Shotcraft
Post Sound

Re-recording Mixer

Balances dialogue, music and effects into the final mix and the stems every deliverable is cut from.

What they do

Work starts at picture lock, on a dub stage calibrated to a known reference level with the speaker layout the film will be shown in. First they audition the delivered tracks on their own, listening for distortion, unintelligible lines, mismatched noise floors and edits that will not survive being loud. Then premixes. The dialogue pass is the hardest: location tracks, ADR and room tone made to sound like one continuous performance in one place, using EQ, de-noising, de-essing and matched reverb. Effects and backgrounds follow, then music, often with the music editor in the room. Then the final pass, reel by reel, with the director and producer present, deciding what an audience should be able to hear at every moment: which line survives the explosion, whether a cue enters under the last word or after it, and where music and effects are competing for the same job. Panning and space are part of it, whether the format is stereo, 5.1, 7.1 or an object-based immersive mix. The output is not one file: dialogue, music and effects stems, an M&E for foreign versions, near-field and consumer trims, and a master that meets the delivery spec's loudness target in LKFS and its true-peak ceiling. Then the fixes, as the cut keeps moving.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

Models that generate synchronised audio produce a finished blend in one pass, which is not the stem-separated, frame-accurate material a mix needs, and an M&E version, a trailer cut and a loudness-compliant broadcast master all assume separable elements. Machine-learning source separation and dialogue cleanup are already normal on the stage and genuinely rescue location tracks. The judgement about what an audience should be able to hear at each moment stays with the person at the desk.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • Avid Pro Tools with a large-format control surface (Avid S6 class) or console
  • Calibrated dub stage or mix room with cinema or immersive speaker layout
  • Loudness and true-peak metering in LKFS/LUFS
  • Dialogue tools: EQ, dynamic EQ, de-noise, de-ess, convolution reverb
  • Dialogue, music and effects stems, M&E versions and printmasters
  • Object-based renderer for immersive formats such as Dolby Atmos
  • Delivery specifications, near-field check monitoring and QC reports

Works with

  • sound-designer
  • director
  • editor
  • composer
  • production-sound-mixer
  • assistant-editor

The models that touch this work

The parts of the directory relevant to post sound, rather than all of it.

Also in Post Sound

Sources