Sonic Design / Project 1 : Auditory Storytelling

 27/05/2025 - 08/06/25 / Week 6  - Week 7

Eng Yan Ling

Bachelor's Degree in Creative Media (Hons) - (Taylor's University)

Sonic Design / Project 1 : Auditory Storytelling


TABLE CONTENT

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1. MIB

2. Instructions

3. Progression

    3.1 Process

    3.2 Submission 

4. Feedback

5. Reflection

6. Quick Links


MIB



INSTRUCTIONS 

Students are given a task to create an audio image using any of the combination below. The audio should create an image for the first-person point of view to be able to visualize on what is going on based
on just the audio tracks. It should be able to tell a story for the chosen scenario. Students are not allowed to use any voice or dialogs.


The choice scenario are:
1. Wildlife + Background
2. Everyday Home Life + Background
3. Cities + Transport + Exterior Atmosphere
4. Industry and Electronic sounds + Background
5. Weather + Background
6. Market + Rural atmosphere + Background

Brief :
- Duration : 2-3 min + storyline
- Identify environment, surrounding, etc 
- First person perspective - direct action/sound 
- List down + justification of why you need the sound)

Submit 
1. Mixdown  (mp3)
2. Project session (Multitrack) files and folders


PROGRESSION
1. Ideation
Choice of Theme : Wildlife
 
Story Ideation : 
- 1st person pov
- paw steps (bird, 4-legged, crawls), animal calling, insects, tree swoosh, hunting?, waterfall/water stream, animals drinking
 
2. Audio Breakdown
All audios used throughout this project is listed in order alongside its source in the excel sheet. Justification on choice of sfx as listed in the excel sheet.


3. Progression
 Progression #1 
Overall Composition Arrangement - Before Remix/Editing
 
 
Figure 3.1 Composition Overview #1
 
 
Figure 3.2 Composition Overview #2

Background
Ambience
Volume of both ambience track adjusted to avoid over powering other track sounds.
 
i) Forest Ambience
 Volume : -24
  
 
 Figure 3.3 Track Overview - Forest Ambience
 
ii) Bird Ambience
 Volume : -13
 
 
 Figure 3.4 Track Overview - Bird Ambience
  
Animals / Bg Sfx
i) Monkey
Monkey Swinging from left to right with its volume going from soft to loud to fading away gradually. Original sfx is a quick "whoosh" but altered in waveform track with stretch and pitch shifter to closely mimic its swinging sfx.
 
Similarly to the monkey's calling, the volume goes from soft to loud to fading away gradually following the movement of the swinging.
 
 
Figure 3.5  Track Overview - Monkey
 
ii) Birds - Flying
 Direction : Right - Left - Right
 
 
Figure 3.6 Track Overview - Birds 
 
Action
Footsteps - Human
(Normal Pace)
i) Rustling - Leaf
Sound of person getting up from the ground, with some slight rustling from the leaves. Volume adjusted to fit the other soundtracks..
 
 
Figure 3.7 Track Overview - Leaves 
 
ii) Footsteps
Direction : Left - Right - Neutral/Center 
Volume gets louder when it is on the left direction and softer vice versa and gradually comes to neutral as direction returns to 0.0.
 
Figure 3.8 Track Overview - Footsteps

iii) Clothing Rustling
Follows the direction and volume of foot steps but volume reduced to ensure it is not louder than its footsteps.
 
 
 Figure 3.9 Track Overview - Clothing Rustling
 
(Fast Pace)
Waveform Alteration - Fast Pace
Semi-tones : 80%
Pitch Shifter : -13
 
 
Figure 3.10 Track Overview - Fast Pace 
 
 
(Running Pace)
i) Running Pace
Waveform Alteration - Running
 Semi-tones : 65%
 Pitch Shifter : -13
 
Direction : Left - Right
 
 
Figure 3.11 Track Overview - Running 
 
ii) Panting/Huff & Puff
 Gradually comes in right before fast pace track ends and builds up its volume during "running" track.
 
Direction (Following "running" track) : Left - Right
 
 
Figure 3.12 Track Overview - Panting

Footsteps - Animals
Waveform Alteration - Running
 Semi-tones : 30%
 Pitch Shifter : 0

Using the original footsteps sfx, the track is altered in waveform to speed up the footsteps. This altered track will be layered in the multitrack session to mimic the sound of a ongoing simultaneously.
With several attempts of trial and error, both tracks are not positioned aligned to each other but the second track slightly later than the track above it as seen below.
 
