Sonic Design/ Project 1: Audio Fundamentals
22/04/2025 - 18/05/2025 / Week 1 - Week 4
Lim En Yu / 0354452
Sonic Design / Bachelor of Design (Hons) in Creative Media / Taylor’s University
Project 1: Audio Fundamentals
TABLE OF CONTENTS
Instructions
Fig 1.1 Module Information
Lectures
Week 1
Fig 2.1 Week 1 Lecture Slides
In the very first class, Mr Razif has asked us to watch the
lecture videos provided with the slides given so that we could
have a basic and clear understanding about sound. In the
lecture video, we will learn about the nature of sound, how
sound can be captured and processed, analyze and use it, how to
convert to digital world and pro tools.
Other than that, we have also learned about the structure of
human's ear and how sound waves travel through our ear canal
and then reach our eardrums, which would vibrate it and the
cochlea, the signal will be transmitted to our brain and will
be interpreted as different sound.
Nature of Sound
Sound is the vibration of air molecules that vibrates the
eardrum. The vibrating air molecules is called sound
waves.
Human Ear
A. The outer ear: the external, visible portion of the
ear and the ear canal
B. The middle ear: the paper-thin eardrum and a small,
air-filled cavity containing three tiny bones (malleus, incus,
and stapes)
C. The inner ear: the cochlea (hearing canal),
endolymphatic sac, semicircular canals
Fig 2.2 Structure of human's ear
Moreover, we have also learned about the properties of sound
waves. There are longitudinal wave and transverse wave and sound
waves are longitudinal waves.
Properties of Sound Waves
Wavelength: The
distance between any point on a wave and the equivalent point
on the next phase. Literally, the length of the wave.
Amplitude: The strength or power of a wave
signal.
The "height" of a wave when viewed as a graph.
The higher the amplitude of a sound wave, the louder the
sound is. The closer each wave is to each other, the higher
the frequency.
Frequency (Vibration per second): The number of times the wavelength
occurs in one second. Measured in kilohertz (Khz), or
cycles per second. The faster the sound source vibrates,
the higher the frequency.
Less Vibration= Low Pitch, Low Frequency
More Vibration= High Pitch, High Frequency
Properties of Sound
1. Pitch (frequency of sound wave, the higher
the frequency, the higher the pitch)
2. Loudness
3. Timbre
4. Perceived Duration (how speed of sound is
perceived)
5. Envelope (structure of particular sound,
when does the sound get softer or louder etc.)
6. Spatialization (placement of sound in an
environment)
Week 2
Basic Tools & Techniques of Sound Design
Any sound editing software or any Digital Audio
Workstation (DAW) would have a set of common tools
which are useful for sound design.
Five Typical Steps in Sound Design
1. Layering
2. Time Stretching
3. Pitch Shifting
4. Reversing
5. Mouth it
Layering
Layering is taking two or more sound and placed on
top of each other. Most of the professionally
designed sound are layered. Similar to graphic
design like posters, we will layered and blend it
into one single design which make the sound richer
and high quality.
Time stretching/Time compression
It is the ability to take a sound that plays at a
certain length and sonically stretch the audio
within set parameters without changing the pitch.
It can change the pacing but not the pitch.
However, if we want to change the pitch we are
able to do so as well by stretching the audio.
If we want to fix our audio in between a given
time, we could apply time compression to our audio
but the difference in time could not be that big
if not it will sounds weird artifact and
unnatural.
Pitch Shifting
Pitch shifting is the ability to change a pitch of
the sound without changing its actual length.
Shifting the pitch higher will make the sound
thinner, smaller and having high pitch (e.g.
Chipmunk sound)
Hence, if we want to achieve cute sounds, or thing
moving fast we can use highet pitch, if we want to
achieve monster sound, or things moving slow we
can use lower pitch.
Reversing
Reverse an audio can give a weird and unnatural
sound. Mr Razif said he use this a lot, and if
this use with layering technique will have a very
intersting effect.
Mouth it
If we are not able to find any resource or audio
that we want, then we will use mouth it.
Suprisingly, a lot of films they actually use
mouth it, they could not find what they need to
record that they can use as a base.
Week 3
This week I have learnt about a new term I have
never heard before which is diegetic. After learning
about this I feeel like I have clearer understanding
of boundaries between diegetic and non-diegetic
sound.
Diegetic & Non-diegetic Sound
In film, diegetic is derived from 'diegesis', which
simply means the world of the film and everything in
it.
Diegetic: Everything the characters can
experience within their world. Examples:
dialogues, environmental sound, music inside,
atmospheric sound, character's voice over.
Non-diegetic: Everything that only the
audience perceives. Examples: visuals, titles,
sound effect, narration, music added.
