Asbjoern Andersen


When it comes to audio repair and enhancement, iZotope’s RX series is the gold standard for a lot of field recordists, sound editors and others in audio post. But what exactly makes it stand out, what’s the story behind it, and what’s new in version 4? I decided to get in touch with iZotope’s Matt Hines – the product manager for RX – to find out more:
 

Hi Matt, please introduce iZotope and the development team behind RX:

iZotope is a leading audio technology company that develops award-winning audio software and plug-ins for mixing, mastering, music production and live performance. There is a dedicated team that works on our post production product line, including RX.
 

iZotope's Matt Hines, undoubtedly pondering what features to include in RX5

iZotope’s Matt Hines, product manager for the RX series

And how did you get involved with iZotope and RX?

I was doing a combination of sound design (for video games) and dialogue editing (independent film). I was using RX pretty heavily in those scenarios, and as I was living in the Boston area, I got to know the iZotope crew pretty well. My roommate at the time (this was a few years back) played in a band with the Sound Design Manager at iZotope at the time too. It’s a small world. I began working freelance for iZotope, and ultimately came on board full time, where I’ve focussed heavily on their post production product line for the past few years.
 

How did the idea for RX come about?

RX was originally conceived as an audio restoration solution, at a time when a lot of audio was being transferred from older storage formats. Elegant, great sounding and affordable solutions for removing hum, surface noise, clicks, crackles and other artifacts were few and far between, and this is where the tools in RX 1.0 were primarily, though not exclusively focused.
The visual spectrogram display was always a part of the RX suite, and the ability to see and interact with your audio offered a huge potential beyond this scope, which sets the scene for the story of RX from versions 1 through 4.
 

RX has a big following in the field recording and post production communities – considering how many audio repair and noise reduction plugins that are out there, why do you think RX stands out?

What makes RX stand out? Taking sound quality for granted, I think it’s the comprehensive suite of tools, and the way it integrates into and speeds up post workflows that makes RX indispensable. It’s rare that we’ll see a user that uses every single feature of the RX suite. Depending on their workflow, different users will use very specific tools without ever using a feature someone else might use daily. Yet it feels like a customized suite of tools no matter which parts they use.

We’ve certainly reached a point where people treat RX as a verb and say “oh, just RX it”

It’s this experience that we work hard to curate effectively, and it’s my hope that this shows. We’ve certainly reached a point where people treat RX as a verb and say “oh, just RX it”.
 

How long has RX4 been in the works and were there any unusual challenges in developing it?

With the release of RX 3, we reached a large number of new users in the post production community, thus opening many eyes to the possibility of audio repair, which in turn generates many more feature requests. Regardless of the feature request, a common underlying theme seemed to be workflow and efficiency, and as such we wanted to respond quickly in order to better integrate into and speed up people’s daily workflows. Those seconds add up! As such, RX 4 was a year long process. Developing cutting edge DSP always throws up unusual questions or test results. We were certainly able to produce certain unique features solving problems that could only be solved manually before, such as ambience matching.
 

What are some of the highlights of this new version?

The overall highlight of the new version is really the way RX integrates into your workflow allowing you to spend less time on mundane editing or repair tasks and to spend more time to be creative. Big module highlights of the new version include:

RX Connect enables you to use the powerful tools in the RX standalone application in conjunction with your audio or video editing software without slowing down productivity.

Ambience Match, which matches the environment noise of different audio recordings.

Loudness, which quickly makes any mix compliant with the latest network standards across the world.

EQ Match, which matches the sonic differences between audio recordings.
 

In general, what’s your process for deciding what features to include?

It’s a combination of internal and external validation. We ourselves are serious users of our products, and also have a private beta.
 

RX gives users a very visual approach to sound, and is sometimes referred to as ‘Photoshop for sound’. When RX removes a sound what does it use to replace it?

It depends on which Spectral Repair algorithm is selected. It could be interpolation or resynthesis, or even just intelligent copy/paste.
 

I’m sure every dialog editor has a story about being asked to remove reverb from dialogue that was recorded in a reverberant space. How did you approach it in your De-Reverb module?

With the Dereverb module, the key was not to simply attenuate tails after a transient, but to try and intelligently identify what was wet and what was dry signal, which is easier said than done since there is often quite some overlap. This initially took over 9 months of testing before we had something we felt was appropriate and useable to continue to develop.
 

RX4's Dialogue Denoiser module

RX4’s Dialogue Denoiser module

Your Dialogue Denoiser was previously only available in RX Advanced. Now, it’s included with RX Standard. What makes your Dialogue Denoiser different from your regular Denoiser module?

The Dialogue Denoiser is realtime and zero latency for a start, which means it can be run as an online plug-in in any DAW or NLE without sync issues. Additionally, it works in auto mode by default, allowing you to just turn it on and achieve instant results without having to waste time learning, which is key in time-limited post mixing sessions. Additionally, whereas the Spectral Denoiser divides the audio into thousands of frequency bands under the hood, the Dialogue Denoiser uses 64 bands. This lightens the load, but also has a potentially better sounding result on certain pieces of dialogue, as there are less crossover points, though these are pretty transparent.


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The Hum Removal plug-in is now “adaptive”. How does that make it different?

Let’s say your hum is 50Hz. Let’s also say you recorded to tape, or are working on an older recording that has wow and flutter. That hum may not always be exactly 50Hz, so a fixed filter won’t do a consistent job of removing it effectively. Adaptive mode tracks a hum profile that changes over time, allowing us to do a better job of removing it accurately. That’s one example.
 

Advanced Ambience Match

What’s been the feature users are most excited about in RX4 so far? And is there any feature in RX4 that you’re particularly proud of?