Figure 3.12 Track Overview - Animal Footsteps

Bear Roar
i) First Roar (1.1 & 1.2)
 
 
Figure 3.13 Track Overview - Bear Roar #1.1 & #1.2
 
Second roar altered into a deeper and heavier roar compared to #1.1 using pitch shiter.
 
 
Figure 3.14 Pitch Shifter - Bear Roar #1.2
 
ii) Second Roar (2.1 & 2.2)
Volume gradually increased in #2.1 as it slowly comes nearer and EQ added to add "space" of the bear's roar. 
 
 Figure 3.15 Track Overview - Bear Roar #2.1 & #2.2
 
 
Figure 3.16 EQ - Bear Roar #2.1

Similarly to #2.1, EQ added to track to add "space" of the bear's roar. 
 
 
Figure 3.17 EQ - Bear Roar #2.2 
 
Tiger Roar
Volume gradually increased as it slowly comes nearer.
 
 Figure 3.18 Track Overview -Tiger Roar
 
Additional Areas
Waterfall/Water Stream

Volume :
Waterfall (Far) - -20 
Water Stream - -2
Waterfall (Near) - -10
 
 Fade out of volume added on volume graph to allow a smoother disappearing of the sfx.
 
Figure 3.19 Track Overview - Water Scene

Volume :
Jump - +4
Walking (Water) - +6
 
 
Figure 3.20 Track Overview - Water Scene Actions
 
Volume :
Water Dripping - +15

Direction : Left and right alternating and back to midpoint at the end.
 
EQ added to reduce the echo and reducing the space of the cave-like effect of the entire track. All effects are focused towards a more absorbent than a reflective sfx.
 
 
Figure 3.21 Track Overview - Water Dripping 
 
EQ : Reducing echo/bounce back.
 
 
Figure 3.22 EQ - Water Dripping 
 
Progression #2
a. Replaced/Added Tracks
Replaced
- Forest Ambience
- Bird Ambience 
- Footsteps (Normal, Sped-Up, Fast Pace)
- Birds Flying
- Monkey Call
 
Newly Added
- Insect Ambience
- Animals Fighting
- Birds Calling
- >3 Types Footstep (different sources)
- Insect 01 & 02
 
b. Process
Ambience 
Volumes of both forest and birds remains the same but with more control on the volume fade in to ensure a smooth and gradual fade in as the track begins.
 
The tracks replaced in the ambience group are breakdowns of different elements found in the forest with the wind, birds, insects and other surrounding tracks.
 
i) Forest Ambience 
 Volume : -24
 
 
Figure 3.23 Track Overview - Forest Ambience (Replaced)
 
EQ & Reverb : Adding bounce back/echo
Using both EQ then reverb, the track is focused on "enlarging" the space of the ambience and an indication of wide forest.
  
 
Figure 3.24 EQ  - Forest Ambience (Replaced)
 
 Figure 3.25 Reverb - Forest Ambience (Replaced)
 
ii) Bird Ambience
 Volume : -13
 
 
Figure 3.26 Track Overview - Bird Ambience (Replaced)
 
EQ & Reverb : Adding bounce back/echo
EQ and Reverb effects added with the same goal as the forest ambience.
 
 
Figure 3.27 EQ - Bird Ambience (Replaced) 
  
 Figure 3.28 Reverb - Bird Ambience (Replaced)
 
iii) Insects
Volume fades in slowly, getting louder as it passes by the "insects" and fades out slowly.
 
 
Figure 3.29 Track Overview - Insects Ambience (Added) 
 
Reverb & EQ : Adding bounce back/echo
Reverb added before EQ to emphasize on the reflective and decay effects in reverb and EQ added after to achieve the same goal as the forest and birds ambience. 
 
 
Figure 3.30 Reverb - Insect Ambience (Added) 
 
 
Figure 3.31 EQ - Insect Ambience (Added)  
 
Bg Animals
i) Monkey Calling
 (Replaced with a clearer track with less bg effects within the track in comparison to previous track used)
 
Volume fades in slowly, getting louder as it passes by the "monkey" and fades out slowly. Reverb added  to emphasize on the reflective and decay effects in reverb and echo effects to further enhance its element.
 