Also, Theorist Michel Chion developed this
visualization to mark the differences. First, he
divides all sound into three zones.
- Offscreen (Acousmatic zones)
- Non-diegetic (Acousmatic zones)
- Diegetic (Visualized zone)
*Acousmatic zones: covering sounds we
hear, but can't see the source.
*Visualized zone: where the source
of the sound is visible on screen
Trans-diegetic sound
Next, the sound that switches between these two
modes is known as
Trans-diegetic sound.
Some of the most interesting storytelling
happens when our expectations are subverted.
Like when what we assumed was
non-diegeticsuddenly appears to be diegetic.
We might hear non-diegetic score that
suddenly becomes diegetic: playing on a
character's radio.
Or diegetic music might
become non-diegetic: playing over
a montage.
Creative exceptions
Lastly, there are also some
creative exceptions that don't play by
the rules.For example, when we're uncertain
whether it really was narration, testimony, or
something in between.
Week 4
This week we have been introduced another new
term called Soundscape. Just like
landscape, actually scape is just a fancy word
for scene and view. So, soundscape is basically
scenary created by sound.
When we hear something, our brain will recognize
sound and produce a coherent scene. This is
because things make sound and we associate a
sound to a thing.
Soundscape can actually tell us about:
- Distance
- Space
- Direction
- Temperature
- Weight
- Time/Era
- Emotion
- Concept Nostalgia
On the other hand, music is also part
of soundscape.
Recognitnion and association of sound are:
1. Instinctual
2. Learnt
Instinctual
High pitched: cute, safe (youngs make high
pitched sound)
Low Pitched: intimidating, danger (predators
like lion and bear make low pitch grouse)
Learnt
Sound of money because affected by media.
Project 1: Audio
Fundamentals
Exercise 1
For the first exercise, we will need to test our
headphones with these exercises as well. Our task is to
make the 4 edited sound track same with the flat music
sound track provided.
We will need to apply Parametric Equalizer to adjust
back the 4 sound tracks so it sounds the same as the
flat one. The headphone that I was using was Audio
Technica ATH-M20x, which is the lowest but affordable
standard for me. I have also borrowed ATH-M50 from Mr
Razif and the difference was quite obvious.
Fig 3.1 Given sound tracks
These are the screeshots of how the parametric
equalizer look like for each of the sound track.
Equalizer 1
Equalizer 2
Equalizer 3
Equalizer 4
Fig 3.5 Equalizer 4
Exercise 2
This week, we are given a sample sound track and we
are tasked to edit it into different type of audio
that we usually heard in the movie like phone call,
inside a closet and walkie talkie.
Fig 3.6 Given sound tracks
Phone Call
First, we started to try it out by phone call. Mr
Razif has first showed us an example. After that,
this is the final result of parametric equalizer
that I have applied.
Closet
Besides that, we try another situation which is
inside the closet, and the difference of it with phone
call is that the equalizer is focusingon the bass
part.
Next is walkie talkie, this is a bit tricky as it
sounds a bit similar with phone call, just that it
is more monotoneas walkie talkie is only able to
capture a specific range of audio.
Fig 3.11 Parametric equalizer for walkie
talkie
Fig 3.12 Parametric equalizer for walkie
talkie
Bathroom
Bathroom is considered as a smaller space, so the
perception value will be lower so that the reverb
sounds like it is in a smaller room. Also, I have
applied a slight muffled voice by applying the
parametric equalizer.
Fig 3.14 Final outcome for bathroom
Airport Announcement
For airport, as this is a very big space that
will have louder echo, the decay time value and
perception value will be much more higher compare
to bathroom reverb sound. And for the parametric
equalizer part, I have applied a phone call-like
effect.
Fig 3.16 Final outcome for airport announcement
Stadium
Lastly will be the stadium sound. At first, I
thought it will sounds something like airport but
after listening to the example online, actually it
is much more muffled and broken, and the echo could
be very much. Also, as stadium is usually an open
space, I have increased the diffusion value and
ensure it is loud enough like what we usually heard
in stadium.
Fig 3.17 Parametric equalizer and reverb for
stadium
Fig 3.18 Final outcome for stadium
Exercise 3
In this week, Mr Razif has introduced us to the
function of controlling the loudness and direction
specifically of a soundtrack by appling the
envelope.
Firstly, we have tried it out with an audio of a
jet plane. We are instructed to try it by
manipulating it from one direction to another and
adjusting the lousness as well to make it feel
like the jet plane coming closer to us and
leave.
I have tried out the volume and pan on the sound
strack but one is on the clip itself, which will
move along with the sound clip but another is on
the sound track which will only stay at the
specific position.
