Sonic Design: Final Project

5/12/2024 - 5/1/2025 (Week  - Week 15)
Seh Zi Qi/ 0355872/ Bachelor of Design(Honours) in Creative Media
Module Name: VSA60204 Sonic Design
Final Project

LIST

Final Project: Game Audio



LECTURES




INSTRUCTIONS

<iframe src="https://drive.google.com/file/d/1QvZIf2J7B2RHvKojcbeOsJHUCCSj4ahD/preview" width="640" height="480" allow="autoplay"></iframe>

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FINAL PROJECT: GAME AUDIO
"Students will given a choice of gameplay 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."

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Progress [Recording Preparation]

For this project, I wasn't there when the briefing happened as I was slightly sick but from what I heard from my friend, this is the summary:
  • Individual sounds should be exported separately (walking sound, grass sound etc. and then you layer them)
  • Also, look at the detailing when you attack or hit something, look at the effects of what's happening (like if you shoot an arrow, have sounds for drawing back the arrow, shooting and the bow rebound and then what material the arrow is hitting etc.) (personal note: luckily we're gamers heh)
  • View the video several times, focusing on one element at a time (e.g. the main character and what they're interacting with, then next round focus on the enemy) 
  • Can create an audio storyboard (a spreadsheet that looks like the multitrack layer image attached)
  • Also, a reminder to RECORD EVERYTHING YOURSELF no downloading

He also gave us a drive link for the game we needed to add audio to:

Fig 1.1, Final Project Video Drive, 05/12/2024

The games include:
  1. Child of Light
  2. Red Goddess Inner World
  3. Ori and the Blind Forest
  4. Hollow Knight (The one I decided to do)
  5. Battleblock Theatre

Before I recorded the sounds, I made the audio asset list and storyboard as advised by our lecturer, Mr Razif, so we would know what needed to be recorded and when we needed those noises, depending on the environment.

Fig 1.2, Game Audio Asset List, 12/12/2024

Fig 1.3, Game Storyboard, 14/12/2024

Once we were done creating the audio asset list and storyboard, we booked the recording studio with the lecturer's help. My friend Elysa and classmate Warith also joined me during my sessions. It was my first time operating the equipment and system within the recording sessions so it was quite eventful.

We brought our own props to create the sounds we needed. We would use the props in different ways like tapping or hitting to get specific sounds 

Fig 1.4, Pictures taken of me taken in the Recording Studio, 20/12/2024 & 23/12/2024

Once we were done with our sessions, we compiled our recordings into a drive so it was much easier to download the sounds we each needed. Since we created each sound together, we can download each other's files for comparison and layering effects.

Link to the Google Drive:

Fig 1.5, Studio Recordings, 24/12/2024


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Progress [Audio Editing]

After recording all the necessary noises, I started working on each sound effect on Adobe Audition using the previous list as a guide. I'll be showcasing the top 5 sounds I've felt were the best to not overload information.

Landing on Ground SFX

SFX Group

Reaction

Sub Group

Landing on Ground

Description

The thud sound that MC makes when landing on the ground

Props

Towel, Cork Material, Plush Pouch

Recording Session

  1. Tapping or punching the towel in a slow, medium & fast-paced tempo, with a microphone that’s very close by


  1. Tapping on the cork material with fingers, palms & plush pouch in a slow, medium & fast-paced tempo, with a microphone that’s very close by


Result: Multiple thud/ thump-like sounds

Editing

Remove the background noise and static from the original files by using Noise Reduction and manually reducing the volume further if necessary.


Specific/ selected portions taken from the original file that are most suitable for the necessary sounds were chosen and copied into a new file.

Processing

From J_FALLING_NOISES_04

J1:

EQ

Slightly increased the low frequency to make the sound have more base.


