Sonic Design - Final Project: Game Audio
Nov 8th, 2022 - Dec 4th, 2022 (Week 11 - Week 14)
Rusydina Fazlin Athirah Binti Fauzi
Sonic Design
Week 11 [Nov 8th, 2022]
Project 3: Game Audio
INSTRUCTIONS
Project 3: Game Audio
Week 11 - Gameplay Choices
Choosing gameplay
Nov 8th, 2022
For this final project into the sonic design, we are to carry out ways of recording audio from any kind of sources that make up a sound to fit within a 1-minute clip of gameplay that is provided by Mr. Razif.
The gameplay that I went for is titled "Ori and the Blind Forest", as seen below; with the gameplay provided the next step in this project is to record any type of sound that we think would fit into the following gameplay from footsteps to whatever the main character in the game carries out.
It is a way to capture the kind of surroundings that the main character is in along with what the main character is carrying out in the gameplay.
Progress #1 - Breaking down the type of sounds:
The first thing that I carried out was breaking down and analyzing the silent gameplay by watching the video provided, seeing what the main character in the game does and how it interacts with the world.
This is a way to expand the kind of sounds certain objects would make by knowing what kind of sounds I'm looking for. This listing idea is a reference to one of a senior's work.
Breakdown sound list:
Once I had the list completed, I ventured through my home to find relevant types of objects or materials that can equivalent themselves to sounds of what is stated in the list.
Progress #2 - Gathering props & Recording Audio:
The first few objects that make up the footsteps were easy to identify, I used paper boxes, cardboard boxes, and a plastic-like material to make up the sound of footsteps on different terrain.
(Dirt/wood terrain_footsteps_audio_mockup)
Tapping on the solid stone walls of my room helped a lot as well as footsteps for stone-like terrain, seeing that the character in the following gameplay mostly runs/walks on stone.
(Stone terrain_footsteps_audio_mockup)
A few other recorded sounds that went into production were mostly reused, although the list of videos below is a few documented visual audio recordings that I used all the way into audio production.
(Water log_water ripple_water splash_audio_mockup)
(Chracter_power_up_particles_audio_mockup)
(Title_appear_obtaining_orb_audio_mockup)
(character_spawing_audio_mockup)
Most of the other audio was reused and generated through sonic design. I thought for each action there had to be a specific audio recorded for it, but I quickly understood that the former recorded sounds could be used and manipulated with the kinds of effects.
Progress #3 - Sonic Design & Audio editing:
The next process in this project was finally editing the audio and piecing them together to sync with the gameplay visual.
I worked my way up by layering each of the audio that was recorded and labeled into the multitrack, the first audio being; footsteps, which was the easiest out of everything else.
By importing the visual reference into adobe audition, it was easier to keep track of the audio editing to be synced with the visual of the gameplay. By accessing:
- File> import> media> choose media reference > drag media to multitrack session and the idea player will appear
Once I identified the visual nearing a particular glowing object, that's when most of the effects start to come in, I used many effects like:
- Flanger
- Phaser
- Chorus
- Reverb
- Pitch and Strech
These effects above assisted in making out the kind of sound that would fit the atmosphere of the following game which is themed to be a fantasy + mythical - like an alien forest.
- capture noise print > effects > noise reduction (process) > apply adjusted noise reduction onto soundtrack
I carried out this effect upon a major amount of the recorded tracks, to ones that I feel needed the noise reduction on the recorded audio.
There was also a moment when I looked into sonic design, one of the recorded demonstrations that Mr. Razif showed when briefing us on our final project. We are able to generate Noise/speeches/tones in adobe audition as sound effects for the following gameplay.
I put this effect to advantage as an illuminating type of sound for the glowing orbs seen in the gameplay. By accessing:
- Effects> Generate > Tones > set preset to: Chord > increase modulation type
I also messed around with the flanger and phaser effects to achieve an alien-like vibe to it.
Reverb and Full Reverb were other major effects that I applied to the recorded audio tracks, for example, the footsteps start to gain much more reverb when the character walked into a cave-like scene with water and floating logs in it.
Other than that, I thought it was cool to apply a transition from an open area into a much-enclosed space (like the cave) of footsteps using the panning tool on the audio track itself.
Layering out the audio turned out to look like what can be seen in the visual above, with a few tweaks here and there whilst I played back the audio along with the visual back and forth, once I was satisfied with the way it sounds, I exported the file and moved on into the next process of the project.
Progress #3a - Visual Editing:
The next step was merging the two; visual and audio together. I used premiere pro to do the following which didn't take that long. In fact, it was quite a simple part of the project to carry out since i edited the audio according to the visual, making sure that they sync accordingly.
I suppose a few tweaks during visual editing was increasing the volume of the audio entirely and then exporting it as its final outcome.
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