Sonic Design / Final Project
01/07/2025 - 27/07/25 / Week 11 - Week 14
Eng Yan Ling
Bachelor's Degree in Creative Media (Hons) - (Taylor's University)
Sonic Design / Final Project
TABLE CONTENT
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1. MIB
2. Instructions
3. Progression
3.1 Progression
3.2 Submission
4. Feedback
5. Reflection
6. Quick Links
MIB
INSTRUCTIONS
Final Project – Game Audio– 30 %
Students will given a choice of game play video. They will then need to create the sound and bring the game to life. Students will have to plan and organize their studio recording session for Foley and voice
recording. They will also have access to the portable recorder if required.
Students will given a choice of game play video. They will then need to create the sound and bring the game to life. Students will have to plan and organize their studio recording session for Foley and voice
recording. They will also have access to the portable recorder if required.
Requirements :
1. Multitrack Session File, Folders and Audio Files
2. Audio in 48 hz, Stereo, 16 Bit, Wav Video in MP4
3. Recorded and Edited Sound files
2. Audio in 48 hz, Stereo, 16 Bit, Wav Video in MP4
3. Recorded and Edited Sound files
PROGRESSION
Choice of Video : Battleblock Theatre
1. Video Study + Audio Breakdown
Notes
Link :
https://docs.google.com/document/d/1WNw4gEDkHqXTHlhYwBW7F1ul9PS-JHDMaXAEYLWJI6U/edit?usp=drive_link
Figure 3.1 Sfx Notes - Main
Figure 3.2 Sfx Notes - Cat
Breakdown
Link :
https://docs.google.com/spreadsheets/d/1BupaQ1VBu0iyEzLyOraT9Fqu3-PYWiIDX2dz_ZpbpaQ/edit?usp=sharing
Figure 3.3 Video Study Spreadsheet
2. Recording
a. Test Recording
Based on my video study spreadsheet, i test out the different options that best suit the action/object it is associated with before the studio recording to finalize the choice of items for the respective action/object.
To ensure the track fits the desired sound for the action, I did some test editing and mixing to understand how each track would fit and combine altogether.
b. Studio Recording
Based the cells highlighted in green are the final items used for its sfx. Hence, proceeded with studio recording in campus.
3. Timeline
Link :
https://docs.google.com/spreadsheets/d/1BupaQ1VBu0iyEzLyOraT9Fqu3-PYWiIDX2dz_ZpbpaQ/edit?usp=sharing
Once all the tracks are recorded, another video study is conducted to draft the timeline of the tracks and ensure a smooth flow of work while syncing the edited tracks.
Figure 3.4 Sfx Timeline
4. Editing/Mixing
Track Cleanup
(additional background noises cleaned up with only the main sound visible in the track)
a. Walk
Type : Wood
walk - testing effects
01 - eq, chorus, pitch -12
02.1 + 02.2 - pitch -12, reverb, eq + pitch -7, reverb, eq
03.1 + 03.2 - pitch -12, reverb, eq + pitch -12, reverb, eq
Figure 3.6 Walk #1
Figure 3.7 Walk #2
Type : Metal
01 - echo, eq >2 3, < L H, pitch -4, reverb
02 - echo, eq >2 3, < L H, pitch -3, reverb
Figure 3.9 Walk - Metal
b. fabric
1 - phaser, cartoon effect; eq - increase 3 4 H
2 - phaser, cartoon effect
3 - pitch - angry gerbil

Figure 3.10 Fabric
c. hoot
hoot-02 - pitch -12; eq 4 H; pitch
01.1 + 01.2 - pitch -12; EQ 3, <H pitch + pitch -12; EQ 3, <H
02.1 + 02.2 - pitch -12; EQ 3, H pitch + pitch -12; EQ 3, H
03.1 + 03.2 - pitch -12; EQ 3, H pitch + pitch -12; EQ 3, H
d. spoon glass
01 - pitch 2; delay - delay 50 ms mix 90%
02 - pitch 6, delay - delay 174 ms mix 90%

