Sonic Design: Final Project

Assignment Instruction: 

For this project, we are tasked to choose 1 out of 5 gameplay videos given and create our own sounds to sync to the video. Every interactive and background elements seen in the video needs to have a sound. The sounds can't be taken from somewhere else, they must be produced on our own. 


Selected Video :

Battleblock Theatre


Process:

After deciding on the gameplay video to work on, I began the project by creating the Audio List & Audio Storyboard, which detailed every sound effect needed, including where and when they would appear in the video. This step was crucial in helping me organize and plan the sound design systematically.

Next, I started recording the raw audio for the sound effects. Each recording session was focused on capturing the specific sounds required for the project. Simultaneously, I worked on editing the audio using Adobe Audition. This included applying techniques like noise reduction, pitch shifting, and adding effects such as echo to refine the sounds and match the context of the game. At this stage, I was also documenting the creation process for selected sound effects, ensuring I kept track of the details for my Audio Journal.

Once all the sounds were polished, I grouped them together in a multitrack session in Adobe Audition. I carefully synchronized the sounds with the actions and events in the gameplay video to ensure seamless integration. Layering different sounds, adjusting volumes, and ensuring a balanced mix were key tasks in this step.

After completing the multitrack session, I exported the final audio and used CapCut to combine it with the gameplay video. This step allowed me to preview the finished product and make final adjustments to timing or synchronization if needed.

With everything aligned and polished, the project was complete. This assignment taught me the importance of planning, creativity, and technical precision in game audio production, leaving me with a sense of accomplishment and new skills to carry forward.


Audio List & Audio Storyboard

The complete audio list and storyboard details can be accessed in the following Excel file:

Audio List & Audio Storyboard Spreadsheet


Orginal Audio Files:

Original Audio Files


Audio After Edited Files:

Audio After Edited Files


Sound Effect Creation Process:

 1. Bell Sound Effect

The bell sound effect was designed to signify the character reaching the game’s exit, adding a sense of accomplishment and finality to the moment.

To create this sound, I started by recording the ringing of a bell in my house using my iPhone 14. During the recording process, I experimented with different ringing speeds within a single session to capture a variety of tones. Once the recording was complete, I converted the file from its original m4a format to mp3 for compatibility and imported it into Adobe Audition.

The recording was clean and of good quality, requiring minimal editing. I used Adobe Audition's noise reduction tools to ensure a polished sound and then trimmed the recording to isolate the best part. To create a more dynamic and layered effect, I worked on generating multiple versions of the bell sound by adjusting the pitch. These variations were saved as separate files (e.g., bell001, bell002, bell003).

In the multitrack session of Adobe Audition, I layered these versions by placing them on different timelines and grouped them together. This resulted in a glittering sound effect that was richer and more textured, perfectly enhancing the celebratory tone when the character exits the game.



2. Cheering Sound Effect
The cheering sound effect was created to highlight the appearance of the mascot at the end of the game after the player successfully passes the level. This effect adds an exciting and triumphant atmosphere to the scene.

I started by recording various celebratory voiceovers such as “Hooo,” “Hooray,” “Yay,” and “Woo” using my voice. Each recording was intentionally varied in tone and intensity to add diversity to the cheering effect. After completing the recordings, I imported them into Adobe Audition for further editing.

The first step was to cut out each sound snippet and apply pitch adjustments to ensure every cheering sound had a slightly different tone. This process created a more realistic and layered effect when the sounds were grouped together. Next, I placed the edited snippets into a multitrack session in Adobe Audition, staggering their placement across different timelines to simulate a crowd cheering.

The final result was a dynamic, layered cheering sound effect that effectively captures the joyous and celebratory moment when the mascot appears on screen.


3. Glittering Sound Effect
The glittering sound effect was designed to enhance the moment when the character collects diamonds and balls of thread, emphasizing their significance and adding a magical quality to the gameplay.





I created this sound by chaining a few keys together and shaking them to produce a soft, metallic jingling sound. I recorded multiple variations of this effect to capture subtle differences in rhythm and intensity. Afterward, I imported the recordings into Adobe Audition for further processing.