From W_JUMPS&LANDING_02

W1:

Pitch Shifter

Pitched the main

file down to -2 to create a sound that has an echo effect

EQ

Increased 2 and 3 frequencies to emphasise the ‘thump’ sound


Applied in Multitrack Layer:

J1 + W1

Combined

Added both variations to create the final layered sound

Pitch Shifter

Pitched the file down to -8 to add more base

Volume

Decreased to -5 to prevent audio clipping


Reference

Original File(s):

  • J_FALLING_NOISES_04

  • W_JUMPS&LANDING_02


Processed File(s):

  • LandNoise1.wav

  • LandingNoise2.wav

  • FinalLandingNoise.wav



Editing Progress:

Fig 2.1, LandNoise1.wav, 27/12/2024

Fig 2.2, LandingNoise2.wav, 27/10/2024

Hitting Coin Rock SFX

SFX Group

Reaction

Sub Group

Hitting Coin Rock

Description

The multi-layered sound that happens after being hit by MC

Props

Coins, Metal Chains, Keys, Coin-filled Bag, Rocks

Recording Session

  1. Cupping the coins, shifting the coins from one hand to another, dropping & shaking the coins from different heights, surfaces & tempos, and different materials added to the coins for different sounds, with a microphone that’s very close by

  2. Shifting the keys from one hand to another, dropping & shaking the coins from different heights, surfaces and tempos, and using different materials for different sounds, with a microphone that’s very close by

  3. Hitting, shifting, and shaking the coin-filled bag at different tempos & strengths, with a microphone that’s very close by


Result: Multiple high-pitched singular & multilayered ‘ding’ sounds

Editing

Remove the background noise and static from the original files by using Noise Reduction and manually reducing the volume further if necessary.


Specific/ selected portions taken from the original file that are most suitable for the necessary sounds were chosen and copied into a new file.

Processing

From J_COINNOISES_05

J1:

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


J2:

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


J3:

Pitch Shifter

Pitched down to -5 to create a more base-like sound

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


J4:

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


From W_COINROCKHIT_02

W1:

Pitch Shifter

Pitched down to -5 to create a more layered and base-like sound

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


W2:

Pitch Shifter

Pitched down to -5 to create a more layered and base-like sound

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


W3:

Pitch Shifter

Pitched down to -5 to create a more layered and base-like sound

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


W4:

Pitch Shifter

Pitched down to -3 to add to the layered sound

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


W5:

Pitcher Shifter

Pitched down to -1 to add to the layered sound

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound


Applied into Multitrack Layer

J1 + J2 + J3:

Combined

Added J1, J2 and J3 variations to create the final layered sound

Hard Limiter

To prevent audio clipping


W3 + W4 + W5:

Combined

Added W3, W4 and W5  variations to create the final layered sound

Hard Limiter

To prevent audio clipping


Reference

Original File(s):

  • J_COINNOISES_05

  • W_COINROCKHIT_02


Processed File(s):

  • CoinFall.wav

  • JCoinRockHit1.wav

  • JCoinRockHit2.wav

  • JCoinRockHit3.wav

  • CoinHitLayer.wav

  • CoinHitLayer2.wav

  • CoinRockHit1.wav

  • CoinRockHit2.wav

  • CoinRockHit3.wav

  • FinalCoinRockHit1

  • FinalCoinRockHit2.



Editing Progress:

Fig 2.3, CoinRockHit1.wav, 27/12/2024

Fig 2.4, CoinRockHit3.wav, 27/12/2024

Fig 2.5, CoinHitLayer.wav, 27/12/2024

Fig 2.6, CoinHitLayer2.wav, 27/12/2024

Zapflies SFX

SFX Group

Reaction

Sub Group

Zapflies

Description

The sound is made by a background enemy that doesn’t move but has a rhythmic zap.

Props

Zipper, Comb, Brush

Recording Session

  1. Opening & closing the zipper in slow, medium & fast-paced tempos, with a microphone that’s very close by

  2. Using nails, another comb & fingers to run through the comb in slow, medium & face-paced tempos, with a microphone that’s very close by


Results: Multiple high-pitched ‘zip’ sounds

Editing

Remove the background noise and static from the original files by using Noise Reduction and manually reducing the volume further if necessary.