Figure 3.12 Spoon - Glass
e. keychain
keys - test edit unsuccessful
jingle-02 - delay - delay 220ms mix 85%; eq - 3 4 5, < L H;
pitch 7; reverb
jingle-03 - delay - delay 220ms mix 85%; pitch 3; reverb, echo
01 - delay - delay 220ms mix 85%; eq - 3 4 5, < L H; pitch 6;
echo
02 - delay - delay 220ms mix 85%; eq - 3 4 5, < L H; pitch 3
03 - delay - delay 220ms mix 85%; eq - 3 4 5, < L H; pitch 7 +
echo; pich 2
04 - delay - delay 220ms mix 85%; eq - 3 4 5, < L H; pitch 9
f. mouse click
selection - pitch -12; eq >4
deselection - reverse, pitch 3, eq >4

Figure 3.14 Mouse Click
g. pillow drop
pillow drop - eq >L, <H, reverb
h. coins
coins 01 02 - echo, eq >3 4, <L H
01 - delay - delay 120ms 75%, pitch 7, echo
02 - delay - delay 120ms 75%, pitch 5, echo
03 - delay - delay 120ms 75%, pitch 4, echo
04 - delay - delay 120ms 75%, pitch 5, echo
i. books
Type : Slap
01 - reverb, pitch 5, phaser - rubber monster
02 - reverb, pitch 5, phaser - rubber monster

Figure 3.17 Book - Slap
Type : Fist
(layered with book slap)
fist - no sfx
slap - reverb, pitch 5, phaser - rubber monster
j. cup swing
01 & 02 - reverb, pitch 4

Figure 3.19 Cupped Swing
k. hoot
hoot-02 - pitch -12, eq >3 H, reverb, pitch -12
01 - pitch -12, eq >3 <H, reverb, pitch -12 + pitch -12, eq >3 <H, reverb, pitch -12
02 - pitch -12, eq >3 H, reverb, pitch -12 + pitch -12, eq >3 H,
reverb
03 - pitch -12, eq >3 H, reverb, pitch -12 -9 + pitch -12, eq >3 H,
reverb, pitch -12
l. metal ruler
metal ruler-02 - pitch 6 + 4
01 - pitch 6
02 - pitch 6 + 4
m. ough
ough (test) - eq <2 3 4 5 H, pitch - 2 + 6 + 5, reverb
01 - eq <2 3 4 5 H, pitch -9 -2, reverb
n. pop
lips & pop
pitch -6, eq >4, <L H, phaser - bubble popper, chorus - sublte vocal chorus
Figure 3.23 Pop - Lips, Bubble Wrap

Figure 3.27 Keyboard Tap

Figure 3.29 Curtains - Opening
Figure 3.31 Iron Creak
Figure 3.33 Pen Click

Figure 3.35 Page Flip

Figure 3.38 Bus Track Editing
Mix Volume : +2

Figure 3.39 Mix Volume
Video Sync

Figure 3.40 Video/Audio Sync
Figure 3.41 Final MP4 Submission
o. boiling water
eq >5 <L 1 2 3 4 H, echo
Figure 3.24 Boiling Water
p. box
stamp 01 - eq >2 3 4, <L H, pitch -12, flanger - hell's chorus
stamp 02 - eq >2 3 4, <L H, pitch -12 + eq >2 3 4 , <L,
pitch -12
box 01 - reverb, eq >2 3 4, <L H, pitch -12, flanger - hell's
chorus + reverb, eq >2 3 4, <L H, pitch -6 + reverb, eq >2 3 4, <L H, pitch -6
box 02 - reverb, eq >2 3 4, <L H, pitch 7
q. tsss
eq - <L 4, pitch 4, chorus - project nightmare
01 - normal speed
02 - time stretch
Figure 3.26 Tsss (Voiceover)
r. keyboard
eq >2, <L H, pitch 4

Figure 3.27 Keyboard Tap
s. ukelele
01 - eq >2 3, < L H, delay - delay 12-ms 60%/50%, reverb
02 - time stretch, eq >2 3, < L H, reverb
t. curtains
Type : Open
pitch 2

