Sonic Design: Project 2

25.10.2024 - 10.11.2024 / Week 5 - Week 7
Sylvia Lau / 0356130
Bachelor of Design (Hons) in Creative Media
Sonic Design: Project 2

INSTRUCTION



Project 2: Auditory Imaging

In this project, we were required to create an image for the first person point of view to be able to visualize on what is going on based on just the audio tracks. It should be able to tell a story for the chosen scenerio.

The choice of scenario is up to us, and the setting I have in mind is an office environment. Here is the script for the story:



Once I received sir's approval, I started listing the necessary sound effects for each scene, making it easier to prepare. The story is divided into five scenes: Office Lobby, Elevator, Hall outside the Office, Inside the Office, and Break Room.

Scene 1, Lobby:

Figure 1.1

Sound Effect:
  • Lobby Ambience
  • Crowded people talking
  • Walking footsteps (high heels, squeaky shoes sound)
  • Breathing sound
  • Cloth rustling
  • “Ding” from the elevator 
  • Elevator door open sound 

Figure 1.2

The scene begins with a person rushing into the lobby, so in this part, we’ll hear the sound of high heels running quickly, the bustling lobby environment, along with sounds of heavy breathing and clothes rustling as she run.

Figure 1.3

Next, when the elevator arrives, there’s a “ding” sound, followed by the sounds of various footsteps entering the elevator one after another. I reused the original footsteps sound file, which was a faster pace, but I couldn’t find a similar sound to match. So, I stretched and slowed down the original file, which helped match the varied walking speeds of the people entering the elevator.

I also decreased the elevator sound, since the protagonist was still far away from the elevator.

Scene 2, Elevator:

Figure 2.1

Sound Effect:
  • Elevator button “Beep”
  • Cloth rustling
  • Footsteps
  • Coughing & Clearing throat
  • The elevator moving up sound 
  • The elevator door closes & opens 
  • Phone notification
  • Texting on phone
  • Phone Lock Screen
Inside the elevator, there are people on both sides, so you can hear sounds like someone typing a message, coughing, and adjusting their clothes. I adjusted each sound to come from different directions, creating a realistic sense of a crowded elevator.

Scene 3, Outside the office:

Figure 3.1

Sound effect:
  • Empty hall ambience
  • High heels walking sound
  • Cloth rustling
  • Elevator door close
  • Bag checking
  • Key card
When she arrived at her office level, I added an "empty hall ambiance" sound to set the quiet atmosphere of the office hallway. As the main character exited the elevator, layer in a “footsteps” sound effect to signify the movement, as she was walking further away from the elevator, I also decreased the volume of it. 

The character paused to check her bag for an access card, adding a “checking bag” sound, indicating this action, and also with a subtle “cloth rustling” sound. Follow this with a “swipe card” sound as she unlocked the office door. 

The moment the character entered the office, the sound of her footsteps changed to a softer, more muffled tone as she walked across the carpeted floor. Additionally, the sound of the door closing gradually faded as she walked further away.

Scene 4, Inside the office:

Figure 4.1

Background sounds, such as faint murmurs from people and a general office ambiance, filled the space, adding a sense of light activity around her. Upon reaching her desk, she placed her belongings down. Soon after, she headed toward the break area, and the gentle carpeted footsteps continued. When she walked to the break area, she passed a small group of people talking, so I needed to adjust the pan and volume of the soundtrack.

Figure 4.2

In the break area, the sounds of a coffee machine starting up signal the beginning of her coffee preparation. This was followed by the clinking of a teacup and a stirring sound, as she mixed her drink. As she walked toward her desk, she passed by the printer, which hummed and clicked softly in the background, adding to the natural soundscape of the office environment.  

Figure 4.3

After returning to her workspace, she then opened a drawer with a slight creak and placed a biscuit beside her coffee, with the rustle of the wrapper adding texture to the scene. With a soft click, she powered on her computer, the faint whir of the machine blending into the office ambiance in the background. The ambient office sound continued through the end, followed with mouse clicking and keyboard typing sound. 

Final Submission:



REFLECTION

Throughout this project, it gave me experience in editing how to tell stories and create realistic atmospheres using sound. From initial planning to final execution, I learned to break down scenes and select appropriate sound effects for each part. However, finding suitable sound effects had been a challenge to me, as it required significant time to search and test them within the overall context. This experience improved my efficiency and creativity in sound selection and highlighted the importance of detailed planning and resource management in audio design.

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