
Youve worked
day and night for the past two weeks, composing a music score for a film project
that could really make your career. Youve paid meticulous attention to
scene transitions and sound effects while reviewing your VHS work tape, and
now your music fits the picture with absolute precision.
But the director
has unexpectedly appeared at the editing facility to see the finished music
synchronized to film. Suddenly, your music cues are a little off the mark and
the climatic explosion is two seconds early. Everyone is glaring at you. You
have blown it. Big time. And just before you run screaming out of the editing
suite, you awaken and realize it was all just a bad dream. You dont even
begin the project until next week.
Unfortunately,
the dream could be a prophecy. At some point in your career, a synchronization
issue may arise that could determine the ultimate success or failure of a project.
Luckily, a complete understanding of time code can prevent this nightmare from
becoming a reality. Time code can be extremely confusingand many manufacturers
still dont fully get it, eitherso lets clear the air on some
common misunderstandings about synchronization and, in particular, SMPTE time
code.
A BRIEF HISTORY OF TIME
CODE
Time code was originally developed by the U.S. military to synchronize
missile test firings in the early 1950s. A system was designed that divided
each second into segments or framestypically 10, 30, 60, or more per second.
The code was transmitted in the form of a modulating audio tone (similar to
the sound of a modem) to devices which could interpret the incoming data and
trigger simultaneous launches.
Eventually, a
30 frames per second (fps) time-code standard emerged. This standard was based
on the television-field rate, which was half the stableand commonly availableU.S.
wall current of 60 Hz AC. In 1981, the Society of Motion Picture and Television
Engineers, or SMPTE, officially defined and adopted the 30 fps standard as a
method of synchronizing various film, television, and audio elements. A 1986
revision to the standard, now commonly referred to as SMPTE, refined the code
so that each of the 30 frames includes a digital word containing 80 bits of
data that allow information such as tape location, reel number, and session
dates to be stored and recalled.
Time code provides
us with the vital location and timing information of a program, and it is expressed
as hours, minutes, seconds, frames, and sometimes, subframes. (Occasionally,
subframes will be displayed in a computer sequencer, but video and television
are synchronized only to the nearest frame.) A typical time-code location appears
as 01:17:45:12 (one hour, seventeen minutes, forty-five seconds, and twelve
frames). If subframes are indicated, they are designated by a period and two
digit number following the frames (01:17:45:12.67 or twelve frames and sixty-seven
bits).
TIME-CODE FORMS
Time code is transformed into different forms for different
applications, but each form adheres to the same basic rules of counting time.
Therefore, each form is compatible with the others for synchronization purposes
as long as the proper translation hardware is connected. Longitudinal Time Code
(LTC) is the code that a MIDI interface or time-code generator spits out of
its SMPTE output jack. It is characterized by an audible, warbling tone. LTC
is used when you want to stripe a tape with time code and then feed it back
into your MIDI interface for locking your sequencer to an audio or video recorder.
You can also use LTC to print time code on the linear audio portion of a videotape.
However, most broadcast devices and digital multitracks have a dedicated address
track that outputs LTC and saves you from sacrificing an audio track for time
code.
If you are dealing
strictly with audio recording and will not be synching to video, you will probably
only need to know about LTC and MIDI Time Code (MTC). MTC is generated from
a MIDI device using a selected master time base (internal reference, incoming
SMPTE code, etc.) that is transformed into timing data that can be transmitted
through a MIDI cable. (MIDI cannot transmit audio signals, so LTC is not suitable
for MIDI applications.) This data carries basically all the same relevant information
about the current hour, minute, second, and frame location that LTC does, only
in a form that is recognizable to a MIDI device.
A third form of
code is Vertical Interval Time Code (VITC). This form of time code is actually
buried into the image frames of a videotape (see the sidebar "Video Basics).
VITC must be recorded onto the videotape dub simultaneously with the video image.
Unlike LTC, which can be laid to an audio track at any time, VITC cannot be
dubbed in at a later date.
However, integrating
time code into the video signal has distinct advantages over LTC, because VITC
does not require that you use an audio track on your recorder or VTR to store
the code. Also, VITC can showthrough a window burn time-code display recorded
directly onto the video tapethe exact time-code location of a single video
frame. This means that you can still read location numbers when the video is
paused or when you're slowing scrolling through a scene. Because VITC is perfectly
synchronized to video images, it is the preferred source of code when scoring
to picture, even if it is often converted to LTC and MTC for the practical use
of the composer or sound designer.
