Sonic Design: Final Project
13.11.2024 - 05.01.2025 / Week 11 - Week 14
Sylvia Lau / 0356130
Bachelor of Design (Hons) in Creative Media
Sonic Design: Final Project
INSTRUCTION
INSTRUCTION
Final Project: Game Audio
For our last project, we were given a few examples of games, then from the
chosen one, we needed to create the sound and bring the game to life. We would
have to plan and organize our studio recording session for Foley and voice
recording.
By starting the project, our lecturer suggested us to create an audio
storyboard to organize the sound effects, as it helps to visually map out
how sound interacts with the visuals. My selected game is Battle Block
Theater.
After completing the storyboard, I gained a clearer understanding of the
sound effects needed for the entire project. The next step is to find
suitable objects or materials to create or acquire these sounds.
In addition, I also look for inspiration on YouTube by watching tutorials on
sound effect creation. For example, Josh Harmon’s videos showed me that many
everyday items can be used to produce unique sound effects. Inspired by
this, I plan to use household items such as kitchen tools, toys, or natural
materials, and even my own voice, to create the required effects.
Recording Progress:
Since I couldn’t access the school’s recording studio during that time, I
had to record at home instead. To improve sound quality and reduce ambient
noise, I set up a simple recording space at home. I stacked three layers of
thick fabric over a chair and crawled inside to record. Below were the tools
that I had prepared for recording.
Figure 1.2 Tools #1
By tapping the rim of a cup, I was able to create some sound effects. Taller
cups produced a deeper tone, while smaller cups created crisper sounds. This
sound effect will be used for the character's jumping action.
Figure 1.3 Tools #2
In the final part, where a metal door is shown closing, I decided to create
the sound effect by rubbing a metal container with a chain to mimic the
desired noise.
Figure 1.4 Tools #3
For the sound effect of collecting diamonds, I used the sound of coins. I
experimented with different methods to create various coin-related sounds,
such as shaking a coin pouch, dropping coins, placing them down, and rubbing
them together. This gave me more options to work with when editing the final
sound effects.
Figure 1.5 Tools #4
Next, for the character’s running sound, since the character appears to be
running on wooden planks in the game, I found a sturdy box and tapped it with
my fingers. For the sound of landing from a high jump, I used two fingers to
hit the box more forcefully.
Figure 1.6 Tools #5
For the sound effects of the character reaching the saving point and the exit,
I wanted a "sparkly" sound. However, since I didn’t have any relevant
instruments, I used a metal ring and spun it on the tiled floor, which
produced a sound close to what I had in mind. To differentiate the exit sound,
I used my bracelet, as its tone is sharper and more distinct.
Figure 1.7 Tools #6
For the explosion sound, I used a larger Tupperware container and slapped it
firmly, as it could produce a resonant sound.
Figure 1.8 Tools #7
In the final scene, there are sound effects like a curtain dropping, paper
flipping, stamping, wooden cracking, and placing a badge. I used the tools
mentioned above to create these sounds.
Figure 1.9 Recorded Audio Tracks
Some sound effects were created using my own voice, such as the sound of a
flying disc, the character fighting, boost jumping action, and the wind
blowing as the ambiance.
Editing Progress:
Teleportation:
Figure 2.1 Generate Tone
Figure 2.2 Phaser
Figure 2.3 Selected Part
Figure 2.4 Teleportation Audio Track
Figure 2.5 Pitch Shifter
Figure 2.6 Teleportation Sound
In a previous tutorial class, the lecturer introduced a tool for
generating tones. Since the game I chose requires sound effects with a
cute style, and I’m not sure which objects would perfectly produce these
sounds, I decided to experiment with the tool to create sound effect.
This was my first attempt, where I followed a video tutorial to generate a
tone. As I’m still unfamiliar with the tone generation tools, I wasn’t
able to precisely achieve the desired tone. Initially, I intended this
sound to be used as the jumping effect for the character, but upon
completion, I found the tone slightly different from what I expected.