Fig 3.20 Jet Plane
Other than pan and volume envelope, we are
introduced to reverb function. I have made a
mistake at the start which I thought any
reverb function would appear in envelope but
only studio reverb will do so. By using the
sample voice last week, Mr Razif want us to
design an audio that a woman coming from
outside the cave, passing through us and
entering the cave.
Fig 3.22 Envelope editing on the sound track
Fig 3.21 Woman walking into cave
Exercise 4
For this exercise, we have been given 2 pictures
and we are going to design the sound for the
environment. Mr Razif has adviced us to looked for
the ambience and sound effect on
freesound.org.
Also, I have also found a few sound effect on
pixabay.com
Picture 1
Based on this picture, this is a big lab that are some computers in it. Some glass filling some Im not sure what inside, and also huge glass tank with a tree inside. Also, there are soldiers walking around with the gun.
Fig 3.22 Picture 1 Environment
For the ambience, I have applied a sci fi laboratory ambience along with the sound track of a sci fi sonar. The sonar sound will be heard continuiously, immitating the sound by the tree or the machine.
Fig 3. Lab ambience sound
For the ambience, I tried to eliminate away the high frequency part and strengthen the low frequency part so that it will sounds like it has a heavy air conditioner sound or machine operating sound.
Also, of course laboratory will be something in the test tube water for research purpose, so I have added the bubble sound as well immitating the air in the text tube. It could also be the sound of tree breathing. (releasing oxygen :D)
The people in the picture are soldiers that carrying guns. I have been thinking how to find the sound of gun hitting with the clothes (like minor clikclikclakclak sound), but I could not find it. So, I have found a metal hitting each other sound, it is something I want but the pitch is too high, that's why I have applied pitch shifter as well. I have adjusted the clip to make sure it sounds simultaneous with the pattern of footsteps.
Fig 3. Footstep sound with the metal hitting
sound
Fig 3. Studio Reverb applying to both footstep and metal hitting
Fig 3. Studio Reverb applying to both footstep and metal hitting
Besides that, I have also added some more minor sounds to enhance the overall vibe. For example, I have added leaves wrestling sound for the big tree in the center of the laboratory. Other than that, there are also computer operating at the side, so I have added extra electric data revealing sound.
Fig 3. Final Outcome for Picture 1 Environment
Picture 2
This pictures shows a very big machine that discharging laser in a big factory-like lab? And there are two persons looked very professional controlling and studying the laser.
Fig 3. Picture 2 Environment
Also, it is the same that I will start with creating ambience first so that I could know clearly what feeling I want. As this time seems like a bigger space, I have applied the ambience of a sci fi large hall. Along with it, there will also be big machine operating sound which originally was computer operating sound.
From the same track of computer operating sound, I found out that there is a high pitch sound track that I want. Therefore, I have tried my best to extract it out by applying the denoise effect, parametric equalizer and pitch shifter. This sound clip has been applied on the laser.
Furthermore, there are also people in the picture but this time the people seems to be the one controlling and observing the laser. I have make the people walking from left to right and from near to close, immitating they are walking toward the control panel.
I have also added timer count down for the laser machine so it sounds more realistic and I have also applied parametric equalizer as the previous one sounds a bit sharp for me. Of course I applied studio reverb for every sound tracks as well.
Fig 3. First Attempt for Picture 2 Environment
In the class, Mr Razif has given us feedback one by one. After he listened to picture 2 environemnt, he said I did quite well (actually I said this first and he agree as well lol). However, I can add the few more laser sounds as the picture shown behind, just the minor one would be enough so it won't be too loud.
Fig 3. Final Outcome for Picture 2 Environment
Feedback
Exercise 1: Mr Razif said that all sounds okay to him yay!
Exercise 2: I have done the phone call, closet and bathroom and showed it to Mr Razif ady. While for the airport announcement and stadium he said okay as well during week 4 checking.
Exercise 3: Mr Razif is okay with the jet plane, while for the woman walking into the cave, at first he said it sounds like the woman is not outside the cave but after I have adjusted it and he approved!
Exercise 4: For picture 1 Mr Razif does not have much comment, and he said I did well for Picture 2 just that I could add few more laser sounds as the picture has several laser machine.
Reflection
As I have taken Video Sound Production before, so I already have a basic knowledge of Adobe Audition. These exercises are not too hard for me but help me to recall back the details and how to use it.
We have learned everything from basic, step by step which allowed me to understand about the principles of each effects and function. I able to familiarize myself with the tools throughout the exercises. I find the last exercise most interesting and fun as we get the chance to play with the sound effects. Especially picture 2, I really try hard on the laser high pitch sound as I have combined multiple sound tracks to obtain the sound that I am imagining.
All in all, these exercises are all helpful and fun that make me learn a lot of things and help me to get prepare with the following projects.



















You are doing alright. Thanks for keeping up with the exercises.
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