Voice acting glossary
90 voice acting, voice-over, dubbing, and recording terms explained in plain English, with practical tips.
Terms A to Z
- Abridged series Dubbing & ADR
- A fan parody that cuts an existing show down into shorter episodes and replaces the dialogue with new, usually comedic, writing performed by fans.
- See also: Fandub
- Adaptation Dubbing & ADR
- Rewriting a translation so it sounds natural in the new language while also fitting the length, rhythm, and mouth movements of the original. A literal translation that runs too long or too short will not sync.
- If a line runs long, an adapter will usually cut a word or swap in a shorter synonym rather than ask the actor to rush.
- See also: Dubbing script, Lip flap, Dubbing
- ADR (Automated Dialogue Replacement) Dubbing & ADR
- Re-recording dialogue in a studio after filming, to fix noisy location sound, change a line, or improve a performance. The actor watches the scene and matches the timing and mouth movements of the original take.
- ADR lines are recorded in short chunks. Listen to the original a few times to lock in its rhythm before you record.
- See also: Looping, ADR supervisor, Lip sync, Wild line
- ADR supervisor Dubbing & ADR
- The person who plans and runs ADR for a production. They decide which lines need replacing, prepare the cue sheets, and work with the director and actors during sessions.
- See also: ADR (Automated Dialogue Replacement), Session, Direction
- Audio interface Audio
- A box that connects microphones to a computer. It has preamps to boost the mic signal, converters that turn it into digital audio, and outputs for headphones and speakers.
- See also: Gain, XLR, Phantom power
- Audition Industry
- A tryout recording or live read for a role or job, used to decide who gets booked. Most voice auditions are now recorded at home and submitted online.
- Read the specs twice before you record. Many auditions are dismissed for ignoring the file naming or length rules.
- See also: Sides, Slate, Callback
- Bit depth Audio
- The number of bits used to store each audio sample, which sets how much dynamic range a recording can hold. 24-bit is standard for recording, and some clients still ask for 16-bit deliveries.
- See also: Sample rate, WAV
- Booth Recording
- A small, sound-isolated room or enclosure where a voice actor records. A good booth keeps outside noise out and is treated inside so the voice does not bounce off the walls.
- See also: Home studio, Room treatment
- Breath control Performance
- Managing your inhale and exhale so you have enough air for long lines, steady volume, and clean phrase endings without gasping.
- Mark breath points in your script with a slash so you never run out halfway through a sentence.
- See also: Diaphragmatic breathing, Resonance
- Buyout Industry
- A one-time payment that covers broad or unlimited use of a recording instead of ongoing fees. Exactly what a buyout includes, and for how long, should be spelled out in the agreement.
- See also: Usage, Non-union
- Callback Industry
- A second-round audition for actors who made the shortlist, often with live direction to see how well they adjust.
- See also: Audition, Direction
- Caption Scripts
- On-screen text of the dialogue that also describes other important sounds, such as [door slams] or [music fades], for viewers who are deaf or hard of hearing.
- See also: Subtitle, WebVTT
- Cardioid Audio
- A microphone pickup pattern shaped roughly like a heart: most sensitive at the front, less at the sides, and least at the back. Most voice-over mics are cardioid or a tighter pattern such as supercardioid.
- Point the front of the mic at your mouth and the dead back side toward the noisiest part of the room.
- See also: Dynamic microphone, Condenser microphone, Proximity effect
- Casting director Industry
- The person who finds and recommends performers for roles. They organize auditions and callbacks and present a shortlist to the director or producers.
- See also: Audition, Callback, Sides
- Chest voice Performance
- The lower, fuller part of the voice, where vibration is felt in the chest. Most everyday speech sits in chest voice.
- See also: Head voice, Resonance
- Clipping Audio
- Distortion that happens when a signal is louder than the system can handle, so the tops of the waveform are cut off flat. Digital clipping usually cannot be repaired, so lower the gain and record again.
- See also: Gain, Headroom
- Cold read Performance
- Performing a script with little or no time to prepare. Auditions and live sessions often involve cold reading, so scanning ahead while you speak is a core skill.
- Read something unfamiliar aloud every day, keeping your eyes a few words ahead of your mouth.
- See also: Read, Sides, Audition
- Compression Audio
- Processing that narrows the gap between the loud and quiet parts of a recording, making speech more even and easier to follow. Too much flattens the performance and brings breaths and room noise forward.