TIME-CODE RATES
A
lot of confusion with time-code originates from a lack of understanding of this
fundamental rule: time-code rate and type are independent of each other. Learn
this, and dont ever forget it. Go back, and read it again. You must know
the difference between time-code rates and types and how to effectively communicate
this information when working with others.
The rate of time
code refers to the speed of the code or how many frames pass within a second
of real time. There are only four rates (speeds) of time code: 30, 29.97, 25,
and 24 fps. Most music-only productionsand some film-scoring projectsin
the United States and Japan employ 30 fps code.
Way back in the
days of black-and-white broadcasts, North American television ran at exactly
30 fps. After color TV was introduced in the 1950s, however, 30 fps was replaced
by the slightly slower-running 29.97 fps rate. At the risk of oversimplification,
this 0.1 percent speed modification allowed for easier color synching of new
programs and the reproduction of older black-and-white programs with existing
hardware. Today, all television and videotape equipment runs at 29.97 fps without
exception.
The speed of time
code in Europe is exactly 25 fps (called EBU time code after the European Broadcasters).
This standard is because European video and television also runs at exactly
25 fps, making their broadcast time calculations based on time-code information
very easy.
The speed of motion
picture film is 24 frames per second, and most film shot at 24 or 30 fps is
necessarily "pulled down," or slowed, to 23.976 or 29.97 fps when
transferred to videotape. (Most film composers work from a videotape running
at 29.97.) The only exception to this is if you happen to be one of the few
composers who still scores to the actual film stock.
TIME-CODE TYPES
If you work primarily with NTSC video, the standard in North
America and Japan, there are two practical time-code rates: 30 fps and 29.97
fps. So whats the difference again? Remember, 29.97 code runs through
frames at a slightly slower speed than 30 code. What does that have to do with
time-code type? Well, one of the advantages of having an exact number of frames
pass within a second, as with 30 fps or 25 fps code, is the ability to use the
SMPTE counter as a measure of actual running time (also referred to as wall-clock
time).
For example, at
a rate of 30 fps, if a program starts at 01:00:00:00 (one hour) and ends at
01:01:00:00 (one hour, one minute) on the SMPTE display, the duration of the
program is also exactly one minute long by the clock on the wall. However, with
a time-code speed of 29.97 fps, when the elapsed wall-clock time is exactly
one minute, the SMPTE display will read 00:00:59:28 (59 seconds and 28 frames).
And after one hour of real time, the SMPTE display will only read 00:59:56:12,
or 108 frames short of one complete hour. Obviously, a 29.97 fps rate can be
problematic for broadcasters, who require exact program length information for
precision timing of television commercials that are billed out by the second.
To reconcile the
discrepancy between 30 fps and 29.97 fps in regard to wall-clock time, drop-frame
code (or compensated-mode time code) was developed. Basically, drop-frame code
recounts frames to allow the 29.97 rate to "make up" the 108 frames
it falls behind every hour of real time. This feat is accomplished by skipping
the two frames numbered :00 and :01 at every one minute interval, except the
interval that falls every ten minutes. (No actual video frames are omitted,
only the numbers used to identify each frame are altered.)
Using a 29.97
drop-frame rate, simply referred to as "29 drop" or "29d,"
means that the SMPTE display will be a near-accurate running record of the actual
elapsed time. In other words, the time-code display now closely matches the
wall clock, and the broadcaster wont have to refund advertising money
because the last two seconds of an automobile commercial was clipped off just
before the six oclock news. The most that the 29.97d SMPTE display will
ever be off from wall-clock time at any given point in a program is two frames,
or 66.73 milliseconds. However, continuously running drop-frame code drifts
two frames per day, and broadcast facilities must recalibrate every few days
to maintain accuracy.
Now, heres
where it starts to get a little tricky, so listen up. Technically, 30 fps code
can also exist as two types: 30 nondrop (30nd) and 30 drop (30d). The easiest
time code to work with is 30nd; traditionally designated as 30 fps, with no
additional letter designation. With 30 fps, the SMPTE display reflects wall-clock
time, making it an industry-preferred choice for music production. However,
since television and video equipment do not run at 30 fps, a music bed for video
created at this speed will not be in sync with the picture. Sorry.
However, if you
are working on a music-only project and will not need your track to synchronize
with video at a later date, you are clear to use good old 30 fps code. Your
sequencer will happily chase along to whatever code you feed it, and the SMPTE
display will neatly match wall-clock time. Also, MIDI-event editing is easier
because you dont have to take into consideration that certain frame numbers
are missing in the event list, as with 29.97d code.
