23Apr 2025 - 18May2025
QIULIHUA/0365036
Sonic Design / Bachelor of Design (Honours)in Creative Media
Exercises& lecture——Sonic Design
LECTURE
WEEK1
- NATURE OF SOUND:
a vibration of air molecules that stimulates our eardrums
- HUMAN EAR:
The ear is an amazingly complex and sensitive organof the body.
constitute:The outer ear:(the externalvisible portion of the ear and the
ear canal)→The middle ear(the paper-thineardrum and a small, air-filledcavity containing three tiny bones(malleus, incus, and stapes)→The inner ear:(the cochlea(hearing canal),endolymphatic sac,semicircular canals)
- Properties of Sound Waves:
- Properties of Sound:
- Corrective
- Sound Shaping
- Only Audience PerceSees is non-plot
- Diegetic Sound: refers to the sound that can be heard by the characters in the movie, which comes from the inside of the movie world, such as character dialogue, environmental sound, music played by the characters, etc.
- Non-Diegetic Sound: refers to the sound that can be heard by the audience but not by the characters, usually added in post-production, such as background music, narration, special effects sound, etc.
- Visual area: The sound source is visible, and both the character and the audience can hear it (foley).
- Non-visual area: The sound source is invisible, but the character can hear it (foley).
- Non-foley area: The sound source is invisible, the character cannot hear it, and it is only perceived by the audience (non-foley).
- The actual application in the film is:
- American Beauty: Use non-foley narration to go deep into the inner world of the character.
- Goodfellas: Break the traditional narrative structure through the protagonist's narration and direct speech to the audience.
- "Birdman": The soundtrack changed from non-Foley to Foley, and the drummer appeared in the picture to enhance the sense of presence.
- Including natural sounds (such as wind, birdsong)
- Man-made sounds (such as traffic, mechanical operation)
- Human activity sounds (such as conversation, music).
- Urban planning: Improve the quality of life of urban residents by designing good soundscapes.
- Architectural design: Considering soundscapes in buildings helps create more comfortable spaces.
- Artistic creation: Soundscapes are widely used in music, film and installation art to enhance the immersion of works.
- Mental Health: Studies have shown that good soundscapes can help reduce stress and improve mental health.
EXERCISES
Exercise 1:
In this exercise, we need to edit the other four audios to sound like the original audio, to determine which part of the soundtrack does not match the original sound, perhaps the bass or treble. The teacher also taught us how to adjust the frequency of the sound using the parameter Equalizer.
Before the task began, I watched the Ear Training for Audio Engineers video and learned about the nuances of each of the tones in it.
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Fig 1.4 Tutorial video |
Here are my tweaked parameters after editing with Adobe Audition
Equalizer 1:
Equalizer 2:
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Fig 1.6 Equalizer 2 |
Equalizer 3:
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Fig 1.7 Equalizer 3 |
Equalizer 4:
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Fig 1.8 Equalizer 4 |
final Exercise 1:
Exercise 2:
For this exercise, we need to make the audio of a SAMPLE given to us by a teacher sound like a telephone, in a closet, an intercom, a bathroom, a stadium, an airport or a train station, respectively.
Sample voice:
Telephone :
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Fig 1.9 telephone |
In this exercise, we need to find the corresponding audio based on the items in the picture and create an audio with a sense of story.
1.Environment 1:
Storyline:
In a high-tech laboratory full of cyber atmosphere, the protagonist is a large mechanical device that releases blue lasers, and scientists start experiments during operations and discussions in the scene.
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Fig 2.6 Editing process-Environment 1 |
During the editing process, I used parametric EQ, reverb and room reverb to make the edited sound change over time.
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Fig 2.7 Reverb Data |
Final Environment 1:
2. Environment 2:
Storyline:
In a quiet high-tech biological laboratory, the experimental cabin supplies oxygen to the mysterious experiment subject, and the mechanical equipment monitors its life status in real time. The patrol guard confirms that the environment is safe and leaves, and then the experimenter takes the elevator to enter the experimental area for testing. Unexpectedly, the experiment subject suddenly reacts violently, the equipment goes out of control, the alarm sounds, the experiment fails, the personnel evacuate urgently, and the crisis breaks out.
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Fig2.8 Environment 2 |
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Fig 2.9 Editing process-Environment 2 |
Exercise 4:
FEEDBACK
WEEK 4:
The audio of telephone is wrong, it is in the wrong place, the last alarm sound of the audio of environment 2 is too long and needs to be shortened
REFLECTION
Through this practice, I have a better grasp of the "functional usage" of EQ, reverb, flanger and other effects: Use EQ to enhance the low and mid-range frequencies (150-300Hz) to make the sound closer to the ground (suitable for close scenes), and attenuate the high frequencies to simulate the "fuzzy feeling coming from a distance"; the pre-delay and decay time of the reverb can accurately control the "space size" of the sound; understand that effects are not "decorations" that are randomly superimposed, but tools are selected according to the needs of the scene (such as science fiction, natural feeling), for example, flanger is suitable for enhancing the metal texture, while natural sound relies more on the "environmental reflection" of reverb.
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