Sonic Design Exercises

 ZHOU XINYI / 0378623

Sonic Design

 Bachelor of Design (Hons) in Creative Media

Table of Content

1.Instruction
2.Process Work

1.Instruction 
 

2.Process Work

2.1 Week 1 – Introduction to Sound

Lecture

In our first week, the lecturer introduced us to the basic concepts of sound and how it works. We learned how sound is created, how it travels through the air, and how our ears receive it. We also discussed the different characteristics of sound and how sound can be recorded and converted into digital information.

1. Understanding Sound

Sound is produced when something vibrates. These vibrations cause changes in air pressure, creating sound waves that travel through the air.

There are three main steps in how sound works:

Sound Creation: An object vibrates and makes the air around it move.

Sound Transmission: The vibrations travel through a medium, such as air, in the form of sound waves.

Sound Reception: Our ears detect these waves, and our brain helps us recognize them as sound.

2. How We Hear Sound

We also learned about the structure of the human ear and how different parts work together to help us hear.

The ear is divided into three sections:

Outer Ear: Collects sound waves and guides them into the ear canal.

Middle Ear: Contains the eardrum and three small bones that transfer sound vibrations.

Inner Ear: Includes the cochlea, which changes vibrations into signals that are sent to the brain.

3. Psychoacoustics

Psychoacoustics focuses on how people experience and understand sound.

Different sounds can affect our emotions and feelings. For example, soft music may make us feel relaxed, while sudden loud noises can make us uncomfortable.

This topic also explains how we recognize differences in pitch, loudness, and timbre.

4. Characteristics of Sound Waves

During the lecture, we discussed three important properties of sound waves.

Wavelength: The distance between two matching points of a sound wave.

Amplitude: Describes the strength of a sound wave. A larger amplitude usually means a louder sound.

Frequency: Refers to how many times a wave repeats in one second. Higher frequencies produce higher-pitched sounds, while lower frequencies produce deeper sounds.

Frequency is measured in Hertz (Hz).

5. Six Perceptual Properties of Sound

We also learned about six different ways people perceive sound.

Pitch: How high or low a sound is, depending on its frequency.

Loudness: How loud or quiet a sound feels to the listener.

Timbre: The unique quality of a sound that helps us distinguish different voices or instruments.

Perceived Duration: How long or short a sound seems to last.

Envelope: How the volume of a sound changes over time, from beginning to end.

Spatialization: How we identify the position and direction of a sound.

Most people can hear frequencies between approximately 20 Hz and 20,000 Hz.

Reflection

This week's lecture helped me understand the basic principles of sound. Before this class, I didn't really think about how sound travels or how our ears process it. I learned that sound has different properties, such as frequency and amplitude, which affect what we hear. I think this knowledge will be useful when working with audio editing and sound design in future projects.

2.2 Week2 Exercise 1:

In this exercise, we were given an edited audio file and a reference audio file by our lecturer. Our task was to adjust the edited sound and try to make it sound as close to the original reference as possible.

EQ1



EQ2


EQ3



EQ4



EQ5



2.3Week3

Process

In this exercise, we used Adobe Audition to create six different sound effects. The lecturer provided us with audio files and some instructions for each effect. I used the same voice recording and adjusted different settings to make it sound like it was recorded in different environments.


2.3.1. Telephone

First, I used the Parametric Equalizer to create a telephone sound effect. I reduced the low and high frequencies and kept the middle frequencies. This made the voice sound thinner, like someone talking through a telephone.



2.3.2. In the Closet

For this effect, I used the Parametric Equalizer again. I reduced the high frequencies to make the voice sound softer and muffled. I wanted to create the feeling of someone speaking inside a small closet.



2.3.3. Walkie Talkie

Next, I created a walkie-talkie effect by adjusting the frequencies and adding a little distortion. I increased the middle frequencies and reduced the low and high frequencies. This made the voice sound rougher, similar to radio communication.



2.3.4. Bathroom

For the bathroom effect, I used Studio Reverb. I adjusted the room size, decay, and reverb settings to create a short echo. This made the voice sound like it was recorded inside a bathroom with tiled walls.



2.3.5. Stadium

For the stadium effect, I also used Studio Reverb, but I increased the room size and decay time. I also added a little delay to make the voice sound more distant. The result was a longer echo that created the feeling of a large stadium.



2.3.6. Airport / Train Station

Lastly, I created an airport or train station sound effect. I used Studio Reverb to make the voice sound like it was coming from a large indoor space. I kept the reverb shorter than the stadium effect so that the voice could still be heard clearly.


2.3.7 Final Outcome

After adjusting all six audio effects, I exported them as separate WAV files. Each version had a different sound depending on the environment. This exercise helped me understand how EQ, reverb, and distortion can be used to change the sound of a recording.


1. Telephone

Fig 2.3.7 Final Outcome Telephone

2. In the Closet

Fig 2.3.7 Final Outcome In the Closet

3. Walkie Talkie

Fig 2.3.7 Final Outcome Walkie Talkie

4. Bathroom

Fig 2.3.7 Final Outcome Bathroom

5. Stadium

Fig 2.3.7 Final Outcome Stadium

6. Airport / Train Station

Fig 2.3.7 Final Outcome Airport / Train Station

Reflection

Through this exercise, I learned how to use Adobe Audition to create different sound effects. I tried adjusting the equalizer, reverb, and distortion to make the same audio sound like it was recorded in different places.

