Part 8 · Location sound · Lesson 4 · 7 min read

Location Sound — Indoor Echo, Outdoor Wind, Cars, Loud Locations and Scouting for Sound

Every location sounds different; fix it before you roll

Location sound means knowing a place’s noise and echo in advance and reducing them before you roll. Indoors, hard walls bounce sound back and create echo, so lay blankets and rugs on off-camera walls and floors and move actors away from walls. Outdoors, wind is the biggest enemy, so use a windshield and windjammer, and wait out traffic and planes or pick a direction where they’re blocked. In cars, record with lavs and a mic hidden inside the car; at locations that are simply too loud, record a pilot track for ADR. List anything you switch off, like fridges and air conditioners, and switch it back on before wrap, and listen for yourself on the scout.

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Course outlinePart 8 · Lesson 4 · 40/49
Illustration of outdoor recording in a windswept grassy field: a boom operator holds a mic in a furry windjammer just above an actor’s head, with the actor shown on the monitor of a camera on a tripod in front
AI-generated illustration

Indoors — cutting reflections and echo

Room reflections seen from above — an actor stands on a rug in the middle of the room, with the boom mic overhead in front, pointing at the mouth. Sound going straight from mouth to mic is a solid line; sound bouncing off the bare top wall and the window on the right back to the mic is dashed. Sound hitting the blanket on the left wall is mostly absorbed, leaving only a short, faint tail. A blanket also hangs on the wall behind the camera at the bottomWindowBare wall — the side in shotBlanketBlanket behind camera tooRugFrameMostly absorbedActorBoom mic (overhead)CameraDirect soundReflected off wallsBlankets, absorbers — off-camera only
A room seen from above — the solid line is sound going straight from mouth to mic; dashed lines are sound bouncing off walls and arriving late. Walls hung with blankets send back less sound.
  1. 1Direct sound — The closer the mic, the louder it is relative to reflections, and the clearer the dialogue.
  2. 2Bare walls and glass — Send sound back almost unchanged and create echo.
  3. 3Blankets — Hang them on off-camera walls to cut reflections. The wall behind the camera is a good spot.
  4. 4Rugs — Cut floor reflections and footsteps at the same time.

In empty rooms or spaces full of tile and glass, sound bounces between the walls, so dialogue sounds distant, as if spoken inside a barrel. That echo is hard to remove cleanly in post, so it’s better to reduce it on set. Get the mic as close as the frame allows, and in echoey rooms use a hypercardioid, which is less narrow at the front.

  • Blankets and absorbers — Hang them on walls that aren’t in shot, near the ceiling and behind the camera. You can also hang them on stands.
  • Actor position — Standing right against a wall mixes in reflections immediately. Check with the art department and director whether the actor can move a little away from it.
  • Limits — Thin fabric cuts mid and high-frequency echo but does little for low rumble. For low noise, you have to switch off the source.

Outdoors — wind, traffic, planes

Outdoors, wind noise is the most common failure. Put a basket windshield and a furry windjammer on the boom mic, and hide lavs under clothing or use a small furry cover. Setting up where buildings, vehicles or terrain block the wind is far easier than stopping it with gear alone.

  • Traffic — The same road sounds different at different times of day. Talk with the DP about whether you can shoot with your back to the main road or facing a direction shielded by buildings.
  • Planes — When you hear one coming, the production sound mixer flags it right away and the 1st AD decides whether to hold. Note takes with a plane over dialogue in the report.
  • Continuity — If background noise levels differ a lot between neighboring shots, the cut jumps in editing. Where noise is constant, record a long stretch of ambience.

In the car — lavs and hidden mics

Cars are cramped, so a boom is hard to fit, and engine, road and wind noise keep coming in. A common approach is a lav on each actor plus a small mic hidden out of frame, on the sun visor or headliner. Close the windows and check the fan and turn signal noise too. Towing the car while you shoot means the actor doesn’t have to drive, and it cuts engine noise as well.

Loud locations — pilot tracks and the ADR call

Next to a construction site, in a factory with machines running or at a large event, where you can’t reduce the noise, it’s hard to get clean dialogue. Record anyway. What you capture is called a pilot track, and in ADR it becomes the reference actors use to match lip movement and delivery.

What to switch off before you roll

Noise sources around a shooting location — a band for the shooting position in the middle; above it, three outside sources (wind: windshield and windjammer, a sheltered spot / road traffic: listen at different times of day, use buildings as a shield / aircraft: check for a flight path overhead, wait until it passes); below it, three inside and nearby sources (fridge and A/C: switch off with the owner’s permission, log what you turned off and switch it back on before wrap / lights and generator: check fixture fan noise, keep the generator far away / neighborhood: check construction and bell times, tell neighbors in advance)Outside noise — avoid it or waitWindwindshield + jammersheltered spotRoad trafficlisten hour by hourbuildings as shieldAircraftunder a flight path?wait till it passesShooting positionOn the scout, check each at your shoot timeFridge, A/Coff with owner’s OKlog it → on by wrapLights, gennycheck fixture fansgenny far awayNeighborhoodconstruction, bellswarn neighborsInside and nearby — switch off or move
Noise sources around a location — avoid or wait out outside noise; switch off or move inside noise. Check each one on the scout.
  • Fridges, air conditioners, fans — Get the location owner’s permission before switching them off, list what you turned off and switch everything back on before wrap.
  • Lighting fixture fans — For fixtures with fan noise, ask the lighting team whether they have a quiet mode.
  • Generators — Ask in advance for them to be placed far from set, facing a direction where buildings block the sound.
  • Clocks, phones, alerts — Find and switch off anything that ticks, rings or makes announcements.

Sound checklist for the scout

  • Listen in silence for one minute and note the background noise.
  • Clap your hands and listen to how long the echo hangs.
  • At the same time of day you’ll shoot, check for traffic, school bells and construction.
  • Watch whether planes pass overhead often.
  • Ask whether fridges and heating or cooling can be switched off, and who controls them.
  • Find a spot for the generator and a direction where its sound is blocked.
  • Let neighbors and building managers know the shoot times and ask for quiet in advance.

A sound scout works best alongside the camera and lighting scout. A location can look great on screen but be loud enough to lead to ADR, so hearing the production sound mixer’s opinion before you lock the location is a way to save money.

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