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 
humans-hear-in-space-2.jpg
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
Fig 2.3 Sound 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
Fig 3.2 Equalizer 1

Equalizer 2
Fig 3.3 Equalizer 2

Equalizer 3
Fig 3.4 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.
Fig 3.7 Parametric Equalizer for phone call

Fig 3.8 Final outcome for phone call


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.
Fig 3.9 Parametric equalizer for closet


Fig 3.10 Final outcome for closet

Walkie Talkie
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

Also, we are given some homework for us to complete. Mr Razif have asked us to complete audio for bathroom, announcement in airport and stadium which all required to have a parametric equalizer and reverb effect.

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 3.13 Parametric equalizer and reverb for bathroom

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 3.15 Parametric equalizer and reverb for airport announcement

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 3.19 Two sound track of jet plane

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 3.21 Studio Reverb that is adjusted

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.
Fig 3. Ambience Parametric Equalizer

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)
Fig 3. Underwater bubble sound

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

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. Minor sound of leaves wreslting

Fig 3. Data reveal 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.
Fig 3. Ambience 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.
Fig 3. Effect applied to the high pitch laser

Fig 3. Extracting high frequency from the audio

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.
Fig 3. Walking and pressing buttons on the control panel

Fig 3. Reverb applied on footsteps

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. Laser machine countdown, starting and end

Fig 3. Parametric Equalizer of countdown and before laser starting

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. Adding the other further laser sounds

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.

Comments

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

    ReplyDelete

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