I found that changing the reverb could make a big difference to the feeling of space. For example, the bathroom had a shorter echo, while the stadium needed a much longer reverb.

This exercise helped me understand how audio effects can change the way we experience sound.


2.5 Week4

Jetplane Flyby

(1.) Process

For this exercise, I used Adobe Audition to create the sound of a jet plane flying past the listener.

First, I imported the JetPlane audio file into the Multitrack Editor. I wanted to make the sound feel like a plane was approaching from a distance, flying past, and then moving away.

Next, I used volume automation to adjust the loudness of the sound. I made the volume gradually increase as the plane approached and decrease as it moved further away.

I also adjusted the panning from left to right to create the feeling of the plane moving across the listener.

After that, I listened to the audio and made some adjustments to make the movement sound more natural.

Fig2.1 (1.) Process


(2.) Final Outcome

After finishing the editing, I exported the final audio as a WAV file.

The final result creates the effect of a jet plane flying from one side to the other, with changes in volume and direction.


Person Walking Past

(1.) Process

For this exercise, I used Adobe Audition to create the sound of a person walking past the listener from left to right.

First, I imported the sample voice audio into the Multitrack Editor.

Then, I used panning automation to make the voice move from the left side to the right side. I also adjusted the volume to make the voice gradually louder as the person walked closer and quieter as the person moved away.

Next, I used the Parametric Equalizer to adjust the sound frequencies. I reduced some high frequencies when the person was further away and made the voice clearer when the person was closer.

After that, I listened to the audio and adjusted the settings to make the movement sound more natural.

Fig2.1 (1.) Process

(2.) Final Outcome

After finishing the editing, I exported the audio as a WAV file.

The final sound creates the feeling of a person talking while walking past the listener from left to right.
Environment 1

(1.) Concept Art

For this exercise, I needed to create environmental sounds based on a sci-fi laboratory concept art. The image shows a futuristic laboratory with a large plant inside a glass container and different machines around it.

I wanted to create a mysterious and futuristic atmosphere using different sound effects.

Fig 2.1 (1.) Concept Art

(2.) Process

First, I searched for three sound effects: a sci-fi background sound, water bubbling, and a mechanical computer sound.

I imported these audio files into Adobe Audition and placed them on three separate tracks in the Multitrack Editor.

I used the sci-fi background sound as the main atmosphere. Then, I added the bubbling water sound to represent the large glass container in the middle of the laboratory. Finally, I added the mechanical sound to make the environment feel more realistic.

After arranging the audio clips, I trimmed them and adjusted their positions on the timeline. I also changed the volume of each track to make sure the sounds worked well together.

Fig 2.1(2.) Process

Next, I added fade-in and fade-out effects to make the sounds start and end more smoothly.

I also used Studio Reverb on the mechanical sound to create the feeling of a large indoor laboratory.


(3.) Final Outcome

After finishing the editing, I exported the final audio as a WAV file.

The final sound composition combines background machinery, bubbling water, and mechanical sounds to create a futuristic laboratory environment.


Environment 2

(1.) Concept Art

For the second environment, I chose a futuristic laboratory with large machines and blue laser beams. The image shows a high-tech industrial space with different mechanical equipment.

I wanted to create a busy and powerful atmosphere using mechanical sounds, electricity, and laser effects.

Fig 2.1(1.) Concept Art

(2.) Process

First, I searched for different sound effects that matched the concept art, including machine background noise, electric sounds, laser effects, and mechanical sounds.

I imported the audio files into Adobe Audition and arranged them on four separate tracks in the Multitrack Editor.

I used the machine sound as the main background and added an electric sound to create a futuristic atmosphere. Then, I placed the laser and mechanical sounds at different points on the timeline to make the environment more interesting.

[Insert Audition multitrack screenshot here]

After arranging the sounds, I adjusted the volume of each track to make sure they could be heard clearly without being too loud.

I also trimmed some audio clips and added fade-in and fade-out effects to make the transitions smoother.

Finally, I added an indoor reverb effect to one of the tracks to create a stronger sense of space.

Fig2.1 (2.) Process

(3.) Final Outcome

After finishing the editing, I exported the sound composition as a WAV file.

The final audio combines different mechanical and electronic sounds to create the atmosphere of a futuristic laboratory.


Reflection

Throughout these exercises and Project 1, I learned how to use Adobe Audition to edit and create different sound effects.

At first, I practiced using EQ and reverb to make the same audio sound different, such as a telephone, bathroom, and stadium. Later, I learned how to use volume and panning automation to create the feeling of sound moving from one place to another.

For Project 1, I combined different sound effects to create two futuristic environments based on the concept art images. I learned how to arrange audio clips, adjust volume levels, and use reverb to make the environments feel more realistic.

I found some parts challenging, especially using automation and finding the correct settings in Adobe Audition. However, these exercises helped me become more familiar with the software.

Overall, I learned that sound design is not just about adding sound effects, but also about using different sounds to create atmosphere, space, and movement.










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