Specific/ selected portions taken from the original file that are most suitable for the necessary sounds were chosen and copied into a new file.


Trimming was used when necessary to make abrupt noises. 

Processing

From main file

Variation 1:

EQ

Increased 4 while slightly decreasing 3 to create a sharp sound


Variation 2:

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound

Pitch Shifter

Increased to 5 to create a higher pitch and sharper tone; also adds for a layered sound


Variation 3:

EQ

Increased 4 while slightly decreasing 3 to create a sharp sound


Variation 4:

EQ

Used the preset ‘Beefy Snare’ to create a more base-like sound to 

Pitch Shifter

Increased to 3 to create a higher pitch and sharper tone


Variation 5:

EQ

Decreased 1, 2 &3 while increasing 4 & 5 to create a sharp stinging noise that electricity makes

Pitch Shifter

Increased to 2 to create a higher pitch and increase the sharper tone


Variation 6:

EQ

Used the preset ‘Vocal Enhancer’ to create a clearer sound

Pitch Shifter

Increased to 3 to create a higher pitch and sharper tone


After adding the Chorus, went and added another pitch shifter and increased it to 12 to create a sharper tone

Chorus

Used the preset ‘Quartet’ to add a layering effect to the sound


Applied in Multitrack Layer:

Variation 1 + 2 + 3

Combined

Added Variations 1, 2 and 3 to create the final layered sound

Hard Limiter

To prevent audio clipping


Variation 4 + 5 + 6

Combined

Added Variations 4, 5 and 6 to create the final layered sound

Hard Limiter

To prevent audio clipping


Reference

Original File(s):

  • J_FLYNOISES_06


Processed File(s):

  • ZapfliesLayer1.wav

  • ZapfliesLayer2.wav

  • ZapfliesLayer3.wav

  • ZapfliesZap1.wav

  • ZapfliesZap2.wav

  • ZapfliesZap3.wav

  • FinalZapfliesNoise.wav

  • FinalZapfliesZapNoise.wav



Editing Progress:

Fig 2.7, ZapfliesLayer1.wav, 27/12/2024

Fig 2.8, ZapfliesLayer2.wav, 27/12/2024

Fig 2.9, ZapfliesZap1.wav, 29/12/2024

Fig 2.10, ZapfliesZap2.wav, 29/12/2024

Fig 2.11, ZapfliesZap3 #1.wav, 29/12/2024

Fig 2.12, ZapfliesZap3 #2.wav, 29/12/2024

Fig 2.13, Final Zapflies, 29/12/2024

Fly Alert SFX

SFX Group

Reaction

Sub Group

Fly Alert

Description

The sound that an active enemy makes after noticing the MC’s presence

Props

Mouth Noises & Shouts

Recording Session

Making various noises & shouts into the microphone that’s very close by


Result: Multiple normal to high-pitched animal-like or ‘nngah’ sounds

Editing

Remove the background noise and static from the original files by using Noise Reduction and manually reducing the volume further if necessary.


Specific/ selected portions taken from the original file that are most suitable for the necessary sounds were chosen and copied into a new file.


Files were stretched to create a longer version if needed.

