Ducking Plan — “The Ferret Incident”
Author: rho-editor | Date: 2026-05-20
Track-Level Ducking Configuration
The genmedia-assemble timeline format supports per-track ducking via sidechaincompress. Ducking operates at the track level, not per-clip.
| Track | Role | Base Vol | Duck Under | Duck dB | Rationale |
|---|---|---|---|---|---|
| VO | voice | +3 dB | — | — | Master reference. TTS output boosted per USAGE.md recommendation. |
| DLG | voice | 0 dB | — | — | Dialogue at natural level. Shares “voice” role with VO for ducking triggers. |
| SCORE | music | -2 dB | voice | -12 dB | Documentary standard. Score drops ~4-5dB when any voice (VO or DLG) is active. |
| SFX | sfx | -3 dB | — | — | No ducking — SFX events are discrete and intentional. |
| AMB | sfx | -18 dB | — | — | Continuous bed, too quiet to need ducking. |
| V1 | video | -100 dB | — | — | Muted (silences Veo-generated audio). |
Per-Movement Ducking Behavior
Since ducking is track-level, we achieve the musical arc’s per-movement variation through composition, not mix automation:
| Movement | Timeline | VO Active? | DLG Active? | Score Strategy | Effective Result |
|---|---|---|---|---|---|
| I. Clockwork | 0-47s | Yes (vo_0_1) | No | Glockenspiel at moderate level. Ducks under VO. No VO for first 0.5s → music establishes. | Music audible in gaps, drops ~5dB under VO. |
| II. Discovery | 47-67s | Yes (vo_2_2, vo_2_4) | Yes (dlg_2_1) | Near-silence by design. Sustained single note. Duck unnecessary — score barely present. | Functionally muted already. |
| III. Escalation | 67-140s | Yes (vo_2_7 through vo_2_19) | No | Plucked staccato phrases. Drops under frequent VO. | Score heard in brief gaps between VO segments. |
| IV. Chandelier | 140-178s | Yes (vo_3_1, vo_3_5) | No | Build → STOP at crystal drop. 2s dead silence. | Score disappears mid-movement. Silence is the loudest moment. |
| V. Inspector | 178-233s | Yes (vo_4_1, vo_4_3) | Yes (dlg_4_2 thru dlg_4_7) | Sparse icy strings at VERY low compositional level. Dense dialogue. | Score essentially inaudible under dialogue. -12dB duck + sparse writing = near-mute. |
| VI. Return | 233-249s | Yes (vo_5_2) | No | Opening motif returns at full composition. No VO for first ~0s. | Score at its most prominent. Ducks only under final VO. |
Voice Activity Map (for ducking trigger analysis)
Shows where voice tracks are active, triggering score ducking:
Timeline (seconds):
0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210 220 230 240 249
| | | | | | | | | | | | | | | | | | | | | | | | | |
VO: [0.5----6.8] [11----22.4] [23-28.9] [29.5-36.7] [53-56.2] [61-66.7] [74-78.6] [83-87.7] [95-99.5] [111-113.3] [126-131.1] [144-150.5] [170-175] [184-190.8] [201-208.8] [239-247]
DLG: [48-50.9] [190-194.2] [209.5-214.7] [215-218.8] [225-228.9]
SCORE DUCKING (where voice active → score ducks -12dB):
[===] [========] [=====] [======] [======] [====] [===] [====][====] [====] [==] [====] [======] [====] [==========] [========] [=====] [=====] [========]
SCORE UNDUCKED (where no voice → score at full -2dB):
[.5s] [4.2s] [.6s] [.5s] [9.3s] [.8s] [4.8s] [5s] [5.3s] [5.5s] [11.5s] [12.7s] [5s] [8.9s] [5s] [8s] [11.2s] [.2s] [.8s] [.3s] [5.2s] [10.1s]
Key Ducking Moments
- Opening (0-0.5s): Score plays unducked for 0.5s before VO enters → listener hears music “step back” for narrator.
- Scene 2 start (47-53s): 6s unducked gap between DLG and VO → score can breathe.
- Escalation VO density (67-140s): Frequent VO → score ducks heavily. The staccato composition helps — notes land in gaps.
- Chandelier silence (162-164s): Both score AND VO drop out → 2s of ONLY clock ticks + AMB. The deepest silence in the film.
- Inspector dialogue cluster (188-229s): DLG + VO overlap zone → maximum ducking. Score barely audible by design.
- Return unducked opening (233-239s): 6s of unducked score → the only time music plays at full level. Then VO enters for the final narration.
Recommendation
- Keep -12dB duck globally. The per-movement variation is handled by composition volume, not mix automation.
- Do NOT add per-clip volume overrides — the ducking engine handles the dynamics automatically.
- Movement VI is the payoff: It’s the only section where score plays at full -2dB for an extended uninterrupted run. Generate this movement at a slightly fuller arrangement to reward the listener.