- See also: Normalization, EQ (equalization), Mixing
- Condenser microphone Audio
- A microphone with a thin, electrically charged diaphragm that captures a detailed, sensitive sound. Most need phantom power, and they pick up room echo and noise more easily than dynamics.
- See also: Dynamic microphone, Phantom power, Cardioid
- Conversational read Performance
- A natural delivery that sounds like talking to one person rather than presenting or selling. It is one of the most requested styles in current commercial voice-over.
- Picture one specific friend sitting across from you and say the copy to them.
- See also: Soft sell, Smile read, Copy
- Copy Scripts
- The text of a voice-over script, especially for commercials and corporate work.
- See also: Spot, Tag, Conversational read
- CPS (characters per second) Scripts
- How many text characters a subtitle shows for each second it stays on screen. Many style guides cap adult subtitles at around 17 to 20 CPS so viewers can keep up.
- See also: Reading speed, Subtitle
- Cue Scripts
- One timed unit in a script or subtitle file: a line or block with a start time and an end time. In ADR, a cue is one line or short section to be replaced.
- See also: Timecode, SRT, ADR (Automated Dialogue Replacement)
- De-esser Audio
- A processor that turns down harsh s and sh sounds only at the moments they occur, leaving the rest of the voice alone.
- If an s sounds lispy after de-essing, the setting is too strong. Ease it back until the s is just less sharp.
- See also: Sibilance, Compression
- Demo reel Industry
- A short compilation of a voice actor's best work, usually 60 to 90 seconds, used to show range and quality to agents and clients. Many actors keep separate demos for commercial, animation, and narration.
- Put your strongest, most bookable sound first. Listeners often decide within the first few seconds.
- See also: Audition, Voice actor, Fandub
- Diaphragmatic breathing Performance
- Breathing low into the body so the belly and lower ribs expand on the inhale, instead of lifting the shoulders and upper chest. It gives steadier support for the voice.
- Lie on your back with a book on your belly and watch it rise as you breathe in.
- See also: Breath control
- Direction Performance
- Instructions from a director, producer, or client about how to perform, such as tone, pace, emphasis, or character choices. Good actors take direction quickly and give a noticeably different read.
- When you get a note, repeat it back in a few words to confirm you understood, then change one thing clearly.
- See also: Read, Session, ADR supervisor
- Dubbing Dubbing & ADR
- Replacing a film, show, or game's original dialogue with a new recording, usually in another language, timed to match the actors on screen. The goal is a voice track that feels like it was always there.
- Start practicing with short clips of one or two lines. Matching the start and end of each line comes before matching every syllable.
- See also: ADR (Automated Dialogue Replacement), Lip sync, Dubbing script, Adaptation
- Dubbing script Dubbing & ADR
- The translated and adapted script used in a dubbing session. Lines are split into short, numbered sections and are often marked with timecodes, pauses, and notes about mouth movements.
- See also: Adaptation, Timecode, Dubbing
- Dynamic microphone Audio
- A rugged microphone that turns sound into signal with a moving coil and a magnet. Dynamics are less sensitive than condensers, so they pick up less room sound, which helps in untreated spaces.
- See also: Condenser microphone, Cardioid
- Efforts Dubbing & ADR
- The non-verbal sounds a character makes: grunts, gasps, breaths, laughs, pain reactions, and exertions when jumping, lifting, or fighting. Game and animation sessions often include long lists of them.
- Support big efforts with breath rather than squeezing your throat, and save the loudest ones for the end of a session.
- See also: ADR (Automated Dialogue Replacement), Take
- EQ (equalization) Audio
- Boosting or cutting specific frequency ranges to shape tone, for example rolling off low rumble or reducing a boxy sound.
- A gentle high-pass filter around 80 Hz removes rumble from traffic and footsteps without thinning out most voices.
- See also: Compression, Sibilance, Mixing
- Falsetto Performance
- A light, breathy register above the normal range, made when only the edges of the vocal folds vibrate. It is often used for comedic or very high character voices.
- See also: Head voice
- Fandub Dubbing & ADR
- A fan-made dub of a show, film, game, or trailer, usually recorded by hobbyists at home and shared online. Fandubs are a common way to practice sync and gather material for a first demo.