We’ve heard from many users that RX Connect alone was worth the upgrade, before even getting to any of the new DSP or features.

People’s reactions to Ambience Match have been really great too, because it’s kind of an automagical process that saves a lot of time.
 
 
 

A big thanks to Matt Hines for this look at RX4 – and to Bob Bronow for helping me out with the questions. For more info on RX4 – and to download a free trial version – visit iZotope’s RX page.
 

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • 54 sounds on fire! Another indispensable toolkit of fire, wood burning, flames and different fire ambiences that were recorded indoors and outdoors. Find the true sound of it with Vadi Sound Library.

     

     

    About Campfire, Fireplace and Stove

    From loopable fire, wood burning, fireplace and flames, bonfire, stove and campfire, this 96 kHz – 24bit collection has both organic Foley and sound design usability in stereo and mono format.

    You will get lots of organic firewood crackles, sizzles, hisses, whooshes and campfire ambiences of the forest, sometimes with owls hooting, dogs barking and the crickets. Fire bursts and igniting with spray and flamethrower, matches, magneto lighters, closing and opening of metal lids are included too.

    These 54 immersive sounds are windy, wild, fast or calm and peaceful and were recorded at different seasons, at night and day, indoors and outdoors and all fire burning sounds are loopable. You will get intuitive, detailed naming, UCS compatibility and the usual Vadi Sound craft and attention to detail.

    Keywords:

    Fire, fireplace, stove, campfire, bonfire, flame, burn, burst, crackle, sizzle, hiss, gas, ignite, forest, night, day, indoor, outdoor, match, lighter, whoosh, air, brush, debris.

     

     

    What else you may need

    You may want to check out Drag and Slide Pack for 477 sounds of dragging, sliding, scraping and friction sounds of different objects made of wood, plastic, metal on various surfaces.

    Lots Of Chains is another option with 450+ sounds that capture pretty much every material and action of the chain.

  • Blast off into a dark sci-fi world teeming with creatures and unknown wonders. Introducing the heart-pounding warfare and general FPS & Sci-fi game audio SFX pack filled with the intensity you need to start your first-person shooter game. Welcome to “Sci-Fi Shooter Game” – a game audio sound effects library featuring over 1100+ designed SFX, tailored specifically for game developers and sound designers seeking a solid foundation for their game audio. Build alien atmospheres, futuristic battlefields, UI sequences, gizmos, gadgets, doors, mechs, robots & more. Sci-fi Shooter Game covers almost all your needs, whether it’s a dark synth-wave loading screen music loop, the realistic clanks of robotic mechanical footsteps, the futuristic hum of UI elements, or the thunderous blast of weapons; every sound is expertly crafted for maximum impact and intensity. With over 78 minutes of finely tuned audio and a solid foundation of almost everything needed to complete a sci-fi shooter game, you’re in for an action-packed adventure.

    • 1173 files / 484 glued files
    • 6.69 GB of game audio assets
    • All in 96k 24bit .wav
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  • Illumination Designed Bundle Vol. 1 features an experimental collection of sounds crafted from the electromagnetic signals of various light source.

    This bundle offers a variety of sci-fi inspired sounds, including cinematic elemenets, drones/ambiences and explosions. Our Audio Craftsmen used a Lite2Sound photodiode amplifier to capture the electric signal lights emit. These were then meticulously edited and manipulated to create a series of unique sounds.

    The 3.27GB collection includes three volumes:

     

    Illumination Designed Vol. 1:

    A series of unique cinematic elements that blend stingers, risers, impacts and low frequency rumbles.

    Illumination Designed Vol. 2:

    A series of unique ambiences and drones.

    Illumination Designed Vol. 3:

    A series of futuristic, hi-tech explosions.

     

    This bundle is designed to enhance film, TV, and game productions or trailers with an experimental, cyberpunk, or abstract edge. The sounds are suitable for genres like sci-fi, thriller, and fantasy, adding mystery, eeriness, and tension to projects.

    All sounds are delivered in a high-quality 24Bit 96kHz format, allowing for further sonic manipulation. They have been meticulously edited and tagged with extensive UCS compliant metadata for easy organization and use.

  • Car Sound Effects 2000s Cars 3 Play Track 2376 sounds included, 287 mins total $200

    Compilation of 10 different 2000s cars. Sounds are recorded with RØDE NTG1, RØDELink Lav, Line Audio Omni1, Shure KSM137, Shure VP88, Sonorous Objects SO.3, FEL Pluggy XLR EM272 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II and Zoom F3 and Zoom H4n recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

     

    Models:

     

    1. Fiat Bravo 2007 compact car

    2. Ford C-Max 2003 MPV minivan multi purpose vehicle

    3. Honda Civic Type S 2006 sport compact car

    4. Land Rover Freelander 2003 compact crossover SUV sport utility vehicle

    5. Mini Cooper 2006 subcompact supermini car

    6. Opel Vectra C 2005 large family car

    7. Renault Megane 2002 compact car

    8. Skoda Fabia 2007 subcompact supermini car

    9. Volkswagen Polo 2009 subcompact supermini car

    10. Zastava Yugo Koral In 2002 subcompact supermini car

  • ‘Shoot ‘em up’ has never been this exciting! From powerful laser and plasma blasts, to specialised sounds such as fire, rain and laser circles, Sci-Fi Weapons: Bullet Hell adds intensity to virtual battles. With our trusty Vaemi’s El-Ma electromagnetic field mic, we’ve captured some wild electronic shenanigans, blending them with our synthetic sounds to cook up weapon effects that’ll make your players go, “Whoa!”


   

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