Sonic Design / Project 1: Audio Fundamentals
Derin / 0354969 / Design in Creative Media
INSTRUCTIONS
scenario.
LECTURES
Week 1
Mr. Razif briefed us about the introduction to Sonic Design and the tasks that would be needed to be accomplished throughout the semester. Adobe Audition will be the main software used for this module. The key to good sound design in films is to be detailed oriented. For final project, we are to create a game sound.
Week 2
Mr. Razif showed the class a video about the measurement of sound.
Fig 1.0 The measurement of sound |
There are 6 Properties of Sound:
- Pitch
- Loudness: bit depth
- Timbre: The quality of sound. (For instance, 2 different brands of guitar with the same string would sound different)
-
Perceived duration: Fast-paced, slow-paced or in moderation. (metronome,
biological rhythm: heartbeat)
-
Envelope: Determine the shape of sound.
- Spatialization: Sense of location, distance, left or right of microphone, or making it sound distanced or near.
Fig 1.1 Finding our tinnitus tone |
PROJECT 1: AUDIO FUNDAMENTALS
Exercise 1
Fig 2.0 Sound files for exercise 1 |
In this exercise, we are given a flat original soundtrack and eight edited sound files. Students are to identify which part of the soundtrack doesn't match the original. This exercise is done using Adobe Audition. Starting off, Mr. Razif explained about the configuration window that pops up upon creating a multitrack session.
Fig 2.1 Multritrack session configuration |
We are taught to use Parameter Equalizer to adjust the frequency of the sound. The following is the steps to apply the equalizer.
Fig 2.2 Parameter Equalizer |
Final Outcome
The following are my results for Exercise 1.
Equalizer 1
Fig 2.3 Exercise 1 - Equalizer 1 |
Equalizer 2
Fig 2.4 Exercise 1 - Equalizer 2 |
Equalizer 3
Fig 2.5 Exercise 1 - Equalizer 3 |
Equalizer 4
Fig 2.6 Exercise 1 - Equalizer 4 |
Equalizer 5
Fig 2.7 Exercise 1 - Equalizer 5 |
Equalizer 6
Fig 2.8 Exercise 1 - Equalizer 6 |
Equalizer 7
Fig 2.9 Exercise 1 - Equalizer 7 |
Equalizer 8
Fig 2.10 Exercise 1 - Equalizer 8 |
Exercise 2
Fig 3.0 Sound files for exercise 2 |
Mr. Razif shared a zip file containing three sound files. For this exercise, we were required to edit the sample_voice.mp3 to create the impression of different environments using a parameter equalizer: inside a closet, on a phone call, through a walkie-talkie, in a bathroom stall, and in a stadium.
I encountered some difficulties in creating the sound effects and initially
mixed up some of the environments. However, with constructive feedback, I was
able to successfully complete the exercise.
Final Outcome
The following are my results for Exercise 2
Inside a Closet
Fig 3.1 Exercise 2 - Inside a Closet |
On a Phone Call
Fig 3.2 Exercise 2 - On a Phone Call |
Through a Walkie-Talkie
Fig 3.3 Exercise 2 -Through a Walkie-Talkie |
In a Bathroom Stall
Fig 3.4 Exercise 2 - EQ, In a Bathroom Stall |
Fig 3.5 Exercise 2 - Reverb, In a Bathroom Stall |
In a Stadium
Fig 3.6 Exercise 2 - EQ, In a Stadium |
Fig 3.7 Exercise 2 - Reverb, In a Stadium |
Exercise 3
For Exercise 3, Mr. Razif provided two pieces of environment scenes and assigned us the task of creating the environmental ambiance for each image. This involved using existing sound effects found online to accurately represent the atmosphere depicted in the scenes. The goal was to match the visual elements from the environments with corresponding auditory elements.
Scene 1
Fig 4.0 Environment Scene 1 |
Before starting on creating the environmental ambience, I first examine the scene. The image depicts a futuristic laboratory or industrial scene with several key visual elements:
From there, I proceeded to collect sound effects that fits the narrative of the scene. Beginning with the selection of ambient sounds to establish the scene's backdrop. Next, I selected key sounds like laser beams and futuristic effects. The outcome evolved into a narrative story line with a build up to it.
Fig 4.1 Multitrack Workspace for Scene 1 |
Final Outcome
The following is the outcome for Exercise 3, scene 1.
Scene 2
Fig 4.2 Environment Scene 2 |
From there, I proceeded to collect sound effects that fit the narrative of the scene. I began by selecting ambient sounds to establish the scene's backdrop. Next, I chose key sounds like the military personnel's' footsteps and equipment, the rustling of leaves, and various futuristic effects. To ensure the leaves' sound was audible, I incorporated the sound of a door opening. This all came together to create a story with a gradual build-up. I think scene 2 had more depth compared to Scene 1.
Fig 4.3 Multitrack Workspace for Scene 2 |
Final Outcome
The following is the outcome for Exercise 3, scene 2.
REFLECTION
Reflecting on my recent work, I've been thinking about how I bring stories to life with sound effects throughout this exercise. Choosing the right sound effects isn't just about picking cool noises; it's about making the ambience feel like they're really there. Whether it's the background ambience or the key sounds, every choice matters. It's all about paying attention to the little things to make the big picture more immersive. Moving forward, I'm excited to keep learning and improving, making even more engaging experiences for audiences to enjoy.