 
 Figure 3.32 Track Overview - Monkey Calling (Replaced)
 
Reverb & Echo
 
 
Figure 3.33 Effects - Reverb & Echo 
 
ii) Birds Flying & Calling
 Overview of both birds flying and calling track.
Volume and pan adjusted throughout envelope to create different dynamics and movement of the birds and its sound.
 
 
Figure 3.34 Track Overview - Birds Flying & Calling (Replaced) 
 
 
Call - EQ & Denoise
While applying effects, final results are obtained through different trial and error of different tools around the work station.
 
 
Figure 3.35 EQ & Denoise - Birds Calling (Replaced) 
 
EQ is applied to enhance the birds calling sound as if in the background & passing by (+echoes/bounce back) and denoise used to remove any additional sound behind the track.
 
Denoise :
Focus on Lower Frequencies
Amount : 40%
 
iv) Insect
Foreground tracks - Heard while walking and not as a background ambience sfx.
 
01 - Softer Crickets/Insects
 Volume fades in slowly, getting louder as it passes by the "insects" and fades out slowly.
 
 
Figure 3.36 Track Overview - Insect-01 (Added) 
 
EQ, Reverb, Denoise
Adding effects to enhance to "room" space according to the environment, being more reflective and less absorbed track through EQ and Reverb. Denoise used to remove any additional sound behind the track.
 
 
Figure 3.37 EQ, Reverb, Denoise - Insect-01 (Added) 
Denoise :
Focus on Lower & Higher Frequencies
Amount : 20%
 
02 - Louder & Clear Crickets/Insects
Volume fades in slowly, getting louder as it passes by the "insects" and fades out slowly.
Direction : Right - Left - Neutral
 
 
Figure 3.38 Track Overview - Insect-02 (Added) 
 
Denoise :
Focus on Lower Frequencies
Amount : 30%
 
Denoise used to remove any additional sound behind the track.
 
 
Figure 3.39 Denoise - Insect-02 (Added) 
 
v) Animals Fighting
Adding more action/activity in the background.
 
 
Figure 3.40 Track Overview - Animals Fighting (Added) 
 
Footsteps
i) Normal-01
Original track from source used. 
Sound : Walking on Dry Leaves ; Slightly echoing sound
Volume and pan effects used throughout the tracks to add dynamics of the footsteps throughout the track.
Direction : Right - Left - Neutral
 
 
Figure 3.41 Track Overview - Normal-01 Footsteps (Replaced) 
 
Reverb
Reverb added  to emphasize on the clarity, reflective and decay effects in reverb.
 
 
Figure 3.42 Reverb - Normal-01 Footsteps (Replaced) 
 
ii) Normal-02
(different source from Normal-01) 
- Adding variation of ground textures to the entire composition as suggested by Mr Razif throughout feedback session.

Sound : Walking on a wet/moist ground and fresh leaves.
Volume : -10 
 
EQ 
 
 
Figure 3.43 EQ - Normal-02 Footsteps (Added)
 
iii) Normal-03
(same source as Normal-02)  
- Adding variation of ground textures to the entire composition as suggested by Mr Razif throughout feedback session. 

Sound : Walking on a dry surface with lesser dry leaves around ; Slightly echoing sound but lest than Normal-01
Volume and pan effects used throughout the tracks to add dynamics of the footsteps throughout the track.
Volume : Soft to Loud 
Direction : Left - Right

Figure 3.44 Track Overview - Normal-03 Footsteps (Added) 
 
Full Reverb
Full reverb added to emphasize on the reflective effects of the track.
 
 
Figure 3.45 Full Reverb - Normal-03 Footsteps (Added)
 
iv) Sped-Up, Fast Pace & Panting
Using the original track from Normal-02/03, the track is altered through the destructive editing panel.
 
Waveform Alteration - Fast Pace (+Denoise)
 Semi-tones : 80%
 Pitch Shifter : 0
 
Denoise : 
Focus on High Frequencies
Amount : 40%
 
Waveform Alteration - Running
 Semi-tones : 65%
 Pitch Shifter : 0
 
Multitrack Overview
 
 
Figure 3.46 Track Overview - Running Scene (Replaced) 
 
 Added Effects/Remix to other tracks
 i) Clothing Rustling
 Volume & Pan - Effects added and paired according to footsteps throughout the track composition.
 