A rare and mysterious code is true 30d, running at exactly 30 frames every second,
and employing the same frame number skipping scheme as 29.97d. You'll probably
never encounter this type of code, as it has little use in the post-production
or music worlds.
WARNING! WARNING!
A nagging problem within the time-code community is the unintentional
misnaming of the various codes. For instance, the term "30 drop,"
or simply "drop," is sometimes used when someone is actually referring
to 29.97d. Erroneous time-code designations are ocassionally propagated by manufacturers
who fail to fully understand the distinctions themselvesor at least dont
always make the differences clear in their devices and manuals. The MTP Console
software for Mark of the Unicorn's MIDI Time Piece II, for example, offers four
choices for time-code generation: 30, Drop, 25, and 24. It is not made clear
what "Drop" is in this context. A call to MOTU verified that it is
29.97d code and also revealed there is no choice between drop and nondrop generation
at 29.97 fps.
The manual for
Roland's DM-800, although correctly listing the four available code versions
of 30 fps and 29.97 fps (drop and nondrop), incorrectly names both 29.97 types
as "30DF" or "30ND," which is the same identification given
to the 30 fps codes. In sort, four different time-code versions are sharing
two names. However, Roland does state that the 30DF version of 30 fps is "usually
generated only by mistake." Thanks for the clarificationand manufacturers
wonder why users are confused!
To confuse matters
even further, Emagics Logic offers the seemingly useless and problematic
option of 30d code. After getting conflicting stories from Emagic, I was finally
told that Logic's European programmers, being more familiar with EBU code than
SMPTE, simply made all combinations of time-code rate and type available.
In addition, Logic
offers an auto-detection mode that attempts to identify the rate and type of
incoming time code. This is a feature that should not be trusted. On one occasion,
Logic told me that incoming LTC from a videotape (29.97 fps without question)
was running at 30 fps. Wrong. The potential for incorrect readings is great,
especially if the master device is an analog recorder (almost all analog recorders
suffer from transport speed inconsistencies). Fortunately, Logic's auto-detect
feature can be deactivated.
Sometimes, a timing
problem can be traced to the fact that all SMPTE generators are not created
equal. Some MIDI interfaces, for example, should not be relied as stable sources
of time code. Theyre just not designed for it. Put your trust in video-referenced
devices from companies such as Adams-Smith, Timeline, and Horita, or the code
generated from MDM address tracks.
You should also
be aware that there can be subtle differences between the internal clock speeds
of time-code generators and computers. A case in point: if you have ever worked
with drum loops, you know how tedious it can be to get a loop to retrigger smoothly
and musically so that the loop grooves with the time center of the sequencer.
Unfortunately, if you attempt to lock your sequence to questionable time code
(from an unstable generator, playback from an analog recorder, etc.) your loop
may cease to retrigger correctly. This frustrating glitch occurs because the
new master time base is not the same as the internal clock of the computer that
you were referenced to when you fiddled with your drum loops.
Could the internal clock of the computer be slightly unstable? Thats possible,
too. I had to make an approximate 0.4 bpm change in my sequence tempo to get
a loop to play correctly if I first tweaked out the loop in my computer and
later locked it to time code generated by my MTP II.
PROBLEM SOLVERS
But dont let these horror stories frighten you. Here are
some guidelines that can sort out most of the potential code problems you'll
encounter.
For starters,
always use the originating time code as the master code for every device you
want to synchronize. Remember the drum-loop problem? The work around for that
situation is to tweak your loop while the computer is chasing the time code
from the recorder, VTR, or synchonizer that will be your master time base, instead
of relying on the internal clock of the computer. This is called resolving to
the common reference.
When a device
is resolved, it will speed up or slow down to follow exactly the time code being
referenced. It doesnt matter if you are trying to get a loop to groove
to tape or match a music score to the designated hit points on a video dub.
If you resolve your devices to the same master time-code source, you will eliminate
most synchronization problems.
For example, if
you stripe a 24-track, analog tape with 30nd code from an Opcode Studio 4 interface,
always use that code for the rest of the project. It doesnt really matter
whether the MIDI interface generated code a little fast or slow or if the multitrack
recorder was running a bit faster than normal. The point is, this code is now
the master reference and every other device must be resolved to it. A slaving
device will chase the code exactly as it was originally recorded, minor imperfections
and all and will always be in sync with your master.
