I'll second what Alcove said regarding your "static" problem. The description "static" potentially could be a wide range of issues, maybe you can post a sample of the ADR you've recorded for us to hear and then we maybe able to identify more accurately what the problem is and what the cure (if there is one) might be. Chances are though that re-recording the ADR would be the best solution.
But I still seem to have enough usable material so far. So which reverbs in Audition do I use then, to make it sound she is in that room? I need to simulate a living room, a hallway, and a bathroom.
Like Alcove and virtually all audio post pros, I use ProTools and therefore can't give any advice with regard to Audition. However, now might be a good time to provide a general, basic introduction to reverb. I'm assuming H44 you've read my post #31 and are at the correct stage in the process to be adding the reverb?
Reverb: - Is essentially a series of echos. The delay (time) between the original sound and the first few echos (early reflections), the delay between subsequent echos (the reverb) and the number, direction, balance and frequency spectrum of the echos are the variables used by the brain to determine the physical space in which a sound occurred. To artificially recreate reverb is therefore a complex process and there are two main approaches to achieving this, Convolution reverb and Algorithmic reverb.
Algorithmic Reverb: An algorithmic reverb essentially samples the sound it is being fed and using computer algorithms, generates an appropriate number of echos, each with the correct timing, direction, balance and frequency spectrum (reverb parameters) to recreate the effect of various types of spaces/rooms. Algorithmic reverbs always have a number of presets for the different room types: Hall, Large Hall, Small Room, Large Room, etc. On a good algorithmic reverb, all the parameters which make up the room type are available for adjustment, giving a lot of fine control to vary the effect, but to do so convincingly requires very considerable knowledge and experience.
Convolution Reverb: Is based on the idea of "recording" the reverb of an actual real space. Speakers and microphones are positioned in a particular room/space and a series of special sounds (impulses) are played out of speakers and recorded through the mics. The mics have now recorded both the impulse and the reverb (impulse response) of our room/space. Software can remove this impulse, leaving just the impulse response (IR) and the convolution reverb generates its reverb effect from this IR. A convolution reverb therefore recreates specific rooms/spaces rather than general classes of spaces. So, providing you have the IR installed, instead of just a general setting like "Large Hall" you might have the IR for say "Carnegie Hall" or the "Royal Albert Hall", etc. Because the reverb is based on a specific IR, convolution reverbs allow very little control over the reverb parameters compared to an algorithmic reverb.
Worldizing: There is one other method of adding reverb which is worth mentioning, even though it's rarely used professionally these days because of time/budget constraints. Worldizing is where you take your recordings of ADR, Foley and SFX back to the original filming location, play them out of a speaker and re-record them. In the process of course you are also recording the original reverb.
Which is best? That depends on the time you have available, your skills and knowledge of how to adjust the parameters of an algorithmic reverb and the availability of appropriate IRs for a convolution reverb. Some mixers use just convolution reverb because it's quick and easy to get a realistic sound but the best mixers can expertly use whichever they feel works best artistically.
To get good quality reverb is quite expensive both in terms of cost and computer resources. A good algorithmic reverb may need to generate 3,000 echos per second, each with it's own specific processing, this is quite CPU intensive. Good convolution reverbs are usually even more CPU intensive.
I've just described what reverb is and how it's artificially created but not the techniques of using it, which is way beyond the scope of a forum post. Hope this basic info is useful to some here though?
G