Sonic Design-Final Project
SONIC DESIGN
Thursday,Dec. 21 .2024
09.12.2024 - 05.01.2024 | Week 12 - Week 14
Jia Wenbing /0365436/
Design principles/Bachelor of Design in Creative Media
INSTRUCTIONS
Final Project -Game Audio
For this project, our task is to choose 1 of the 5 provided game videos and create our own sound to sync with the video. Dubbing the game actions of the video. The sound cannot be obtained from other places and must be made by ourselves.
Audio list and storyboard
Fig 1.1 Chosen video - Battleblock Theatre
Fig 1.2 Game asset list
Fig 1.3 Audio storyboard
Recording
I found some readily available things at home, tested the sounds, and recorded some usable sounds.
Fig 1.4 Sound Recording (Behind-the-scene)
Fig 1.5 Original files of all recordings
Fig 1.6 After noise reduction
Before modifying and editing the clips, I first applied noise reduction, since all the sounds were recorded in an environment containing white noise. I mainly used denoising and noise reduction (processing), and also used adaptive noise reduction to simplify this process. I mostly used denoising because I wanted to preserve the original texture of the sound.
Fig 1.7 Effect Noise Reduction Settings
Fig 1.8 Effect Noise Reduction Settings
Audio processing
After recording and noise reduction, I started to process each audio to achieve the sound effect I wanted. For the footsteps in the game, I referred to the original game. Although it was not the same game clip, I watched other people's game videos on Youtube. I listened to the game effect repeatedly. Although it was not exactly the same, I wanted to understand the sound effect of the game. For the footsteps, I used the sound of knocking on a cardboard bag. This sound is like the sound of heavy falling on a wooden board. I think it fits the effect of the game itself.
Fig 1.9 FFT filter of hitting a thick paper bag
The original sound of knocking on a thick paper bag was very heavy, so I selected a relatively light sound and processed it through the mastering process in the FFT filter to make the overall sound softer.
Fig 1. 10 Parametric equalizer and harmony for jade bracelet recordings
Regarding the most important task of the game, the sound effect of collecting green energy sources, I wanted a crisp sound as a reminder of the collection. Since the small ornaments on the bracelets I wear often collide and make a crisp sound again, I thought that the sound of the jade bracelet and the small ornaments on the bracelet colliding should be the sound I want. I tried it and it was exactly what I thought.When I was denoising the sound here, I deliberately did not use effect denoising because I wanted to preserve the texture of the sound.The crisp sound will give it a more gaming feel. I use the parametric equalizer and the chorus effect. The parametric equalizer is just to make the sound softer. The chorus will make the sound more layered and less monotonous.
I used the sound of pulling out paper to simulate the sound effect of the character's feet being burned by volcanic rocks in the game. I wanted the whooshing sound at first, but the effect was not good when I used my own voice. When I accidentally pulled out paper towels, I compared it with this sound and thought it was very suitable, so I tried it.
Fig1.12 Pitch shifter with paper record
I used a parametric equalizer to slightly process the noise-reduced sound of the paper-pulling, making the overall sound softer and more like a game. Then I used a pitch shifter to make the sound higher, so there would be a whooshing sound.
For the spatial special effects sound of fast passing in the game, I used a hard protective film to fan back and forth to make a rustling sound. I selected the softest audio and processed it. I first tried to adjust the sound with a parametric equalizer to make it softer, and then used harmony to make it less monotonous.
Fig1.14 Echo effect of protective film recording
Because it is a fast-pass space, I want the sound to have a sense of space, and the fast-pass in the game is connected, and the interval in between is very short, so I chose continuous sound and used the echo effect to make the sound have a spatial echo.
I put the sound through the harmonic parametric equalizer processor, and there was still a very heavy sound when the hard protective film was agitated, which greatly affected the smoothness of the entire sound. So I used the mastering processor to reduce the heavy sound of the sound and only keep the light sound at the beginning and end. Then through the echo and harmony processing, the sound was made more obvious.
Fig1.16 Amplification effect using key recording
I saw in the game that after you pass a level, a small rainbow and a smiley face will appear. I imagined that this sound effect should have a very happy "ding-dong" sound effect. At the end of the sound, I wanted the sound to be scattered. I thought that the keys would make a similar sound when they hit each other. So I took the keys in my hand and scattered them.But after adjusting the parameter equalization and noise reduction, the sound was a bit weak and lacked that lively feeling, so I used the amplification effect to make the sound more lively and the sound effect stronger.
Fig1.17 Parametric equalizer for eraser placement recordings
Fig1.18 Multi-track key recording
Fig1.19 Multi-track key recording
At the end, I wanted a lively and happy atmosphere. So for the sound effect of the keys being scattered, I created a multi-track audio, copied the sound of the keys three times, and then used the pitch shifter to set the three levels of the sound atmosphere to different effects and tones. Then, using the dynamic processing effect, each sound of the sound effect has different amplitude fluctuations, and the sound positions are staggered as much as possible. This makes the overall sound sound richer. The center channel extraction is used to lower the middle accent a little. The overall sound effect will be more different and more joyful, with a happy atmosphere of completing the game.
After all the sound effects were adjusted, I started creating the multi-track audio.
Fig1.20 Create multi-track audio.
I matched the audio to the picture based on the visual effects, and made slight adjustments to the sound effects I had processed.
Fig1.21 The entire multi-track content
Fig1.22 The entire multi-track
Some of the sound effects of the entire multi-track audio will be processed and adjusted, and the sound will be very small, so I will adjust the volume and other effects separately in the multi-track. Some will use EQ, and each will be adjusted in detail to ensure that the sound and picture effects are consistent.
In order to get the boot sound, I created the drum beats in Bandlab, and then tried to design a short ambient sound by myself by trying piano keys, a few simple tones and rhythms. Then I used parametric equalizers and harmony to make the overall ambient sound and sound effects more harmonious.
Final Game Audio
Fig1.25 Final Game Audio
Reflection
In this exercise, I tried to combine different sound elements in an orderly manner, and I paid more attention to the details of the sound. During the practice, I noticed that even a small change in the sound can greatly change the overall effect. For example, the changes in the rhythm, volume and timbre of the sound have a subtle influence on the audience's emotions. This makes me pay more attention to the design of every detail and have insight into the sound at all levels. This project made me understand that the sound of some of the content we watch in daily life is not so easy to present. It requires very detailed plans and attempts to fully present it.


















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