I have some voice recordings taken outdoors with various issues: some clothing rustle, wind, and room reverb…
The problem occurs in several takes; it is not always the same one. When using Voice De-reverb, it generates a “click” in the spectrum that is practically inaudible. It is visible rather than audible, but it is there…
The issue becomes more apparent when using “Unmix Noisy Speech.” The problem is even worse—new “clicks” appear—when using “Voice De-reverb” at low settings.
I have tested both the standalone application and Nuendo 14 ARA mode with similar results.
I am attaching some screenshots, all from the same file.
Not that I can help offer a solution, I see this kind of behaviour when pasting harmonic selections as well (and some other tools, I forget which ones)
with harmonic selection pastes, I have noticed there is a spike at the leading edge of selections that travel downward in frequency; and because there is usually a lot of information in the lower frequencies, users don’t see the leading edges. The trailing edges stand out because the high end often has very little sound energy above certain frequencies, as shown in your screen shots.
I don’t use/ haven’t yet used the voice de-reverb module. Are your running of the modules applied to selections within audio file duration or applied to the entire duration?
I only bring that up because when I found this behaviour, I was working on a few words at a time; so small time selections within the audio file duration…so, that is obviously not what you are seeing/ hearing
I ran a test using the same file and the same “dereverv” values this time in SpectralLayers 11 not 12. The result is that the clicks are still present, but roughly half as many….
I always make a duplicate for the SL edit, and if one messes up, I’ll bounce the whole thing, edit keep the good parts, then create another RAW duplicate, and try processing just different sections around the problematic area to see if it will do a render without the clicks… Usually works. Then I comp the two SL renders.