The screenshot-and-re-read card for production audio. Keep it on your phone; glance at it before any shoot with a voice in it. The one idea under all of it: get the right microphone close to the source, aim it, and reject the rest — because a mic can only capture what reaches it.
The definitions, in one line each
Term
Definition
Microphone
A transducer that converts the sound reaching one point in space into an electrical signal — so where you put it decides the result.
Dialogue
The recorded speech of people in your video; usually the most important sound, and the one viewers won't strain for.
Room tone
The ambient sound of a location with no one talking (hum, hiss, air); the editor's connective tissue. (Recording it = a habit, owned by Ch.15.)
Lavalier (lav)
A tiny clip-on mic worn on the person near the chest; always close, usually omnidirectional.
Shotgun mic
A long, narrow, directional mic (interference tube) that hears a tight front zone and rejects the sides.
Boom
The pole that holds a mic close and just out of frame — and the technique of using it.
Polar pattern
The map of a mic's directional sensitivity — where it hears loudly, where it rejects.
Gain
How much the recorder amplifies the weak mic signal; set manually, before recording.
The one principle, and its proof
Principle
Why
Proof you can run
Placement beats price
A mic captures only what reaches it; closeness wins the direct-to-reverberant ratio (voice over room echo/noise).
Record one line from across the room, then 6" away — same mic. The close one wins, every time.
Sound is half the picture
Audiences forgive a soft image but abandon bad audio in seconds — "wrong" sound trips an alarm below thought.
The "sound-off / sound-on" test; the roomy-vs-present A/B.
Quiet the room first
The cheapest, biggest upgrade — beats buying a better mic.
Record with the fridge/HVAC on, then off. Night and day.
Mic selection — match the tool to the job
Situation
Reach for
Because
Watch out for
Seated interview / testimonial, hide the mic
Lav (wired if static)
on the person = always close, consistent, invisible
clothing rustle, cable thump, off-center dropout
Subject moves / sits far from recorder
Wireless lav
closeness of a lav, no cable
batteries, radio dropouts — buys movement, not better sound
Two-person or scripted scene, mic off-shot
Shotgun/supercardioid on a boom
directional + close + out of frame
needs an operator; mind the frame line & light shadow
Small, reflective, echoey room
Supercardioid / hypercardioid
rejects reflections without a shotgun's roomy tube
small rear lobe — keep noise from directly behind
Reporting, hosting, stage, vox pops
Handheld "stick"
rugged, at the mouth; visible is expected here
occupies a hand; is seen (fine for the genre)
Any shot where the camera must be far
Off-camera mic (any of the above)
decouples mic from frame — go to the sound
on-camera mic is stuck at the camera's distance
Phone, no budget
Cheap wired lavorget the phone close
proximity does the work; a $5 lav = pro dialogue
need a TRRS / USB-C / lightning adapter
Buy exactly one audio thing for this whole book? Buy a lav. Highest-return purchase in video.
Polar patterns — where each mic listens
Pattern
Hears
Rejects
Typical use
Note
Omnidirectional
all directions equally
nothing
most lavs
fine because it's close; forgives head-turns
Cardioid
front + sides
the rear
many handhelds
point the back at the loudest noise
Super / hypercardioid
tight front
sides (small rear lobe)
interior dialogue
best small-room mic; watch what's behind it
Shotgun (lobar)
narrow front lobe, long reach
the sides
film, outdoors, boom
roomy indoors; directional ≠ telephoto for sound
Off-axis rejection: point the sensitive (on-axis) direction at the mouth; point the deaf (off-axis) zone at the noise. For a directional mic, aim is the recording.
Placement — the three rules
Rule
What it means
Lav
Boom
Close
near the mouth (best ratio)
6–8" below the chin (built in)
1–2 ft, as near as the frame allows
On-axis
sensitive direction at the source
center it on the sternum
aim the barrel down at the mouth
Out of frame
never seen (unless a handheld)
hidden under a layer, cable dressed down
just above (or below) the frame line
Two-mic safety: on important dialogue, record a lav and a boom — lav = consistent backup, boom = natural preferred sound. Gives the editor a choice and covers a rustle, a dead battery, or a drifted aim.
