Video summary
How to Make a Voice Sound Like It’s Coming From a TV: Futz Track Tutorial
Main summary
Key takeaways
Overview
This tutorial shows how to create “futz tracks”—processed audio that sounds like it’s coming from a TV, radio, phone, intercom, laptop/stereo, or game console—using EQ cuts/rolloffs and a “pinching” technique in post-production sound mixing.
What “Futzing” Means
As explained in the tutorial, futzing is fussing up the audio so it sounds smaller and more distant, typically by:
- Removing low end (reducing bass/body)
- Shaping/emphasizing mid/high content to simulate limited device bandwidth and harshness
- Applying overall EQ changes to create a sense of perspective (e.g., sound through a wall, door, or other space)
Core Workflow
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Start with any EQ
- The instructor demonstrates with FabFilter Pro-Q3, but says the approach works with any EQ plugin.
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Apply baseline EQ
- Use a baseline EQ on tracks, typically with slight rolloffs.
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Switch to “futz” EQ presets
- Use prebuilt presets to quickly transform a channel into a device-like version.
Presets Provided (Instructor’s Main Feature)
The instructor uses three main futz presets, plus an extra one for games:
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Futs 1
- More like the sound is outside/around a wall or door
- Less extreme than the others
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Futs 2 (named the winner)
- More pinched and device-like
- Used often for TV realism
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Futs 3
- More described as “wholeer”
- Less common
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Game Futs
- Super pinched
- Designed for game console through a TV
- Emphasizes a sharper, more device-like sound
The “Pinching” Concept (Key Analysis)
“Pinching” means bringing in the low and high edges while narrowing/squeezing the sound, making it more bandwidth-limited and more device-ish.
The tutorial compares the presets:
- Futs 2 is more pinched than Futs 1
- Game Futs is the most pinched
Practical Mixing Guidance
- EQ futzing often reduces perceived level/volume because you cut frequencies.
- You may need to boost overall gain afterward so it remains audible in the mix.
Typical EQ moves referenced include:
- High cut / high rolloff (around the high end, ~28 kHz mentioned)
- Low cut / mid shaping (low cutoff region around ~480 Hz mentioned)
- Additional mid reduction/boosting (a bell around ~400–420 Hz mentioned)
Demonstrations by Content Type
1. Crowds / Band / Football Game
- Demonstrates switching between:
- “Outside stadium” (normal)
- “TV background / watching on a TV”
- Suggests boosting the pep band layer, since futzing can make it quieter.
2. Music
- Shows how applying Futs 2 makes music sound like it’s coming through a TV/transistor-radio-like device.
- Compares Futs 1 vs Futs 2 vs Futs 3, again emphasizing that Futs 2 tends to work best for the device realism.
3. Dialogue
- Demonstrates making dialogue sound like it’s coming from:
- Radio/transistor radio
- Phone
- Intercom/phone-like distance
- Notes futzing can improve intelligibility because pinching helps words cut through.
- Recommends adjusting volume if futzing reduces level too much.
Replicating the Presets Without Pro-Q3
- The instructor recreates the futz curve using a generic EQ (e.g., EQ7 / 7-band EQ3) to show the concept is transferable.
- Advice: pause and take screenshots of the frequency shaping so you can copy it into your own EQ.
Optional Commercial Alternatives Mentioned
The tutorial briefly references tools/plugins that can generate device-like effects using presets or interfaces:
- FutzBox
- Speakerphone
However, it emphasizes that EQ-based futzing is still the core approach, especially for training your ear.
“Free Futz” Method Suggestion
If you want the effect without dedicated plugins:
- Use EQ with futz/preset-like shaping
- Add reverb to simulate space/perspective based on where the device is in the scene
Main Source / Instructor
Mastering Post-Production Sound — the instructor/host “friend,” demonstrating EQ workflows using FabFilter Pro-Q3.