Sonic Design - Final Project
06/09/2023 - 13/12/2023 (Week 07- Week 15)
Yong Kai Yi (0352826)
Sonic Design
Final Project: Game Audio
PROGRESSIONS:
fig: game videos
We were given 5 different gameplays and were required to choose one to design the game audio, after going through, all the videos, I like the Ori and the Blind Forest the most, as it's very magical, and I personally like the color palette.
fig: planning
I started with keep repeating the video, listing the sounds I might need in detail, and searching for objects I needed to make the sound. I also looked through some behind-the-scenes of making sound effects and got inspired by the objects they used to make the sounds.
fig: audio storyboard
I imported the video into Premiere Pro, so I could view the videos frame by frame, and I marked down the timestamp and listed out the sound effects, by dividing them into a few parts, MC actions, Power-ups, Enemy, and UI window.
Link to files: https://sdtaylorsedu-my.sharepoint.com/:f:/g/personal/kaiyi_yong_sd_taylors_edu_my/EtJICYqoFzFLvv18G-WFkB8B-9IWxKOywiEGNHMfrU2Cug
fig: eqs
I start with denoising the audio. After Denoise, adjust the eq to make the footsteps sound less high-pitched.
fig: arranging sequence
I started with the footsteps, and in the gameplay, the MC had footsteps on rock, on wood, on grass, and footsteps while in the cave. I arranged them in different tracks and tried to use different parts of the recorded audio, so it wouldn't be too consistent and unrealistic.
fig: jump effect
Using a hanger, and belt, to do the jump effect. I tried to use more variety of sounds for different jumps, like backflips, small jumps, big jumps, and jumping at the same position.
fig: parametric equalizer
fig: reverb
I added reverb for both jump and footsteps when the MC is in the cave, for more echos. But apparently, if I apply reverb the audio volume will be softened, hence I need to manually turn up the volume for them to match the volume from previous tracks.
fig: auto gate
For the part when the MC hits the wall and slides down, I recorded this at home, and there's some noise in the background, so I just used the auto gate to remove most of them, as the noises are major. It turned out quite well.
fig: tone generator
I explored tone generator after a consultation with Mr. Razif, as he demonstrated it to us, and showed us we could use it to make some game effects, like maybe health damage, power-ups or even dropping into the water. Enhance the audio by layering the recorded ones with a tone generator.
fig: pitch bend
Mr. Razif demonstrated pitch bend, echos, flangers, and so on, I experimented with them in my audio and found pitch bend is useful for the part when the MC jumps on the wood on the water, with the boink sound.
fig: layering
I layered three different water splash sounds, for the part when the MC jumps out from the water.
fig: adding footsteps
Adding some soft footsteps on wood for the jumping on water scene, as the MC was walking on the wood board on the water, I recorded this at home with my finger mimicking walking on the wooden table. Then, denoise it, add reverb, and add variations.
fig: add markers for foliage + layer
Even though the audio storyboard has with timestamp I just realized the timestamp of Premiere Pro and Audition is somewhat different, maybe the format different. But anyway, I still add markers in the multitrack, to ensure I won't miss out on any parts.
fig: layering for foliage
For the foliage effect, when the MC passed by part, I added some variations of the foliage, extracted different parts from the recorded paper sounds, and then added a pitch shifter, and offset them.
fig: layer different speed
Layering different speeds of the foliage sound, to create echoes and variety, so it won't be too boring.
fig: stretch pitch the board to wood squeak
I used a very short part of the recorded session when I placed a plastic cardboard on a pail of water, and then bounced it, the plastic cardboard scratched the pail, creating a squeak sound, but it's definitely a higher pitch than the wood squeak, and also faster. I start with a stretch pitch it, and edit the EQ a bit.
fig: mushroom (phaser)
For the mushroom sound, I wanna make it gamier, as in real life, mushrooms won't make obvious sounds, I wanted to make it like 'boink prong'. So, I try out using one part of the rubber glove sound > stretch pitch> phaser> a bit echo? > layer with tone generator + phaser .
fig: flanger
I tried out the flanger as well, to see which one could make the closest sound that I wanted.
fig: more phasers
fig: swirl jump
I just realized I forgot to do the swirl jump sound effect, so I added a new multitrack for it, duplicated small jumps, offset them, and edited the pitch, the stretch, the eq, and so on. From low pitch > high pitch, volume high to low, fast to slow.
fig: pitch bend for the explosion
As the 1st track I wanted to use, is the one where I throw everything into a pail, the audio sounds very consistent, to make the explosion, I added pitch bend, to create speed variations, and pitch varitations.
fig: parametric equalizer to remove the high pitch
Then I utilized the parametric equalizer to remove the high pitch, to make it even more low and loud.
fig: layering
I layered different sounds to make the explosion, the low pitch and high pitch punch, the high and low pitch stuff in the pail, the pitch vitamins sound, the low pitch plastic bag, and so on.
fig: panning for the fire sound effect
fig: flanger
fig: experimenting for power-ups
fig: layering
I separated into collected gems and the echo when the gem sparkles.
fig: panning in the master multitrack
fig: final checking and adjustment
I compile everything in the master multitrack and do final adjustments and checking, any weird parts I think I need to change, I will get back to the relevant multitrack, and export mixdown again.
FEEDBACKS:
-consultation
destructive editing so it is better to edit in multitrack
use copy to new, to remain the original file for backup
different people with different workflows can choose which one I prefer, doing the track in different multitrack will be less messy
utilize tone generator for the water scene and power-ups
try out flanger, echo, phaser
footsteps is okay fine (as I thought it was weird), Mr Razif said if you think it's weird probably the steps are too consistent, can try adding more variations for it, instead of just use one track straightway footsteps
FINAL OUTCOME:
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