- See also: Dubbing, Abridged series, Demo reel
- Foley Audio
- Everyday sound effects performed and recorded in sync with picture, such as footsteps, clothing rustle, and props being handled. It is named after Jack Foley, a sound effects pioneer at Universal Studios.
- See also: M&E track, ADR (Automated Dialogue Replacement), Mixing
- Gain Audio
- The amount of amplification applied to the microphone signal at the preamp, usually set with a knob on the audio interface. Set it so your loudest lines stay well below the top of the meter.
- See also: Headroom, Clipping, Audio interface
- Hard sell Performance
- An energetic, urgent delivery that pushes the offer, like a weekend sale or car dealership ad.
- See also: Soft sell, Spot, Copy
- Head voice Performance
- The lighter, higher part of the voice, where vibration is felt more in the head and face than in the chest.
- See also: Chest voice, Falsetto
- Headroom Audio
- The space between the loudest peak of a recording and the point where it would clip (0 dBFS in digital audio). Peaking somewhere around -12 to -6 dBFS leaves room for a sudden laugh or shout.
- See also: Gain, Clipping
- Home studio Recording
- A recording setup in a voice actor's own home: a quiet, treated space, a microphone, an audio interface, headphones, and recording software. Many clients now expect talent to record and deliver from home.
- A closet full of hanging clothes is a classic budget starting point, because the fabric soaks up reflections.
- See also: Booth, Room treatment, Audio interface
- IVR (Interactive Voice Response) Industry
- Automated phone systems that play recorded prompts such as "Press 1 for billing." IVR work calls for a clear, friendly read that stays consistent across hundreds of short prompts.
- See also: Smile read, Copy
- Lip flap Dubbing & ADR
- The visible mouth movements of a character on screen, especially in animation or foreign-language footage, that a dub has to fit. "Hitting the flaps" means your speech starts, stops, and pauses when the mouth does.
- Watch for the lips closing on b, m, and p sounds. Landing your own b, m, or p in the same spot makes the sync much more convincing.
- See also: Lip sync, Dubbing, Adaptation
- Lip sync Dubbing & ADR
- How well recorded speech matches the speaker's visible mouth movements. Good lip sync in a dub means the audience stops noticing that the voice was added later.
- See also: Lip flap, ADR (Automated Dialogue Replacement), Timecode
- Loop group Dubbing & ADR
- A team of voice actors hired to fill in the background voices of a film or show: crowds, reactions, announcements, and small lines. Members often improvise to fit the scene.
- See also: Walla, Looping, ADR (Automated Dialogue Replacement)
- Looping Dubbing & ADR
- An older name for ADR. It comes from the days when a short section of film was spliced into a loop and played over and over while the actor recorded until the timing matched.
- See also: ADR (Automated Dialogue Replacement), Loop group
- M&E track Dubbing & ADR
- Music and Effects track: a version of a soundtrack with all the music and sound effects but none of the dialogue. Dubbing studios lay the new-language voices on top of it.
- See also: Dubbing, Mixing, Foley
- Mastering Audio
- The final stage of audio processing, where a finished mix is adjusted for overall loudness, tone, and consistency so it meets the delivery specs.
- See also: Mixing, Normalization
- Mixing Audio
- Balancing and blending all the audio in a project, including dialogue, music, and effects, into one finished soundtrack.
- See also: Mastering, M&E track, EQ (equalization)
- Mouth noise Audio
- Clicks, smacks, and wet sounds from saliva and the tongue that microphones pick up easily. They are usually worse when your mouth is dry.
- Sip room-temperature water throughout the session. Many voice actors also swear by a slice of green apple before recording.
- See also: Plosive, Sibilance
- Noise floor Audio
- The level of background noise in a recording when nobody is speaking, including room noise, computer fans, and hiss from the gear. Many voice-over clients and audiobook platforms ask for a noise floor of -60 dB or lower.
- See also: Room tone, Gain
- Non-union Industry
- Work that is not covered by a union contract, so pay and terms are agreed directly with the client. Most beginners start here, and union rules generally bar members from taking non-union jobs.
- See also: Union (SAG-AFTRA), Buyout
- Normalization Audio
- Raising or lowering the level of a whole file so its peak or average loudness hits a target. Unlike compression, it changes the overall volume without changing the dynamics inside the file.