If you are going
to score music to a video, you can use the master time code provided on the
videotape, which is called the house sync, as your time base. Be sure to let
the video-editing house know what type of video format you work with and any
preferences you may have regarding time-code generation. I typically ask for
a Hi-fi VHS tape with time code on both the linear tracks and the left channel
of the Hi-fi tracks. (Any production audio is recorded onto the right channel
of the Hi-fi tracks.) Of course, the type of code (drop or nondrop) being used
for the project is usually decided by the director or editor. You already know
what the rate will be, right? Ready for a pop quiz?
Once again, it
is critical that you stick with the common reference to ensure your music will
always be in sync with the picture. Lets say you are given a videotape
with 29.97d code on it and are asked to compose a 45 minute score. You set your
sequencer to 29.97d, view the burn-in window on the videotape, and note all
your hit points. You create a beautiful score, using the time code on the videotape
to drive your sequencer while you watch the picture. All your hits line up and
everything is wonderful. Now its time to record the score to tape.
If you mix your
score to a time-code DAT machine, you can generate your own code to the multitrack
master (or use the address track of an MDM), record the score, and mixthe
DAT machine will chase the code from the multitrack. The DAT master can then
be easily resolved to the house sync of the picture, and your music will be
locked (or genlocked) to each exact frame of the videotape
However, if you
mix to a non-time-code DAT, you must resolve the multitrack to video-referenced
time code when you mix. This is necessary because your DAT mix will be freewheeling
when laid-back against the picture in the post-production studio. But, as long
as you are resolved, there will be little noticeable drift between score and
picture once you start everything from the right spot (a job for the editing
facility). Yet keep in mind that you are running wild. It is only the grace
of the stable transports of the videotape players, MDMs, and DAT machines that
keeps the sound of the slamming door in the right spot as the hero exits to
catch the bad guy.
Time code generated
by an MDM address track (like an ADAT with a BRC or DA-88 with a sync card)
is rock-solid stable because these are video-referenced machines by design.
You can use the internal time code from the MDM address track, record your score,
and mix it to non-time-code DAT with excellent results.
A solid, clean
source of time code is essential for keeping everything in sync throughout a
project. If you wish to transfer house sync from the videotapes linear
track to an analog multitrack, it is likely the code will need to be reshaped.
This process ensures that the code will be in the best possible condition when
re-recorded, and can be read properly later on down the line. Most MIDI interfaces
can regenerate house sync from a video tape to provide clean code for your recorder.
So, what happens if you suspect the time code has gone bad halfway through your
project? Should you just restripe the tape with fresh code and find new offsets?
No! Dont ever restripe tape once you have begun a project. That is, unless
you never want to be in sync with it again.
When code is not
being read properly, it is often due to playback problems with the tape deck
rather than a problem with the original recording of the code. Checking cable
connections and playback levels, cleaning the heads, or adjusting the tape bias
usually solves the problem. Occasionally, a touch of equalization can render
the code readable again. However, if equalization seems to be the only fix,
it is a good idea to go ahead and regenerate fresh code to a new track. By regenerating
the code, all the original timing information will remain intact and match the
tracks you have already committed to tape.
If you are using
an MDM and you experience a lot of dropouts, digitally clone the tape as soon
as possible. During cloning, the error correction process should restore the
code to its original condition. If drop-outs persist, try playing the tape in
another machine. Swapping decks often buys you that one "perfect"
play back that will produce an uncompromised clone.
LOCK IT UP
Dealing with time code can be frustrating and confusing, but
it is also an immensely helpful ally. The more you understand it, the better
it can serve you. If you have questions, dont hesitate to ask some accessible
audio engineers or video editors for advice and insight. They are usually happy
to offer assistance, as long as they know you have a grasp of the basics. So
spread the knowledge around. Heres to living in sync!
Composer/Producer
Rob Shrock's original score for Texas Instruments recently won the Telecommunicators
Corporate Film Image award. However, his greatest joy is being in sync with
his wife, Lori. Special thanks to David Crigger and John Johns.
VIDEO BASICS
Wait a minute, how can you have time code mixed in with a video
picture? Actually, it's not hard at all. You see, a video image consists of
individual frames, or pictures, strung together and played sequentially at a
specific rate. An NTSC video frame consists of 525 horizontal lines of colored
dots created by an electron beam, or cathode ray, scanning across a picture
tube. It takes two scans to create a complete frame. The beams draws the odd-numbered
lines first, and then momentarily blanks out while it moves into position to
begin drawing the even-numbered lines. Each of these half-images is called a
field.
