Sonic Design - Final Project


Sonic Design - Project 3

In this assignment, we were required to create sound effects using our own recordings for a given game scene. Out of the five available game scenes, I chose Ori and the Blind Forest because I am a fan of fantasy games. Having played similar fantasy games, I believe I have the skills to effectively create the sound effects for this scene. Below is the game that I have chosen without any sound effect.


Figure 1.1 Ori and the Blind Forest without audio


Before starting this assignment, I researched the original game audio and referred to the sound effects used in similar games such as Gris, Monument Valley, and Hollow Knight. After gaining a better understanding, I began by analyzing every sound effect in the game clip, including its category and timeline.


Timeline


My friends and I managed to book the studio for recording. Some of us plan to share the recordings so we can edit them according to our preferences, resulting in different final outcomes. We have booked the studio from 3–6 PM on 19/12 for our session. During our recording session, we made sound of different variations so that we can pick the best version that suits our preference. Below are some of the items I have prepared for the studio and the outcomes I expect to use in my project. 

  • Tissue - Running on grass
  • Cup - Collecting sound
  • Kalimba - UI sound
  • Cloth - Landing thud sound, Falling sound
  • Pompom - Leaves rustling


Recording Studio


Recording Studio


Objects for recording



Due to space restrictions, I decided to record the remaining audio at home. I began the editing process by fine-tuning the recorded audio, focusing primarily on its EQ, reverb noise reduction, and adjusting its volume. EQ was mainly used to reduce humming and minimize the 's' sounds in the audio, while reverb was applied to create a sense of spaciousness. Below are some examples of how I utilized the parametric equalizer and reverb.


Reverb


Parametric Equalizer


Noise Reduction


Next, I began incorporating the main audio I had previously recorded, aligning it with the video reference. I faced some challenges during this process, such as the edited audio not fitting well with the game environment, difficulty syncing the audio with the game video, and the need for additional sound effects that I had not yet recorded.

During the editing process, I realized that when combining the audio tracks, they didn’t sound like they were in the same environment due to differences in humming, volume, and EQ. To address this, I put extra effort into fine-tuning the EQ and volume, and also trimming the audio to ensure synchronization. Additionally, I redo the recording for audio that was not suitable for use in my game. Next, I will explain some notable edits I made for this assignment.



Flame whooshing

For this sound effect, I used an onion ripping technique that I learned from YouTube. While it primarily creates a whooshing effect, I generated the sound by gently ripping and rubbing the onion's skin. I made some fundamental edits, such as adjusting the EQ and reverb to add spaciousness. Additionally, I applied a panning effect to reflect the player's movement away from the flame.


Explosion

For some reason, I realized that hitting the mattress with a bolster can create a sound effect similar to an explosion after some editing, reminding me of the previous lesson where we learned to create explosion sound effects using layering, such as EQ, reverb, reverse, and stretch.


Reverb


Noise Reduction


Parametric Equalizer


Electric

Since I do not have any resources to create the electric shock effect, I made the electric sound using cellophane tape after getting some ideas from Mr. Razif. I stuck one edge of the cellophane tape to the table and then pulled it periodically to mimic the sound of electricity. I tuned the sound by decreasing the bass and increasing the treble using EQ. I also used a pitch shifter to adjust the pitch so that it sounded more like electricity. Additionally, I added reverb to create a sense of space and applied some decay to enhance the effect. I also added stretch and a bit of reverse.


Parametric Equalizer


Stretch and Pitch


Pitch Shifter


Collecting, Humming collectibles

I used the same asset to create these sound effects, applying different editing techniques. The asset I used was the clinking of two ceramic cups. When the cups collided, there was a "donk" sound, so I trimmed it out, leaving only the sharp clinking sound. To make it more spacious, I added reverb by increasing its wet output and included some echo. I also slightly adjusted the EQ to make the sound more clearer.


Trimming


Reverb



For the humming sound, I used the same audio but slightly adjusted the pitch shifter to make the tone deeper, giving it a humming effect. Since the original sound was not long enough for the desired humming effect, I reversed the audio and repeated it seamlessly to create a continuous humming sound.


Pitch Shifter


Reverse and connect



Water Splashing

For the water splashing sound, I created two versions: one for when the player jumps onto the log and another for when the player jumps off the log. To achieve this, I filled a cup with water and produced two variations:

  1. Dropping an eraser above the water surface and releasing it to create a deeper splashing sound.
  2. Using my finger to generate a slightly sharper splashing sound.

Since the game environment looks like an underground setting, I adjusted the reverb to add echoes and reflections, creating a sense of spaciousness. Additionally, I used a pitch shifter to fine-tune the sound and achieve the exact tone I wanted.


Pitch Shifter


I have also compiled documentation of the items used and the process of producing the sounds, along with the editing techniques applied.


Audio Journal


Below is my first attempt at my outcome. After consulting with Mr. Razif, I received the following feedback.


First attempt


Feedback

  • The overall volume is too soft, need to volume up
  • Need to add ambient sound or else it sounds empty
  • Splashing sound in water should be louder and deeper
  • Need to emphasize on impact sound
  • Game saved - need to be special and explosive
  • Overall EQ should boost up, need to be sharper and clearer


According to his feedback, I increased the overall audio volume and emphasized the impactful sounds. While raising the volume, the ambient sound also became more noticeable. I adjusted the EQ of the explosion, increasing its pitch and reducing the bass to make it clearer. For the splashing sound on the water, I adjusted the pitch using semitones to make it sound deeper and added a slight reflective effect. Additionally, I incorporated some fire spark effects on the game save and adjusted the EQ to make it sound more impactful. Below is the outcome of my second attempt.


Second attempt


Reflection

This assignment is much harder than the previous one, not only in the editing part but also in the thought process of how to create sounds like explosions or fire realistically, especially since we cannot actually burn or bomb anything to get those sounds. However, this assignment serves as a good conclusion to my learning outcomes in sonic design this semester. Planning, editing, and recording are easy when performed separately, but it becomes challenging when we need to manage all aspects together, such as making a timeline, identifying sound sources, thinking about what can create those sound effects, recording with the aim of maximizing quality (considering the objects used, the recording space, etc.), and editing, including syncing all the audio to ensure fluency and achieving the desired outcomes. 

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