 
Figure 3.47 Added Effects - Clothing Rustling (Existing) 
 
Phaser - Rubber Monster
With some trial and error with the different tools around Audition, rubber monster effects in phaser was the best output in alteration to the track that is most similar to a clothing piece rustling when walking.
 
 
Figure 3.48 Added Effects - Clothing Rustling (Existing) 
 
Denoise :
Focus on All Frequencies
Amount : 40%
 
Reduce any additional sfx in the background to focus on main objective of the respective track.
 
 
Figure 3.49 Added Effects - Clothing Rustling (Existing)  
 
ii) Monkey Swinging
 Pitch Shifter & Phaser
 
With some trial and error with the different tools around Audition, the effects applied was the best option among others in alteration to the track that is most similar/realistic to a monkey swinging.
 
 
 Figure 3.50 Added Effects - Monkey Swinging (Existing) 
 
c. Bus Track Groupings
Convenience in adjusting any effects/volume before finalizing the entire composition.
 
Figure 3.51 Bus Tracks Overview 
 
i) Bus_Ambience
- Forest Atmosphere
- Birds Atmosphere
- Insects Atmosphere
 
ii) Bus_Footsteps
(Normal Footsteps)
- Walking-01
- Walking-02
- Walking-03
- Clothing Rustling
 
iii) Bus_Bg Animals (Background Sfx)
- Monkey Swinging
- Monkey Calling
- Birds Flying
- Birds Calling
- Animals Fighting (Bg) 
- Bear Roar #1.1 & #1.2
- Animals Footsteps 
- Insects-01 & 02 

iv) Bus_Water Scene
- Waterfall - Far
- Water Stream
- Waterfall - Near
- Jump - Water
- Walking - Water
- Water Dripping / Getting out of water 
 
v) Bus_Fg Animals (Foreground Sfx)
 - Bear Roar #2.1 & #2.2
- Tiger Roar 
 
vi) Bus_Running 
- Fast Pace Walking
- Running
- Panting
 
d. Final Check - Bus/Master Track
The entire track composition is monitored for a final check to alter any uneven bus tracks (e.g. ambience louder than xxx) as well as checking for any clipped tracks throughout the session.
 
i) Bus_Ambience
Volume : -3 
 
ii) Bus_Water Scene 
Volume : -6
 

Figure 3.52 Overall Bus & Master Track Checking 
 

 
Figure 3.53 FINAL PROJECT 1 : AUDITORY STORYTELLING SUBMISSION
 

FEEDBACK
Week 7 - 03/06/2025 
- Overall song choice is fine, but very obvious the sounds are of low quality
- Try to control/slow down the pace of the animals in the environment, too many sounds going n altogether in the background. Play around different dynamics, e.g.  as the person passes by something gets louder while another gradually fades away
- Overall composition is alright as long as nothing is too abrupt; first walking/rustling a bit abrupt, walking should be gradual as the person approaches the forest.
- Search in different keywords or any similar sound
- Either replace the tracks and alteration will be needed to improve the tracks
 
Marking Rubrics Breakdown :
5% Sound Choice & Quality
5% Editing
5% Mixing
5% Storyline 


REFLECTION

Reflecting on my progress throughout this project, I have learned skills relating to sonic design in terms of how to work more professionally especially working with so many tracks. With the demonstration by Mr Razif, it was really insightful to also pick up skills to work more efficiently and even new skills relating to sonic design such as the different effects around Audition. It was really an exciting experience while completing this project as not only was I able to go back into the knowledge picked up from previous modules and refining it but even further improve my knowledge in sonic design. I personally enjoy working around audio related projects and it was really fun to learn a new skill as a design student. Throughout this project, I've gained technical skills and even refined my skills and knowledge in sonic design. Besides these technical skills, I was also able to refine other soft skills such as organizing the tracks, the per-preparation to ensure a smooth workflow of the project. All in all, it was a huge learning journey for me throughout this project and also an opportunity to gain skills that will be helpful for me in my future career and individually as a person.
 

QUICKLINKS

Google Drive : Click Here

Blogs
Exercises : Click Here
Project 2 : Click Here
Final Project : Click Here

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