The time span
between the drawing of each field, as the beam is blanked out and moving back
into position, is called the vertical blanking interval. This interval is used
to store timing messages that keep the two interlaced video fields in sync.
It also serves as a place to store the VITC (Vertical Interval Time Code) form
of time code. Thus, VITC is buried between the two fields of the video frames
and remains perfectly in sync with the picture.
SYNC TERMS
So confused about time-code issues that you can't even cruise
through the terminology? Then use this handy glossary to help bolster your powers
of comprehension.
Absolute timing reference The master time code used to indicate tape
speed and position as well as to synchronize various recorders (see house sync).
Black burst A black video signal used as a house sync source.
Burn-in window A visual display of the current time-code location derived
from VITC or LTC and embedded into the video image. The window typically appears
as a black box in the lower portion of the video screen.
Chase The act of a recorder or sequencer followingor "chasing"time-code
data to sync with a master machine.
Common reference The master time base; usually a video house sync generator
or black burst.
Drop-frame A term for the method of "recounting" individual
video frames that allows the elapsed time of the SMPTE display to approximately
match elapsed real time. This process, also called compensated-mode time code,
was developed to reconcile the speed difference between 30 fps and 29.97 fps
time code, as related to actual "wall clock" time.
Frame In video or film, "frame" refers to one of the individual
still images played back sequentially between 24 and approximately 30 times
per second. In time-code parlance, a frame is a digital word interval corresponding
to a single film or video image.
Frame rate The speed at which the time code runs (30 fps, 29.97 fps,
25 fps, or 24 fps).
Freewheeling Used to describe a device running wild after synchronization
is lost. This situation is usually caused by a large dropout in time code.
Genlocking The procedure of directly locking time code to the actual
picture frames of a videotape for perfect synchronization.
House sync The master time-base reference, usually generated by a video
facility, that is used by all slaving devices as the common time-code source.
The master time base can also be called the common reference.
Jam synching The act of regenerating fresh time code from a synchronizer/generator
when the original incoming code experiences a dropout or other damage. The new
code is created independently of the original code and is not synchronous.
Nondrop frame Also called uncompensated-mode time code, this process
numbers each video frame sequentially. However, unlike drop-frame code, the
frames are not recounted to match wall clock time.
Regenerate The act of taking incoming code and creating new time code
based exactly on the timing information of the previous code. This procedure
is essential when additional code is needed to match the common reference, such
as when bouncing code to a new track.
Reshape The act of regenerating time code to regain the square-wave shape
necessary for proper translation of the timing information. Also called refreshing,
the procedure is often necessary to compensate for signal deterioration when
time code is re-recorded in the analog domain.
Resolve The act of controlling the speed of a slave device by continuously
comparing and matching the time-code output to the common reference.
Stripe The act of recording Longitudinal Time Code (LTC) onto an individual
track of a tape recorder from beginning to end.
Video-referenced When a device is synchronized to the video frame rate.
Wild sync When two devices are running independently at the same time
but are not dependently locked together or synchronized.
SMPTE DOS AND DONTS
- Do use the
shortest, most stable signal path to and from the time-code source when generating
or reading code.
- Do use an outside
track for recording time code to analog tape and, if possible, leave an empty
adjacent "guard" track between the code and your music tracks.
- Do keep the
time-code recording level just hot enough to provide a stable sync source
without bleeding onto the other tracks (Between -10 and -3 on the VU meter
is typically a good range for analog recorders).
- Do stripe a
tape in its entirety; do not interrupt the process.
- Do resolve
all devices to video-referenced time code when scoring to picture.
- Do provide
yourself at least ten seconds of preroll before your program starts (fifteen
seconds is even better).
- Do notate your
SMPTE rate, type, and offset in your sequence, and clearly label all tape
boxes and track sheets accordingly.
- Do regenerate
code when making analog transfers. In fact, always regenerate code instead
of restriping.
- Don't change
code settings once youve begun a project. Stick with one setting from
beginning to end.
- Don't restripe
code, unless you really know what you are doing.
- Don't freewheel
or jam sync unless it is the only alternative.
- Don't refer
to code simply as drop or nondrop. Such designations can lead to confusion,
due to the fact that 30 fps and 29.97 fps code can exist in both forms, and
all types are different.
RESOURCES
SMPTE Made Simple: A Time Code Tutor
By TimeLine Vista, Inc.
tel. (619) 727-3300
fax (619) 727-3620
Time Code Handbook
By Cipher Digital
tel. (800) 331-9066
fax (310) 695-3622
Synchronization
from Reel To Reel
By Jeff Rona
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