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  • Hey all, just changed over the backend after 15 years I figured time to give it a bit of an update, its probably gonna be a bit weird for most of you and i am sure there is a few bugs to work out but it should kinda work the same as before... hopefully :)

How to handle Reds 24 fps?

It doesn't. The sample rate of the audio has no connection to frame rate. Standard for sample rate is 48k for post. It most likely is a frame rate question yes? This would be a question for your DP and/or finish folks.
 
It doesn't. The sample rate of the audio has no connection to frame rate.


I'd like to elaborate. It isn't connected at all, in general. There is one case though when people start talking about the two together.

It used to be that people would shoot 24.000 on film for television (well, they still do, a lot), and the frames would be slowed down to play back at 23.976 in post (to eventually jive with 29.97 NTSC frame rate). There is a corresponding sample rate the audio would be played back at to match that slowdown, although I do not know what it is off the top of my head. Somebody smarter than me will certainly fill this in in a post below mine.

Since the Red can already shoot 23.976, there is no need to manipulate the playback speed of the audio in post, since the playback of the camera is not being manipulated either.

Make sense?
 
If the footage was shot 24.00fps and the sound was running 48000 Hz, you should be in a 24.00fps project.

The sample rate used on set definitely matters when we are talking double system. See http://www.24p.com/downloads/BWF_recording_rates.pdf.

Bad idea to go 23.98 when you're in the PAL world anyway. But you _could_ finish in 23.98p theoretically. Assuming 24.00fps Red with 48K BWAV sound, you would need to restamp the sound so that it will play in sync with the slowed down picture. Very likely that your assembly editor has made an assembly that is not in sync. If the sound on set was recorded 48048, then you would have to go for a 23.98 project.
 
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