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




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.

Fig 2.1 Record Progress

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.

Fig 3.1 Before Noise Reduction

Fig 3.2 After Noise Reduction

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

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.

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.

Fig 6.4 Spectral frequency display

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.

Fig 6.8 Environment Multitrack

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 7.1 Multitrack for walk and jump

Fig 7.2 Multitrack for Collect and appear

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

Fig 7.5 Multitrack Overview

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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