SONIC DESIGN - FINAL PROJECT

 SONIC DESIGN - FINAL PROJECT

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Ding Jiaqi/0379388 

Sonic Design/ Bachelor of interactive spatial design

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Preparation stage:

In week 11, Professor Raziff provided us with four game video clips to choose from: 《Red Goddess: The Inner Room》, 《Ori and the Blind Forest》, 《Hollow Knight》, and 《BattleCube Theater》. I ultimately chose 《Hollow Knight》. First, I created an Audio List based on the video to clarify which sounds I needed to simulate. Then, I created an Audio Storyboard for later editing.

Audio List:



Audio Storyboard:



Production stage:

My first step was to reduce noise in the recording. I selected an audio clip containing only noise, generated a noise sample from it, and then used this noise sample for noise reduction.
Then I repeated the process to denoise all my recorded material.



1. The sound of insects flapping their wings:

I tried many methods to simulate the sound of insects flapping their wings, such as rapidly shaking a plastic bag, and finally found that an electric toothbrush was the closest.


I adjusted the reverb because I felt my recorded sound was dry, harsh, and not smooth. After adjusting it, there was a slight "echo," a sense of space, and it sounded like being in a cave. The sound was also smoother and the ambiance was stronger.



2. The jumping sound:


I simulated the sound of jumping by quickly gliding my fingernails across a smooth fabric.


I used the Stereo Expander effect to increase the width of the sound by spreading it further across the left and right channels. By adjusting the stereo width, the sound feels less centered and more spatially separated, creating a wider soundstage. This makes the audio feel more immersive and enveloping, which works well for environmental and atmospheric sounds.


3. The sound of a sword being drawn:


Record the sound of a sword being drawn by rapidly fanning a clothes hanger.


I used the Flanger effect to add a flowing, metallic texture to the sound. By introducing subtle modulation and delay, the sound feels as if it is gently spinning and moving in waves rather than staying static. This effect adds motion and depth to the audio, making it more dynamic and suitable for creating a futuristic or sci-fi atmosphere.



4.Sound of current:

I found that the sound of tearing Velcro is very similar to the sound of electricity.

My goal is to make the sound thicker and louder by enhancing its overall presence. I adjusted the audio processing to increase the sense of weight and fullness, making the sound feel stronger and more impactful. This helps the sound stand out better in the scene while still maintaining clarity and balance.


5. The sound of stone breaking:

I used the sound of many pens falling onto a cardboard box to simulate the sound of a stone breaking.


I added reverb along with other audio effects to make the sound thicker and fuller. The reverb helps extend the sound and adds a sense of space, making it feel less dry and more powerful. Combined with stereo expansion and level adjustments, the sound becomes more immersive and has greater depth and presence, enhancing its overall impact in the scene.


Personal reflection:


This sound design assignment made me realize more clearly the importance of sound in creating the atmosphere of a visual and that various sounds are all around us. Through continuous experimentation and adjustments to the sound effects, I realized that I still have much to learn and solidify. Although the process required repeated revisions, the final result gave me a great sense of accomplishment and enhanced my understanding of sound design.


Final game audio:





Google Drive link:

https://drive.google.com/drive/folders/18OKj2zdRJ9liHmu3V1M8XE5oSGQja5xH?usp=sharing


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