. You can adjust the amount of removal with the Reduce by property - note that too much reduction can result in unnatural audio. Threshold is used to retain audio data, determining precisely how much of the original is removed. You can add additional detail to the noise print using Add to noise print, or reset the noise print entirely.

Pitch

Adjusting the pitch can be useful for particular effects, or to counter the natural pitch change caused by adjusting playback speed of a clip.

Shortwave radio

Simulates the sound of a shortwave radio.

Telephone

Simulates the sound of telephone audio.

Tone

Generates a continuous tone of a defined frequency.