Figure 3.29 Curtains - Opening
Type : Close
pitch 2
Figure 3.30 Curtains - Closing
u. gate
Type : Iron Creak
eq >4 5 <L 1 2 H, echo, pitch -12 -12 -5
(combined on regular track and reversed track)
Figure 3.31 Iron Creak
Type : Lock
01 - eq - >3 4 5 <L H, pitch -4, reverb, echo
02 - pitch -12, echo, reverb
Figure 3.32 Iron Lock
v. pen click
pitch 6
Figure 3.33 Pen Click
w. glass clink
glass-clink 01 - pitch 4, eq >3 5 H, <L, reverb, phaser - magic feather + no
sfx + pitch -4
01 - pitch 4, eq >3 5 H, <L, reverb, phaser - magic feather,
pitch 2 + pitch 4, echo, reverb, pitch 1
02 - pitch 7, eq >3 5 H, <L, reverb, phaser - magic feather, pitch 7
+ pitch 4, eq >3 5 H, <L, reverb, phaser - magic feather + pitch
4, eq >3 5 , <L H, reverb, phaser - magic feather, pitch 2, phaser - magic
feather, delay - delay 120ms, 75%/65%, pitch 7
x. page flip
pitch 4

Figure 3.35 Page Flip
Audio Mixes :
https://drive.google.com/drive/folders/1wJDKwaQ9haGkI1U8nK0DYmRoUny5rZMv?usp=drive_link
5. Syncing
Audio Combination & Description
According to the sfx individually mixed and edited, each track is carefully paired according to the actions and clear labels of the edited tracks listed on the left column under "sfx label"
Figure 3.36 Audio Combination List
Timeline Overview on Audition
Figure 3.37 Final Timeline Overview
6. Final
Volume Balance
Bus Track Controls :
(function to tune volume to balance entire track)
(i) Bus Walk - Walk-Left & Right
(ii) Bus Jump - Jump-01 02
(iii) Bus Diamond - Diamond, Diamond Sparkle-01 02
(iv) Bus Rainbow - Rainbow, Rainbow Sparkle
(v) Bus Attack - Punch-01, Kick-01 02 03
(vi) Bus Lava Block Walk - Lava Block Walk-01 02
(vii) Bus Explosive Block - Explosion-01 02 03
(viii) Bus Cloud Walk - Cloud Walk-01 02
(ix) Bus Power Up - Power Up, Power Up-Sparkle-01 02

Figure 3.38 Bus Track Editing
Mix Volume : +2

Figure 3.39 Mix Volume
Video Sync

Figure 3.40 Video/Audio Sync
7. Submission
Audition File(s) : https://drive.google.com/drive/folders/1C68EHUSy-kI0nsDJhu1MrhY2R3tMttPH?usp=drive_link
Video :
https://youtu.be/pdmjEt2m4tc
Figure 3.41 Final MP4 Submission
FEEDBACK
Week 14
- the thud sound of the firsbee is too weak, it should reflect what it is, e.g. the weight since its an explosive it should sound like what it is
- be sure to add sfx on the double jumps and the rainbows
- parts like the power ups or after the rainbows has residue the sparkles should last as long as it is visible
REFLECTION
Reflecting on my journey throughout completing this final project, it was a really challenging yet fun experience from the planning stage to the execution and its final mixdown. It was entirely new to me in terms of recording and mixing the effects for each action or item in the video of my choice. It was quite challenging for me at first while trying to mix the tracks into my desired outcome but I am grateful for guidance of Mr Razif to complete this project. From this final project, I had the opportunity to apply and refine the skills in sonic design which would greatly benefit me in my future projects both individually and professionally. Throughout this module, it was a really exciting experience to learn more about sonic design as it has been a great interest of mine in this field. I was able to not only learn valuable knowledge and skills but also refine other skills apart from my field of expertise.
QUICKLINKS
Google Drive : Click Here
Blogs
Exercises : Click Here
Project 1 : Click Here
Project 2 : Click Here





































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