- See also: Compression, Mastering
- P2P (pay-to-play) Industry
- An online casting marketplace where voice actors pay a membership fee to see and audition for jobs that clients post. Some talent rely on them heavily, while others prefer agents and direct clients.
- See also: Audition, Non-union
- Phantom power Audio
- A DC voltage, usually 48 volts, that an audio interface or mixer sends down an XLR cable to power condenser microphones. It is normally switched on with a button labeled +48V.
- See also: Condenser microphone, XLR, Audio interface
- Pickup Recording
- A re-recording of a line or section to fix a problem found later, such as a mispronunciation, a script change, or background noise. Pickups may happen in the same session or in a short follow-up.
- Note your mic position and settings at every session so pickups match the original audio.
- See also: Take, Punch and roll, Session
- Plosive Audio
- A consonant made by stopping the air and releasing it suddenly, such as p, b, t, d, k, and g. Close to a microphone, p and b in particular can cause a low thump called a pop.
- Angle the mic slightly to the side of your mouth, or use a pop filter, so the burst of air misses the capsule.
- See also: Pop filter, Proximity effect
- Pop filter Recording
- A mesh or foam screen placed between the mouth and the microphone that breaks up bursts of air from p and b sounds before they hit the capsule.
- Place it a few centimeters (about two inches) in front of the mic, and keep your mouth a little further back.
- See also: Plosive, Proximity effect
- Proximity effect Audio
- The bass boost most directional microphones produce as the sound source gets closer. A little adds warmth and intimacy; too much sounds boomy, and the tone shifts every time you move.
- See also: Cardioid, Plosive
- Punch and roll Recording
- A recording method where the software plays back a few seconds before a mistake, then switches into record at a set point so you can carry on seamlessly. It is standard practice in audiobook narration.
- See also: Pickup, Take
- Read Performance
- One interpretation of a script, or the general way a line is delivered. Directors ask for "a warmer read" or "one more read, a bit faster" to hear options.
- See also: Take, Direction, Cold read
- Reading speed Scripts
- How fast someone reads, either silently from the screen or aloud from a script. Spoken pace is usually measured in words per minute, and relaxed narration often lands around 140 to 160.
- Time yourself reading a 150-word paragraph. Around one minute is a comfortable narration pace.
- See also: CPS (characters per second), Teleprompter
- Reflection filter Recording
- A curved shield of absorbent material that mounts behind a microphone to reduce room reflections reaching it. It helps in an untreated room, but the wall behind the speaker still matters.
- See also: Room treatment, Pop filter
- Resonance Performance
- How the sound from your vocal folds is amplified and colored as it passes through the throat, mouth, and nose. Shifting resonance is one of the main ways to build different character voices.
- See also: Chest voice, Head voice
- Room tone Recording
- The sound of a space when nobody is talking: air, hum, and faint background noise. Engineers record a short stretch of it to fill gaps during editing, so silences do not sound unnaturally dead.
- Stay completely still while room tone is recording. Even your breathing will show up.
- See also: Noise floor, Home studio
- Room treatment Recording
- Adding absorbent materials such as acoustic panels, foam, moving blankets, or heavy curtains to reduce echo in a recording space. Treatment changes how a room sounds inside; soundproofing, which keeps outside noise out, is a separate job.
- See also: Reflection filter, Booth, Home studio
- Sample rate Audio
- How many times per second audio is measured when it is turned into digital data, such as 44.1 kHz or 48 kHz. Video projects usually use 48 kHz.
- See also: Bit depth, WAV
- Session Recording
- A booked block of recording time for a project, in a studio or remotely, often with a director, engineer, or client listening in.
- See also: Direction, Take, ADR supervisor
- Sibilance Audio
- The hissing energy in s, sh, z, and similar sounds. Too much of it sounds harsh and is usually fixed with mic placement or a de-esser.
- See also: De-esser, EQ (equalization)
- Sides Scripts
- Script excerpts given to actors for an audition, usually a few lines or a single scene for one character.
- See also: Audition, Cold read
- Slate Recording
- A short spoken label at the start of a recording, usually your name and sometimes the role or your agent, so the listener knows who they are hearing. In a studio session the engineer may also slate each take with a number.
- Keep an audition slate quick and in your natural voice, then leave a short pause before the first line. Follow the casting notice if it says not to slate.
