17June2025 - 27June2025
QIULIHUA/0365036
Sonic Design / Bachelor of Design (Honours)in Creative Media
Final Project——Sonic Design
Final Project: Game Audio
Students will be able to choose a game video. They will then need to create sounds to bring the scene to life. Students must plan and organize studio recordings for the foley and vocals for the recordings. They can also use a portable recorder if required.
Our instructor taught us some techniques for manipulating the sounds for the recordings.
Technique: Effects/Time and Pitch/Pitch Bender
Create a curve to manipulate the sounds.
We can use this source to create background music, but not for sound effects. But the instructor then mentioned that we don't need to create background music, just create ambience sounds.
Game Videos
The instructor provided us with 5 game videos, and the game I chose was Hollow Knight. I prefer the horror atmosphere shown in the game that matches the mystery.
Fig 1.0 Hollow Knight Gameplay (Silent)
Audio List
I identified all the audio that should appear within 1 minute. I categorized the sound effects used in different environments so that I could edit the sound effects later using Adobe Audition
Fig 1.1 Audio List
Audio Storyboard
From the audio list, I determined the presence of specific sounds and effects based on the timeline.
Fig 1.2 Audio storyboard
Recording
I made an appointment to record in the school's recording studio, but since it was inconvenient to bring the knife sound effects in the game into school, I chose to record some of the sound effects in a more closed environment at home.
|
Fig1.3 Recorded sound effects |
Back home, I used a knife sharpener and a kitchen knife to create sound effects, and also recorded the sound of the air conditioner running.I finally finished the sound I used
|
Fig1.4 All Audio |
I imported the Hollow Knight Gameplay (Silent) and the audio used into Adobe Audition and modified each audio
|
Fig 1.5 process |
|
Fig1.6 Start sound effect |
|
Fig1.7 Parametric Equalizer |
|
Fig 1.8 reverb |
2.The walk and jump audio, I put them on the same track
|
Fig 1.9 reverb |
|
Fig 2.0 EQ |
3.Regarding the electric current in the game, I used the sound made by plastic bags to adjust it.
|
Fig2.1 Electric group sound |
|
Fig 2.2 Pitch Shift |
|
Fig2.3 Harmony/Flanger |
4. For the sound effect of collecting coins, I used the sound effect produced by the collision of two cups, and then used EQ, pitch shifter, and reverb to modify the sound. I wanted the sound to be crisp and in a larger cave.
Fig 2.4 Gold coin sound |
Fig 2.5 EQ |
Fig 2.6 Pitch Shifter |
Then I added reverb, so that the sound sounded like it was coming from a large space, which was more in line with the cave in the game.
Fig 2.7 reverb |
Fig2.8 Hitting the Stone |
I used EQ to make the sound less abrupt and More like the sound of alloy coins falling to the ground one after another
Fig 2.9 EQ |
Then I used reverb to make the sound more in line with the sound of countless gold coins being knocked down.
Fig 3.0 reverb |
Final Audio:
Finally, I cut together the final audio and the Hollow Knight Gameplay (Silent)
|
Fig 2.4 process |
REFLECTION
In this practice, I have a better understanding of how to use Adobe Audition. In this exercise, the most tiring part is "matching the rhythm of the sound effects with the picture". For example, the "landing sound" when the knight jumps must be recorded at the frame where his feet touch the ground - 0.1 second earlier will make it look like "floating and landing", and 0.1 second later will make it look "dragging and heavy". But what is even more difficult is "predicting the player's sensory expectations": when the monster in the picture opens its mouth, 0.2 seconds before the "roar" appears, the player will subconsciously feel that "this roar is powerful"; then, in order to highlight that when the knight walks into the closed cave, let the "reverberation of the footsteps slowly increase", which is more natural than "suddenly echoing as soon as entering the cave", because this conforms to the physical logic of "sound gradually reflecting and superimposing in space".
Comments
Post a Comment