After some adjustments and consideration, I decided to save it as a sound
effect for the teleportation portal instead.
In the multitrack session, I adjusted the pitch shifter to make the tone
higher because I wanted the sound to better match the playful feel of the
scene, aligning with the overall style of the game.
Running and Landing:
Figure 3.1 Selected Audio Part
Figure 3.2 Echo
Figure 3.3 Running and Landing Sound
I applied a noise reduction process to the previously recorded audio
files. However, after the noise reduction, there was still some echo-like
effect. To address this, I tried adjusting the settings to minimize the
echo.
In the same audio file, I had recorded both the running and landing
sounds. I selected specific portions of the track and synchronized the
sound effects with the corresponding timestamps in the video.
Collect Diamond:
Figure 4.1 Selected Audio Part
Figure 4.2 Pitch Shifter
Figure 4.3 Echo
Figure 4.4 EQ
Figure 4.5 Collecting Diamond Sound
For the sound effect of collecting diamonds, I selected a segment from my
recording and enhanced it using EQ, echo, and pitch shifter.
Passing Saving Point:
Figure 5.1 Selected Audio Part
Figure 5.2 Pitch Shifter
Figure 5.3 EQ
Figure 5.4 Echo
Figure 5.5 Saving Point Sound
For the character reaching the saving point, I selected only the tail end
of the audio because the initial sound was too sharp. Then, I added
effects like EQ, pitch shifter, and echo to refine the sound and make it
smoother and more fitting for the scene.
Explosion:
Figure 6.1 Selected Audio Part
Figure 6.2 EQ
Figure 6.3 Pitch Shifter
Figure 6.4 Echo
Figure 6.5 Stretch
Figure 6.6 Selected Audio Part
Figure 6.7 EQ
Figure 6.8 Pitch Shifter
Figure 6.9 Explosion Sound
For the explosion sound effect, I added several effects, such as EQ, pitch
shifter, echo, and stretch. The stretch tool helped enhance the sense of
impact and made the explosion feel more dramatic.
In addition, I recorded a "puff" sound using my own voice because I felt
that an explosion sound shouldn’t just be a simple "boom." Adding a tail-end
sound makes it feel more realistic and dynamic.
Sound Effects from two characters fighting:
Figure 7.1 Selected Audio Part (Stomping)
Figure 7.2 Pitch Shifter (Stomping)
Figure 7.3 Selected Audio Part (Punch)
Figure 7.4 Pitch Shifter (Punch)
Figure 7.5 Selected Audio Part (Sound for Characters)
Figure 7.6 Pitch Shifter (Sound for Characters)
Figure 7.7 Selected Audio Part (Slapping)
Figure 7.8 Pitch Shifter (Slapping)
Figure 7.9 Character Fighting Sound
For the character fighting scene, I used sounds I accidentally made while
recording, like a cough, as the base for the sound effects. For example,
the punch sound was created by modifying the cough with a pitch shifter.
Additionally, I applied a reverse effect to create variations.
One audio file, originally intended for the character being hit, became
too chaotic after adding effects. Instead, I repurposed it for moments
when the character is pushed back or falls down, as it fit better in those
contexts.
Jumping and Boost Jumping:
Figure 8.1 Selected Audio Part (Normal Jumping)
Figure 8.2 Pitch Shifter (Normal Jumping)
Figure 8.3 Selected Audio Part (Boost Jumping)
Figure 8.4 Pitch Shifter (Boost Jumping)
Figure 8.5 Selected Audio Part (Bell Ringing)
Figure 8.6 Pitch Shifter (Bell Chimes)
Figure 8.7 Echo (Bell Chimes)
Figure 8.8 Jumping and Boost Jumping Sound
For the jumping sound effect, I used the sound created from a glass cup,
which closely matched my expectations. The only adjustment needed was
increasing the pitch slightly using a pitch shifter.
