SONIC DESIGN/ EXERCISES

  

24.09.2024 - 21.10.2024 (Week 1 - Week 4)
TAN JIE YING / 0353959 / BACHELOR IN DESIGN OF CREATIVE MEDIA
SONIC DESIGN
EXERCISES


INSTRUCTIONS



LECTURES

Week 1

Mr. Razif gave us a brief introduction to the module and reviewed examples from past students.


Week 2



Week 3



Week 4



Week 1 - Exercise 1: Equaliser

Our task was to re-equalize the provided sound file to closely match the original as accurately as possible.

Figure 1.1 Equalizer 1

Figure 1.2 Equalizer 2

Figure 1.3 Equalizer 3

Figure 1.4 Equalizer 4

Figure 1.5 Equalizer 5

Figure 1.6 Equalizer 6



Week 2 - Exercise 2: Sound Shaping

This week's task involves utilizing the equalizer to create distinct sounds tailored to various locations and scenarios.

Sample Voice:


Telephone:

Figure 2.1 Telephone Parametric Equalizer



Closet:

Figure 2.2 Closet Parametric Equalizer


Walkie Talkie:

Figure 2.3 Walkie Talkie Parametric Equalizer


Bathroom:

Figure 2.4 Bathroom Parametric Equalizer

Figure 2.5 Bathroom Rack Effect


Stadium

Figure 2.6 Stadium Parametric Equalizer

Figure 2.7 Stadium Rack Effect



Week 3 - Exercise 3: SFX

Explosion Explosions have deeper, more resonant, and low-pitched booms.

Figure 3.1 Explosion - Parametric Equaliser

Figure 3.2 Explosion - Strech and Picth

Figure 3.3 Explosion - Multiple Track



Firecracker The sound of a firecracker is clearer and has a higher pitch compared to that of an explosion.

Reference

Figure 4.1 Firecracker - Parametric Equaliser 1

Figure 4.2 Firecracker - Pitch Shifter 1

Figure 4.3 Firecracker - Reverse

Figure 4.4 Firecracker - Parametric Equaliser 2

Figure 4.5 Firecracker - 
Pitch Shifter 2

Figure 4.6 Firecracker - Reverb

Figure 4.7 Firecracker - Parametric Equaliser 3

Figure 4.8 Firecracker - Multiple Track



Punch I aim to create impactful, immersive punching sounds for a boxing game. The final combo builds in intensity to deliver a powerful, climactic finish.

Reference

Figure 5.1 Punch - Parametric Equaliser

Figure 5.2 Punch - Pitch Shifter

Figure 5.3 Punch - Reverb

Figure 5.4 Punch - Reverse 1

Figure 5.5 Punch - Reverb 2

Figure 5.6 Punch - Parametric Equaliser

Figure 5.7 Punch - Multiple Track



Week 4 - Exercise 4: Stereo Sound

Jet Plane

Figure 6.1 Jet Plane - Multiple Track


Sound Away (Left to Right)

Figure 7.1 Sound Away - Multiple Track


Environment Sound:

Environment 1

Based on Figure 6.1, I imagine a large plant specimen being placed in a laboratory. It is stored in a container filled with moisture, with water pipes continuously supplying it with water. Soldiers patrol the area, while unattended computers constantly analyze changes in the specimen. Suddenly, an alarm goes off, and someone opens the heavy door. The soldiers in the lab raise their weapons, aiming at the intruder.

Figure 8.1 E1 Photo

Sound Effect:

Background

Effect

  • Solider walking 

  • System detecting

  • Beep and warning signal

  • Door Open

  • Gun loading

Progress
It was a large space, so I reduced the noise from the air conditioner to make the sound of the air blowing more distinct.

Figure 8.2 E1  (Air Conditioner) - Parametric Equaliser

Next, I adjusted the decay time, pre-delay, and the balance between dry and wet signals to make the computer analysis sound more futuristic.

Figure 8.3 E1  (Computer) - Reverb

Figure 8.4 E1  - Multiple Track

Final Outcome


Environment 2 I imagine Figure 9.1 depicts a laser cannon experiment conducted on a spaceship


Figure 9.1 E2 Photo

Sound Effect:

Background

  • Machine

  • Digital panel working (electronic sound)

Effect

  • High heel (woman)

  • Paper flipping

  • Machine adjust/control

  • Beeping

  • Engine start

  • Alarm

  • Laser gaining (power gaining/power up) (longer) (starship/rocket)

  • Laser gun shooting (three laser shoot)


First Trial


Progress

Figure 9.2 E2 (Engine Start) - Reverse

I lowered the bass volume and increased the clarity of the energy build-up to make the sound of the wind more prominent.

Figure 9.3 E2 (Energy Gaining) - Parametric Equaliser

To make the laser sounds last longer and more like a laser cannon, I adjusted the tone.


Figure 9.4 E2 (Shooting) - Pitch Shifter

Figure 9.5 E2 - Multiple Track

Final Outcome



FEEDBACK

Week 2
  • The telephone sounds similar to a television because it comes from a device with lower bass and clearer high frequencies, accompanied by a 'ssss' sound.
  • The sound from the closet will have much higher bass and lower clarity because it's coming from an enclosed area.
  • A walkie-talkie sounds similar to a telephone but with more lower bass and higher clarity.
  • A stadium is a much wider and larger space than a bathroom, which increases the delay time and produces more echo.

Week 4
  • Lower the ambiance sound.
  • The shooting happens too quickly, leaving the audience unprepared.


REFLECTIONS

Through these exercises, I have developed a solid understanding of various functions in Adobe Audition. Initially, I struggled with identifying and adjusting the sound's bass and clarity, but after completing the subsequent exercises, I can now make these adjustments with confidence and ease.

In Exercise 1, I had the opportunity to experiment with the parametric equalizer, which was a great introduction. Exercise 2 deepened my understanding of how to create sounds from different sources, including a telephone, walkie-talkie, and stadium. In Exercise 3, I explored sound effects commonly found in movies and games, while also learning about new effects such as chorus, reverb, reverse, phaser, and more. Finally, Exercise 4 challenged us to unleash our creativity by imagining sounds based on a given picture, allowing us to apply the skills we acquired in the earlier exercises.

Overall, these exercises have provided me with invaluable experience that will benefit my future projects.









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