Sonic Design - Final Project: Game Audio Design

5.12.2024 - .2024 / Week 11 - Week
Adriena Tan Yan Zi / 0351236 / BA of Design (HONS) in Creative Media
Sonic Design
Final Project 


Lectures 

Week 12 / 12.12.2024 

Sound for Film 

*Start from Video Storyboard
- visuals; description; music, SFX, audio description

*Linear Production
- when; what kind of sound; how loud / soft 
- linear media 

Sound for Game

*Game is not linear
*Things happen based on the player's states, choice, action
*Predict what will happen
*Visuals can serve as reference on what style of sound you want to make 

Event (Triggers / Cues) Mapping
- Determine all possible actions that would require sound or change in sound state

1. Analysing game flow, visuals
2. List down everything and categorise
3. Reference / Concept on sounds or music
    *Get clear reference 

A. Research > Finalised Direction
B. Production
    - Mock Mix (Built sound effects according to the video) 

While creating sound... 
- Can use 1 type of sound for different parts, adjust the pitch
- Study the component of the sounds
- Experiment with different effects on the sounds when editing
- Try doing different variations while recording 

*Effects > Generate > Tones


Instructions


Final Project: Game Audio Design

For this final project, we were given a list of game videos for around 1 minute with no no audio. Then we were expected to inspect the video and sort out the potential sound we might need and was required to create and record the sounds on our own. Only with the recorded sound effects we can bring them into Adobe Audition to edit, mix and align the sounds according to the flow of the video. 

Audio storyboard/ table

Out of the provided gameplay video options, I have chosen to dub Hollow Knight as I feel most comfortable with its gameplay and overall flow. I am also more familiar with the soundscape of platform games and the atmosphere of a cave environment. Following this, I analyzed and identified the specific sounds needed, down to the smallest details, and organized them systematically in a Google Sheet. This approach was based on guidance from our lecturer, who provided examples from past seniors to help us structure the table effectively.


After listing out what type of sound i needed, I source out what material I needed to make each of the sound effects . 

  • Ambience - (fountain water flow/ dripping sound)
  • Electrical particles - Stick ( Cello tape)
  • Electrical particles - floating (Plastics)
  • Flying bug (Zipper)
  • Flying bug - attack (Zipper)
  • Flying bug - explode (Dropping stuff)
  • Character - Normal attack: swing (knife)
  • Character - Jump (Cloth)
  • Character - Land (Rocks)
  • Character - Running (Crystals)
  • Character - Collected coin (glass cup)
  • Character - hitting coin pile ( knife on rock)
  • Coin Falling - (coins)
  • Walking bug - attack/ walking (voice/wood)
  • Waking bug - got hit (voice)
  • Walking bug - fell down (rock)
While deciding what items to use for each sound, I did experiment with the potential items to make the sound and only picked the ones that fit each other the best. The below is a few recorded examples of how i make the sound. 









Editing in Adobe Audition

I first imported the files in to edit and adjust them one by one before aligning them them to the video in the end. 

Electrical particles






I recorded various plastic sounds that I felt would blend well when layered. Before layering them, I refined each sound using a Parametric Equalizer to enhance clarity and crispness. I also adjusted the pitch of some tracks, raising or lowering them as needed to create a fuller sound when combined. To match the environment's atmosphere, I added a touch of reverb, giving the tracks an echoey effect. Along the way, I also played with the phaser effect to see which to apply so that they all sound more cohesive with each other. 

Aligning electrical particles


After editing and I found them quite consistent, I move on to layering and aligning them according to the video.


Character 

Walking/ Footsteps




Similar to the electrical particles, I recorded 2 different type of sounds from the same object for the layering. I also use the pitch shifter so that the would layer with each other better.




Jumping

For the jumping sound, I used a Parametric Equalizer to adjust the tone, aiming to make the jump feel more impactful by enhancing the bass.



Sword swinging




For the sword-swinging sound, I was already quite satisfied with the original recording. However, I used a Parametric Equalizer to fine-tune the tone, focusing on the higher frequencies. I also added a chorus effect to enhance the sound's intensity and bring out the echo effect, aligning it with the game's atmospheric setting.



Aligning character movements 


Finally I achieve the result i wanted, I aligned them accordingly with the video.


Ambience 


For the ambient sound, I recorded the sound of water flowing. However, the recording also picked up faint noises from the neighborhood and the breeze. Since I wanted to isolate the sound of the water, I applied a DeNoise filter to eliminate the background noise. Additionally, I added a studio reverb effect to create an echo, reflecting the natural environment of the flowing water.


Coins/ coin pile



Similarly, for the coin pile and coin falling sounds, I added reverb and adjusted the tone slightly using a phaser to help them blend better with the other sounds. Once I was satisfied with the tone, I edited and arranged the audio to ensure a smoother flow.


Flying bug 



For the flying bug sound, which I recorded using a zipper, I needed to make it sharper, so I adjusted it with an equalizer. However, the recording included some background noise, so I applied a DeNoise filter to enhance the clarity of the zipping sound.


Aligning the final audios 


Once all the sounds were edited, I began aligning them with the video imported into the same workspace. Using the table I created in Google Sheets, I could easily track which sounds were missing or not included in specific parts, ensuring there were no silent gaps in the gameplay. Along the way, I added effects like chorus, phaser, and studio reverb to further enhance their original impact.


Final submission: Game Audio Design

Final video



Audio journal



Feedback




Reflection 




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