Sonic Design - Final Project
24.09.2024 - 5.1.2024 (Week 1 - Week 14)
Low Li Vern/ 0362678
Sonic Design / Bachelor of Design (Honours) in Creative Media
Final Project
INSTRUCTIONS
I mixed different pitch-shifted sounds together to create an
interesting sound effect for the stone, making it more
dynamic instead of a single tone. I also adjusted the
stretch of the sound for added variation.
Sonic Design / Bachelor of Design (Honours) in Creative Media
Final Project
Final Project: Game Audio
For Final Project will be given a selection of gameplay videos
to choose from and will need to create original sounds to bring
their chosen scene to life. This involves planning and
organizing a studio recording session for voice
recording. All sounds must be self-produced, with no
external audio sources allowed.
The available gameplay video options for the project are
Battleblock Theatre, Child of Light, Hollow Knight, Ori and the
Blind Forest, and Red Goddess Inner World. I have chosen Ori and
the Blind Forest as my project to work on.
FIg 1.1 Ori and the blind forest original video
I chose Ori and the Blind Forest because it looks fascinating
to work on, and I can easily imagine how the game should sound.
Although my classmates mentioned that this video is challenging
to work on, I decided to go ahead with it. I watched the video
several times and noted down the sounds I would need,
brainstorming what assets I could use to create the desired
sound effects. Next, I wrote my ideas on paper, and later, I
organized and completed them in a Word file (Fig 1.1).
Fig 1.2 Audio List
Link for Audio List:
For the audio storyboard, I watched the video and initially
wrote everything down on paper. I then organized the information
into an Excel file for better structure and clarity.
Fig 1.3 Audio Storyboard
Link for Audio Storyboard:
Recording Progress:
After listing the audio elements and identifying the assets
needed, I asked Mr. Razif if we could use the audio recording
room. We scheduled our recording session for December 19, 2024.
On the recording day, we brought our assets to the room and
began recording at 9 AM. Initially, Mr. Razif, our lecturer,
guided us on how to use the professional recording equipment and
software. Although it was challenging at first, repeated
practice made it easier to operate the tools. We then started
recording the necessary sound effects. It was crucial to record
multiple variations of each sound, as it allowed flexibility in
choosing the most suitable option later.
I recorded a video of Mr. Razif teaching us how to record and
save the audio file.
Fig 2.2 Recording
Editing Progress:
Noise Reduction
For the noise reduction process, most of my recordings were
done in the recording room, so there was minimal white noise.
However, I applied some denoising to eliminate any breath sounds
and ensure the recordings were clearer, focusing solely on the
sound effects.
For the sounds I recorded myself, such as the door closing, I
used noise reduction and hiss reduction to minimize any unwanted
noise. And also, I applied the parametric equalizer to further
reduce white noise and enhance the clarity of the sound
effect.
Walk and Jump Sound Progress
After completing the noise reduction, I began working on the
walk and jump sounds, as they are the most frequently used sound
effects in the video. I wanted to make sure these sounds were of
high quality, so I focused on getting them just right.
For the walk sound effect, I first tried using a stomp feet
sound, but I wasn't satisfied with the result. So, I decided
to switch to a sound I recorded by knocking a book with my
hand. This created a more consistent walking sound, which I
felt worked better for the scene.
For the walk sound, I created two different variations. The
first one is the sound of the character walking on wood, and
the second is the sound of the character walking on grass. For
the grass walk, I recorded the sound by walking on plastic,
which mimicked the sound of walking through grass.
Fig 4.1 Different Sound for Walk
1. Walk on grass sound
2. Walk on Wood
For the jump sound effect, I used a racket. I swiped the
racket around the microphone to create the swoosh sound,
which I felt suited the jump action in the video.
For the jump sound effect, I created different variations
to match the different types of jumps: a normal jump, a
big jump, and continuous two jumps. By using distinct
sound effects for each, I aimed to make the game more
engaging. Varying the sounds helps the character feel more
dynamic and alive, rather than just repeating the same
sound over and over.
