Try talouring a bit of the low-end (to remove the proximity effect) and some of the high-end (to approximate air absorption) out of the voices. Keep them fairly dry with maybe a tiny touch of early reflections with some pre-delay to represent reflections from the wall/pavement. Also, I believe a lot of “presence” in voices comes from the 1-2kHz region – play around with notching out around 2kHz and see if it makes the voices sound a little more distant to you?
I think Randy is referring to Waves IR1 – it is the dogs danglies for reverbs – it uses impulse responses and filter sweeps from real environments to recreate reverbs on any signal. You’ll find that a the presets have “direct” “early reflection” and “reverb” levels – try lots of presets with only the direct on – the direct signal is not the dry signal on IR1 – it is infact the first part of the sound (the recorded impulse) to reach the microphone and hence already has equalisation characteristics from air absorption and wotnot. Unfortunately it cost quite a lot……………………. well worth it if any of you are serious about film/game dialogue though.
Hope this helps someone out there
Oli