Processing

Variation 1:

EQ

Increased 3 halfway and dragged it right and closer to 4 to get a scratchier sound

Pitch Shifter

Increased to 3 to create a higher pitch and increase the tone


Variation 2:

EQ

Increased 3 halfway and dragged it right and closer to 4 to get a scratchier sound

Pitch Shifter

Increased to 2 to create a higher pitch and increase the tone


Applied in Multitrack Layer:

Variation 1 + 2

Combined

Added Variations 1 and 2 to create the final layered sound

Chorus

Added preset ‘Tiny Pebbles’ to get a gurgle sound for the fly

Pitch Shifter

Increased the pitch to 4 to create a higher pitch

Clip Stretching

Stretched clip to 173% to increase the gurgle sound

Hard Limiter

To prevent audio clipping


Reference

Original File(s):

  • W_FLYALRT&DEATH_03


Processed File(s):

  • FlyAlert.wav

  • FlyAlert2.wav

  • FinalFlyAlert.wav



Editing Progress:

Fig 2.14, FlyAlert.wav, 27/12/2024

Fig 2.15, FlyAlert2.wav, 27/12/2024

Fig 2.16, FlyAlert on Multitrack, 2/1/2025

Guts Spewing SFX

SFX Group

Reaction

Sub Group

Guts Spewing

Description

The sound that’s made after hitting an enemy & in their death and has a prolonged version like the zombie’s

Props

Wet Towel in a Container of Water, Wet Wipes

Recording Session

  1. Squeezing & wringing the towel to get rid of the water in slow, medium & fast-paced tempos, with a microphone that’s very close by


Results: Multiple wet gush & squeeze-like sounds

Editing

Remove the background noise and static from the original files by using Noise Reduction and manually reducing the volume further if necessary.


Specific/ selected portions taken from the original file that are most suitable for the necessary sounds were chosen and copied into a new file.


Trimming was used when necessary to make abrupt noises. Files were also stretched to create a longer version if needed.

Processing

Variation 1:

EQ

Increased 2 slightly, 4 to the top & slightly decreasing 5 to intensify the sound


Variation 2:

EQ

Increased 2 slightly, 3 to the top & decreasing 4 to the bottom to intensify the sound and make it clearer


Applied in Multitrack Layer:

Variation 1

Volume

Decreased it by -5 to prevent audio clipping

Hard Limiter

To prevent audio clipping


Variation 2

Pitch Shifter

Increased it to 10 to create a higher pitch tone for the sound

EQ

Added the preset ‘Vocal Enhancer’ to increase the clarity of the sound

Hard Limiter

To prevent audio clipping



Reference

Original File(s):

  • J_Wet_Gut_Noises_05


Processed File(s):

  • GutSplat1.wav

  • MajorGutSplat.wav



Editing Progress:

Fig 2.17, GutSplat1.wav, 27/12/2024

Fig 2.18, MajorGutSplat.wav, 29/12/2024

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This is the entire mixdown for Game Audio:

Fig 2.19, Game Audio Mixdown #1, 4/1/2024

Fig 2.20, Game Audio Mixdown #2, 4/1/2024

Here is me putting the finished game audio into Premiere Pro and adding the video itself to tie everything together:

Fig 2.21, Finishing touches, 4/1/2024


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FINAL Game Audio

Link to the Google Drive for the Audio Multitrack Session, WAV File & Used Files:


Fig 3.1, Final Game Audio WAV File, 4/1/2025

Link to the Youtube video for Final Game Audio:

Fig 3.2, Final Game Audio_Seh Zi Qi_0355872, 4/1/2025

Fig 3.3, Game Audio Journal_Seh Zi Qi_0355872, 4/1/2025



REFLECTION

After being in the recording studio doing the basic recordings, helping to record and mixing my own audio, I'd say it truly was a fun experience to be able to do what professionals do within a space made for them; giving them the creative liberties to create the perfect sound to accompany the media. One thing to say for sure is that it was really hard to match the sounds made in-game, which gave me a lot of stress but I was able to heed Mr Razif's words to just do my best and I just decided to strive for that. There were many people I've observed but the people I admired the most were the professionals who do this for a living because they know what to use and when to create the needed sounds; their extensive knowledge ceases to amaze me which motivates me further to create better sounds. Overall, I felt that I was able to grow a lot during the different projects that were given to me; starting off with challenges that I thought I couldn't overcome to embracing the difficulties and finding solutions to fix the problems that had presented themselves.


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