Fig 4.2 Jump sound multitrack
1.Normal Jump
2.Big Jump
Knock Rock Sound Progress
For the enemy knock sound, at first used a punch on tissue
to create the effect, but I felt it wasn’t quite right. I
then decided that the sound of a door closing would be
more suitable, especially since it worked well with the
reverb effect, giving it the right depth and feel for the
scene.
The biggest challenge I faced was with the enemy hitting
the rock sound effect. It was difficult to achieve a
gaming-like feel using low-pitched sounds. I tried
adjusting the pitch shifter to make it higher, hoping to
get the game sound vibe, but this resulted in a strange
sound that didn't resemble a knock. Eventually, I decided
to decrease the pitch and used the parametric equalizer to
adjust the bass, which helped make the knock sound clearer
and more fitting for the game.
Fig 5.1 Knock Stone multitrack
Fig 5.2 Knock Stone Sound
Environment sound
For the video environment, I envisioned a large forest
setting. To create the right ambiance, I decided to
record sounds from outside my house, where there's a
spacious field with many trees and birds. I chose to
record early in the morning when the birds were
chirping actively. This provided a natural and lively
soundscape that perfectly matched the forest
atmosphere I wanted to create for the video.
After recording, I noticed that the white noise in the
sound was too loud, so I decided to use noise
reduction to address it. Initially, I tried to
eliminate all the white noise, but it made the audio
feel too unrealistic for the game's environmental
sound. To maintain a natural atmosphere, I chose to
keep some of the white noise from the recording,
striking a balance between clarity and authenticity.
Fig 6.1 Environment sound original record
Fig 6.2 Environment sound without white noise
Fig 6.3 Environment sound without white noise
Afterward, I noticed some breathing sounds and car
noises in the recording. To fix this, I used the spectral frequency display along with the spot healing brush tool to reduce these unwanted sounds. The audio
sounded much cleaner and more polished after applying
these adjustments.
Next, I applied effects like EQ and reverb to create a
sense of spaciousness in the audio. Additionally, I
added echo and delay to make the sound feel more
immersive and surround the listener, enhancing the
overall environment's atmosphere.
Fig 6.5 Reverb
Fig 6.7 Parametric Equalizer
I separated the environment sound into two parts. The
first is for the upper ground, where the sound remains
more natural and balanced. The second is for the
underground, where I applied stronger EQ adjustments
and added more delay to create a deeper, echoing
effect. This distinction enhances the atmosphere by
making the audio reflect the unique characteristics of
each environment.
Multitrack Session Progress
After finishing the tuning and layering of the sound
effects, I imported all the sounds into the final file. I
began syncing the sounds with the character's actions,
starting with the walk and jump sounds, and I was satisfied
with how they turned out. Next, I added the appear and
collect sounds. Once these two were in place, it really felt
like I was playing the game, with the sounds bringing the
scene to life.
Fig 7.3 Multitrack Overview first attempt
After all the sound effect is in place, i review the whole
video to see if there is anything sounds wrong or not in the
right place. After all the adjustments I add on hard limiter for
each sound effect to make the sound consistent and not too
loud.
Fig 7.4 Mixer
After that I export the whole multitrack and put it in adobe
premiere pro to combine the sound and the video.
Audio Journal
Final Outcome
Youtube Link: https://youtu.be/n7vXEbs5nZw
REFLECTIONS
Over the past 14 weeks in the Sonic Design class, I have
gained a lot of valuable knowledge and skills. At First,
I thought the class would not be too difficult, but as I
delved into the process and techniques of using Adobe
Audition, I realized it was more challenging than I had
expected. The work in Adobe Audition is complex and
requires hard work and patience to achieve the desired
results. Sonic design demands a lot of imagination and a
sharp ear to create high quality audio. Through
completing the Final Project on Game Audio, I gained
insight into the intricate process that real game
designers go through. It involves a significant
workload, but it also gave me a deeper appreciation for
the art and effort behind audio design.
Although the time to complete the project was limited, I
gave it my best and am grateful to my lecturer, Mr.
Razif, and my friends for their guidance and support
throughout the class. This module has taught me a
variety of skills in Adobe Audition, and I plan to
continue improving my abilities in the future.
THE END



















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