Levels cheat sheet (dBFS)
Target
Value
Why
Dialogue peaks
around -12 dBFS
loud, clean, headroom to spare
Absolute peak (loudest laugh/shout)
below 0 dBFS
0 dBFS = clipping = destroyed forever
Room tone / quiet
~ -40 to -50 dBFS
near-silence should read low; if high, the room's too noisy
Set the level using
the subject's real, loudest delivery
people get louder on "record"; leave headroom for it
Auto gain (AGC)
OFF
it pumps — raises the noise floor in pauses
Judge quality on
headphones
the meter shows level, not rustle/hum/echo
The asymmetry to memorize:a little too quiet is recoverable (boost it, pay in some hiss); too loud is not (a clipped peak is gone). When unsure, err low and protect headroom.
0 dBFS ┤▓▓ ← NEVER hit this (clipping)
-6 ┤██
-12 ┤██████ ← dialogue peaks live HERE
-24 ┤███████
-45 ┤████████ ← room tone / quiet
-inf ┴─────────
On-camera vs off-camera
On-camera
Off-camera
Mic sits…
at the camera's distance (frame-chosen, usually too far)
on the subject (sound-chosen, close)
Sound
roomy, distant by default
present, clean
Good for
arm's-length vlog; a scratch track to sync to
everything else — the pro default
On its own recorder =
—
double-system sound (sync in the edit → Ch.15)
Top common mistakes → fixes
Mistake
Fix
Camera on a tripod across the room, built-in mic
Get a mic close — lav on the subject or boom off-frame.
Shotgun on the camera, indoors
It's far and roomy — boom it close, or use a lav / supercardioid.
"The shotgun will zoom in on sound"
It's directional, not telephoto — it still must be close.
Auto gain left on
Switch to manual; AGC pumps the noise floor.
Judging by the meter / camera speaker
Headphones — the meter shows level, not quality.
Gain too hot → a word clips
Set level to the loudest real delivery; keep peaks < 0 dBFS.
Gain too low → boosted hiss in post
Aim peaks at -12; don't record tiny and lift it later.
Lav rustle on movement
Mount away from fabric; tape a strain-relief cable loop.
Lav dull / drops on head-turn
Center it high on the sternum (omni forgives the turn).
Directional mic aimed at the chest/wall
Aim the on-axis direction at the mouth.
Forgot the noisy fridge/HVAC
Kill room noise first — cheapest upgrade there is.
No room tone recorded
Grab 30 seconds — the editor needs it (Ch.15).
Story & craft principles (Part III throughlines)
Principle
Here it means
Sound is half the picture
Give audio equal weight to picture; the mic is a second "camera" you aim and check.
You shoot for the edit
Consistent close placement + room tone = cuts that assemble, not fight.
Fix it in pre, not in post
Quiet the room, place the mic right, set the level — post can't add presence or un-clip.
Motivate every choice
Choose the mic by the situation (subject, room), not by the spec sheet or price.
Your project increment (Production Checkpoint)
Record your Project 1 talking-head with a proper mic — a lav or a boomed shotgun/supercardioid, placed close, on-axis, out of frame.
Set gain manually so dialogue peaks near -12 dBFS, peaks below 0; AGC off.
Listen on headphones to a test take before the real one — hunt rustle, hum, echo, and fix it at the mic.
If you can, record lav + boom at once (two-mic safety; previews Ch.19).
Project 1's picture and sound are nearly complete — Ch.15 adds location-sound discipline + room tone and locks it.
The one-sentence version
Get the right mic (lav / shotgun / handheld) close to the mouth, on-axis, and out of frame; set gain so dialogue peaks near -12 dBFS and never clips; judge it on headphones, not the meter — and your video will sound as professional as it looks, which is half the whole game.