- See also: Audition, Take
- Smile read Performance
- A delivery recorded while physically smiling, which brightens the tone and makes the voice sound friendlier. It is a common request for commercials and phone messages.
- See also: Soft sell, Conversational read, IVR (Interactive Voice Response)
- Soft sell Performance
- A relaxed, low-pressure delivery that persuades through warmth and trust rather than urgency.
- See also: Hard sell, Conversational read
- SRT Scripts
- SubRip Text, a plain-text subtitle format where each cue has a number, a start and end time, and the text. It is one of the most widely supported subtitle formats.
- Timings look like 00:00:01,000 --> 00:00:03,500, with a comma before the milliseconds.
- See also: WebVTT, Subtitle, Cue
- Subtitle Scripts
- On-screen text that translates or transcribes dialogue, mainly for viewers who can hear the audio but do not understand the language.
- See also: Caption, SRT, CPS (characters per second)
- Tag Scripts
- A short line at the end of a commercial with details such as a price, date, legal note, or local store. Tags are often recorded separately so they can be swapped later.
- See also: Spot, Copy
- Take Recording
- One recorded attempt at a line or script. Sessions usually involve several takes, and the director or client picks the best one or combines parts of several.
- See also: Pickup, Session, Slate
- Teleprompter Recording
- A device or app that scrolls text near the camera lens so a presenter can read while appearing to look at the viewer. Voice actors also use prompter apps to practice reading at a steady pace.
- See also: Reading speed, Copy
- Timecode Dubbing & ADR
- A running clock embedded in video, written as hours:minutes:seconds:frames (for example 01:02:15:08), that lets everyone point to an exact frame. Dubbing scripts and ADR cue sheets use it to mark where each line starts.
- See also: Dubbing script, Cue, SRT
- Union (SAG-AFTRA) Industry
- SAG-AFTRA (Screen Actors Guild - American Federation of Television and Radio Artists) is the main US labor union for actors, broadcasters, and voice performers. Its contracts set minimum pay, residuals, and working conditions.
- See also: Non-union, Usage
- Usage Industry
- The terms that define how, where, and for how long a recording can be used, such as regional radio for one year or worldwide online forever. Wider usage usually means a higher fee.
- See also: Buyout, Union (SAG-AFTRA)
- VO (voice-over) Industry
- Narration or dialogue spoken by someone who is not seen on screen. In screenplays, "(V.O.)" next to a character name marks a line heard over the picture.
- See also: Voice actor, Copy
- Vocal fry Performance
- The low, creaky sound at the bottom of the voice, produced when the vocal folds vibrate loosely and irregularly. A touch of it can add texture to a character, but leaning on it for long stretches is tiring.
- See also: Chest voice, Resonance
- Voice actor Industry
- A performer who uses their voice to play characters or deliver scripts for animation, games, dubbing, commercials, audiobooks, and more.
- See also: Voice talent, VO (voice-over), Demo reel
- Voice talent Industry
- Industry shorthand for the person hired to voice a project, used especially in commercial and corporate work. It usually means the same thing as voice actor.
- See also: Voice actor, Casting director
- Walla Dubbing & ADR
- Background crowd chatter recorded so a restaurant, party, or street scene sounds populated. Good walla is mostly quiet, unintelligible conversation, and it is often recorded by a loop group.
- Keep walla low and non-specific. One clearly audible word or brand name can pull focus from the main dialogue.
- See also: Loop group, ADR (Automated Dialogue Replacement)
- WAV Audio
- An uncompressed audio file format and the usual standard for professional voice-over delivery. Unlike MP3, it keeps every detail of the recording, at the cost of much larger files.
- See also: Sample rate, Bit depth
- WebVTT Scripts
- Web Video Text Tracks, the subtitle and caption format used by HTML5 video. It is similar to SRT but starts with a WEBVTT header, uses a period before the milliseconds, and supports styling and positioning.
- See also: SRT, Caption
- Wild line Dubbing & ADR
- A line recorded on its own, without picture running and without needing to sync to anything. Off-screen voices, radio announcements, and alternate versions for the editor are often recorded wild.
- Directors often grab a few wild lines at the end of a session to give the editor options.
- See also: ADR (Automated Dialogue Replacement), Pickup
- XLR Audio
- The three-pin locking connector used on professional microphone cables. XLR carries a balanced signal, which rejects interference even over long cable runs.
- See also: Audio interface, Phantom power
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