The initial step was to apply noise reduction to clean up the recordings. Next, I added an echo effect, which gave the sound a shimmering, ethereal quality, making it feel more magical and fitting for the collection of precious items.


Using the same base sound effect, I created a new version specifically for the ball of thread by applying additional modifications. I used tools like the pitch shifter to make the sound higher in tone, the parametric equalizer to refine its frequency profile, and further adjustments to the echo effect to differentiate it from the original sound. The result was two distinct versions of the glittering sound effect: the original with a rich, magical tone for the diamonds, and a lighter, high-pitched variation for the balls of thread.




4. "Ahh" and Attack Voiceovers
For the "ahh" sound effect, which plays when the character touches fire and bounces, I aimed to capture a clear and expressive reaction that would match the character’s animation. Recording this was particularly challenging because the sound needed to be free of muffling and background noise.

To achieve this, I used a creative approach: I covered myself with a blanket and hid inside a drawer to create an isolated recording environment. This setup significantly reduced external noise and allowed me to capture a clean recording of my voice.

Once I had a satisfactory take, I imported the recording into Adobe Audition for further refinement. I used the pitch shifter tool to make the voice sound cuter and more fitting for the character. To enhance the dramatic effect, I also added echo, giving the scream a sense of space and making it feel more like the character was reacting dynamically to the environment.


Additionally, I worked on the attack sounds ("He," "Ha," "Yo," "Hu") by tweaking their pitch to align them with the character’s personality and match the "ahh" sound effect. These adjustments helped create a cohesive and engaging audio experience for the character’s interactions in the game.


5. Curtain Sound Effect
The curtain sound effect was used to signify a transition or dramatic moment in the gameplay. To create this sound, I recorded the actual sound of a curtain being pulled in my house. Capturing the right tone and texture for this effect required some experimentation with different pulling methods. Eventually, I found a way to pull the curtain that produced the clearest and smoothest sound.


Recording this sound was particularly tricky because the curtain is located outside my room, making it challenging to avoid environmental noises. After numerous attempts to minimize background sounds, I finally recorded a version that was satisfactory.

Once the recording was complete, I imported it into Adobe Audition for post-processing. I applied denoising and noise reduction techniques to ensure any lingering environmental noise was as subtle as possible, leaving a clean and polished sound. With these steps, the curtain sound effect was finalized and ready to be synced with the video.


Adobe Audition File:

Adobe Audition File


Final Mixdown:

Final Mixdown


Final Video:



Reflection:

Working on this project has been an incredible learning experience that pushed my creativity and technical skills. From conceptualizing and recording sounds to refining them in Adobe Audition, I’ve gained a much deeper understanding of the intricacies involved in creating effective audio for games.

One of the biggest challenges I faced was capturing clean recordings, especially for sounds like the curtain and voiceovers. These required multiple attempts and careful planning to avoid unwanted noise and ensure clarity. This taught me the importance of patience and persistence in audio production. It also highlighted how even simple household objects can be turned into effective sound sources with the right approach and mindset.

I also learned how to manipulate and transform raw audio recordings into something that fits the intended context of a game. Techniques like pitch shifting, applying echo, and using parametric equalizers allowed me to modify the sound and make it more suitable for specific actions or scenarios. For example, creating multiple variations of the glittering sound and synchronizing cheering voices in a multitrack session gave me insight into how layering and subtle adjustments can add depth and richness to audio.

Another key takeaway was understanding how sound design impacts the player's experience. The bell ringing for level completion and the cheering sound effect for the mascot were particularly rewarding to create because of their potential to evoke a sense of accomplishment and excitement in players. Through this process, I realized how sound not only enhances immersion but also communicates narrative and emotional cues.

Overall, this project has been a journey of discovery, from overcoming challenges in recording to experimenting with audio processing. It has deepened my appreciation for the art and science of sound design, and I am excited to take these skills forward in future creative endeavors.

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