Sonic Design / Assignment 4: Final Project
Due Date 5/1/24
Assignment Jump Link Outline
- Task
- Selected Video and Research
- Sound Planning
- Storyboard
- Final Document
- Sound Sources (All sounds I recorded without edits)
- Overall Process Writing
- Detailed Process Writing (5)
- Final Outcome
- Reflection
The task involves choosing a gameplay video and creating the sound to enhance the game. We will need to plan and organize a studio recording session for Foley (sound effects) and voice recording. Students will also have access to a portable recorder if needed. Overall, the goal is to record and create sound effects ourselves.
Selected Video
Below is the Video i founded Online and look in to get some idea on how the game sound will be (inspiration)
Sound Planning
Final Document - In this document, it includes:
- The sound list I will need
- How to achieve the sound
- The editing process
Sound Recorded For Sound Effect
Click Here to Access all Sound i recorded for this Assignment (Unedited) - Click Here
Process
In this assignment, I started by listing the sounds and creating a storyboard for the sound design. Although I did not fully follow the storyboard in the end, it was still useful for this assignment as it provided a clear starting point. After listing all the required sounds, I began searching for items that could create those sounds. While exploring, I tried to identify what would be most suitable for achieving the desired effects. However, I found that some of the sounds I initially experimented with were not what I wanted, which caused me to spend a lot of time on this step. Eventually, I managed to find sounds that were close to what I needed, though they required further editing.
To record the sounds, I first gathered all the necessary items. After collecting these, I started testing and recording in the studio. During this process, I discovered some issues, such as sound loss and certain items that could not be brought into the studio. To resolve this, I recorded some sounds at home also explore with different speeds and variations for the sound to make the editing process easier.
While recording the sounds, I tried my best to find a quiet space to make it easier to edit after that. I also used creative tools, such as a wooden cover and wooden sticks, to simulate dropping items. I used a pillow to create the effect of a soft surface jump, a whistle for certain tones, and hanging stones to produce sharp collision sounds when they hit ad collect item .
After gathering all the sounds, I proceeded with the editing process.
Editing process Overall
Multitrack Overview (video)
The Parametric Equalizer is used extensively in this assignment, particularly for sounds with high-pitched frequencies. For example, in some recorded sound effects, the pitch was too high, and I needed to reduce it. By adjusting the EQ settings, I was able to lower the pitch and bring more balance to the overall sound, making it more appropriate for the game's atmosphere.
I used the Echo effect to add depth and drama to some of the recorded sounds. For instance, adding an echo to certain sounds makes them feel more expansive and immersive. Additionally, I applied it selectively to remove unwanted reverberation from sounds that required a cleaner, more realistic tone. This created a more controlled sound environment for the game.
This effect was applied to sound effects recorded using my own voice to adjust the pitch. It helped correct any slight variations or inconsistencies in pitch, ensuring the sounds were in tune and consistent with the intended audio design.
The Chorus effect was used to create a sense of space and movement within the sound. By slightly modulating the pitch and delay of the original sound, this effect added depth, making the sound feel fuller and more dynamic. The result was a more immersive and rich auditory experience.
This effect was applied to voice recordings, such as explosions and enemy walking sounds. The Speech Volume Leveler automatically adjusted the volume levels, making quieter parts more audible and reducing excessively loud sections. It helped improve clarity and intelligibility in dialogue and narration, ensuring consistent sound levels across various elements.
The Distortion effect was a new exploration for me, applied to add a rough, edgy character to certain sounds. It created a sense of intensity and aggression, simulating the sound of overdriven amplifiers or lo-fi equipment. Although I applied this effect, I did not notice a significant difference in the sound, but it is typically used to enhance the impact and raw energy of specific elements in a game.
I used the Dynamics effect for the Lava Touch sound. This effect allowed me to manipulate the dynamics, adding punch or softness depending on how the dynamics were adjusted. It helped to emphasize the impact of the sound, creating a more dramatic or subtle feel, based on the situation in the game.
This sound is for the last few seconds when the player wins, and the NPC locates the batch. A UI showing "+2" will pop up, accompanied by the "ding ding" sound.
To achieve this sound, I first collected two items: a glass cup and scissors. I recorded the sound in an empty space by gently tapping the metal part of the scissors against the glass. After recording, I used Adobe Audition to process the sound.
- Noise Reduction Process
- Parametric Equalizer
- Echo
- Automatic Pitch Correction
- Chorus
2. Touch Lava
This sound is used when the player touches a certain place, causing it to bounce up immediately. I created this sound using voice-over, as I couldn’t think of any suitable object to produce it.
To enhance the sound, I applied the following effects in Adobe Audition:
- Applying Noise Reduction
- Parametric Equalizer
- Speech Volume Leveler
- Distortion
- Chorus
This sound is used when the player stands on the cloud and jumps on a bed. To create this sound, I recorded myself gently hitting a bed to produce a soft, fluffy effect. I experimented with several methods to achieve the desired sound, as it was challenging to balance between being too soft or too loud while maintaining the feeling of softness and fluffiness.
To refine the recording, I applied the following effects in Adobe Audition:
- Noise Reduction
- Parametric Equalizer
- Dynamics
- Chorus
4. Enemy jump and attack
This sound is used when the enemy jumps and rolls in the sky. To create it, I used a can and rolled it on a table. However, the raw sound had a slightly rusty tone, so I edited it using the following effects in Adobe Audition.
Additionally, the player's jump sound is the same as the walking sound. To achieve this, I layered the walking sound and combined it with the rolling sound to create the desired effect.
Effects Applied:
- Noise Reduction
- Parametric Equalizer
- Chorus
For this sound, I collected two wooden pieces: a wood cover and a chopping board. I struck the cover on the board from different angles to create the sound effect when the player collects the wooden items that drop down.
I then edited the sound by applying the following effects:
- Noise Reduction
- Parametric Equalizer
Final Video with sound
Other...
MP3 File Without Video (sound only) - CLICK HERE
Click to get the Audition File - CLICK HERE
Reflection
This assignment has been the most challenging one in this module. I had to think carefully about what sounds were needed and figure out how to create them myself, which took a lot of time and effort. Some sounds initially seemed okay and suitable, but after recording them, they didn’t fit as well as I thought they would. This meant I had to explore more effects and experiment to achieve the right result. I also had to ensure the sounds weren’t too realistic, as they still needed to fit within a game setting.
Certain sounds, like explosions and walking, were especially tricky to get right. One of the hardest parts was creating a soft sound for when the player moves on a cloud. After recording, the sound was much lower and harder to hear than I had expected, even though it sounded fine before recording. Recording was also a challenge because many objects I wanted to use weren’t portable or easy to move around. So I couldn’t just record under a blanket on my bed to block out unwanted noise. Instead, I had to find other ways to reduce background noise, a useful skill I developed during the previous assignment and applied here.
Staying organized was another big part of the process. At one point, my files became so messy that I lost track of what I had done. I had to spend time reorganizing everything just to make progress again.
Even though it was tough, I found this assignment fun and rewarding. Searching for sounds in everyday life made me notice things I’d never paid attention to before, and it was exciting to experiment and play around with them. This project gave me a whole new appreciation for how challenging it can be to create sound effects and voiceovers using props.
Comments
Post a Comment