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.
 
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 


PROGRESSION
Choice of Video : Battleblock Theatre 
 
1. Video Study + Audio Breakdown
Notes
 
Figure 3.1 Sfx Notes - Main 
 
Figure 3.2 Sfx Notes - Cat 
 
Breakdown
 

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

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)
 
Figure 3.5 Track Cleanup  
 
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

Figure 3.8 Walk #3

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

Figure 3.11 Hoot
 
 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
 
Figure 3.13 Keychain
 
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


Figure 3.15 Pillow Drop
 
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
 

Figure 3.16 Coins
 
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 
 

Figure 3.18 Book - Fist
 
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
 
Figure 3.20 Hoot
 
l. metal ruler
metal ruler-02 - pitch 6 + 4
01 - pitch 6 
02 - pitch 6 + 4 
 
Figure 3.21 Metal Ruler
 
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
 
Figure 3.22 Ough

n. pop
lips & pop
pitch -6, eq >4, <L H, phaser - bubble popper, chorus - sublte vocal chorus

Figure 3.23 Pop - Lips, Bubble Wrap
 
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
 
 
Figure 3.25 Cupboard Box
 
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
 
Figure 3.28 Ukelele
 
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
 
Figure 3.34 Glass Clink
 
 
x. page flip
pitch 4 
 

Figure 3.35 Page Flip
 
 
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

 
 

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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