However, for the boost jumping effect, I found it challenging to imagine
the sound and figure out how to create it. I ended up using my own voice
to produce a "Bruingg" sound. After speeding it up with time stretching
and adjusting the pitch using a pitch shifter, I felt it still lacked
distinctiveness. To enhance it, I added sparkly sound effects, like bell
chimes, to make it more recognizable and fitting for the action.
Character throws a flying bomb:
Figure 9.1 Selected Audio Part (Throw)
Figure 9.2 Pitch Shifter (Throw)
Figure 9.3 Selected Audio Part (Beep)
Figure 9.4 Pitch Shifter (Beep)
Figure 9.5 Selected Audio Part (Explode)
Figure 9.6 EQ (Explode)
Figure 9.7 Throwing Flying Bomb
There’s a scene where the character throws a frisbee-like explosive. For
the moment it’s thrown, I added a "Phiew" sound, which I recorded myself
because it was quicker and I knew exactly the tone I wanted.
When the frisbee lands, the screen shows it flashing red lights. This gave
me the idea to add a "Beep Beep Beep" sound effect. Coincidentally, I had
an oximeter at home that produced a beeping sound when turned on. After
recording this sound, I used a pitch shifter to raise the pitch, as the
original tone was too deep and didn’t resemble the urgent warning beeps
often heard in movies right before an explosion.
When the explosion happened, I used a pre-recorded “Puff” sound file, but
I adjusted the sound level through EQ to make it louder.
Sound effects after the game:
Figure 10.1 Sounds for the closing part
Figure 10.2 Pitch Shifter (Exit)
Figure 10.3 Pitch Shifter (Gate)
Figure 10.4 Sound for the closing part
Figure 10.5 Pitch Shifter (Ding)
Figure 10.6 Wooden Crackling Sound for "Scene Clear"
Figure 10.7 Pitch Shifter (Bell ringing for "Scene Clear")
After the game ends, there’s a short animation with sounds like a gate
closing, curtains, and a stamp. These sounds are quite direct and can be
achieved with tools and post-production sound design. I didn't adjust
the sound for the curtains and the stamp; however, when the character
jumped into the exit, I added some special effects, which I later
adjusted using pitch shifters and time stretching. As for the sound of
the gate closing, my original recording was too high-pitched, so I used
a pitch shifter to make it deeper and more resonant.
There’s also a part where a wooden "Scene Clear" sign falls from above,
so I used a sound similar to the collision of wooden puppets to
represent this effect. Additionally, I included a clinking sound from glass to
add a sense of sparkle and excitement, because the wood sound alone felt
too flat and didn’t convey the “congratulations on clearing the level”
vibe.
Next, there’s a part where a character places a badge, and for that, I
used the "ding" sound from tapping a glass to represent it.
Ambiance Sound:
Figure 11.1 Ambiance
Once all the sound effects were settled, I moved on to the ambient sounds.
Since I saw that the game scene had the sky and clouds, I decided to use
the sound of wind as the background. The source of the sound was simply me
blowing into my phone.
Additionally, there is also water in the game, so I recorded sounds by
shaking a water bottle filled with water and pouring the water into a cup
while stirring it. However, since the stirring sound was affected by the
glass’s echo, I chose another source for that. During editing, I realized
the character doesn’t always move close to the water, so I had to adjust
the volume depending on the character's distance from the water.
Final Submission:
Audio Track Mixdown
Game with Audio Track
This project was a completely new experience for me. During the process of exploring everyday objects, I realized that anything around me could be transformed into unique sound effects for a game, which I found incredibly fascinating. For instance, I discovered from a YouTuber’s video that tapping the rim of a glass could create the sound for a jumping effect. Originally, I had planned to generate tones for this sound, but this method saved me the time and effort of generating tones.
However, finding sounds that fit the game’s needs was also quite challenging. I spent a significant amount of time searching, recording, and editing these sounds. While editing, I experimented with various tools and pitch adjustments to achieve the best possible outcome.
This process taught me that creating game sound effects requires not only creativity but also patience and attention to detail. If I had more time, I would further refine the boost jumping sound effect, as I believe it could be improved to make it even more impactful.
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