Spatial Audio Design - Final Project

Spatial Audio Design

10/9/2023 -  01/12/2023

Jonathan Wiguna Halim 0356790

Spatial Audio Design


Task

For this project, I can choose whether I want to do VR audio or just like the others. Because in this subject, I am just alone that specialize in Immersive design. And after a consideration, making a ambisonics sound is quite easy if using Unity and my VR game cannot be played without my own control that I left it in my home country. And what I want to learn is to do foley design in this project, so more focus on how to create sound and mix it into something realistic for the game, but the game of course VR game which related to my specialization.


Gameplay

So this is a VR game called "Broken Edge". It is a sword fighting game. Why I choose this? Because this game have quite a lot of sound that I can create. Actually the gameplay is like around 30 minutes, but then I use Premier Pro to cut it out, and take the important part. VR game do not have a lot of SFX just like other 2d platform game or pc game. But I manage to find this game eventually that have quite amount of SFX.


Audio Asset List & Cue




Recorded Audio



Audio Journal

When making the sound, I do not have much items, because I do not live here, If I am at my home country Indonesia, I can bring a lot of items. But yeah, I need to do improvisation, days before the recording day, I try to hit as many item and make sound from it to find the perfect sound for the game.

So here is the list of item that I bring
  1. Water bottle
  2. Clothes
  3. Books
  4. Coins with the placement
  5. Scissor
  6. Knife
  7. Salt
  8. Paper (Borrow)
  9. Clothe hanger (Borrow)
  10. Toy Gun
  11. Aluminium Bowl
Not much right, but yeah I think that is enough for my game. Now, I want to show you guys what I create, how I create, and how I edit it in Adobe Audition for the game.

1. Stone Slide

This is quite funny, because I use items that is inside the recording room, it is a ceramic cups. When I am waiting for my friends to record, I found this item and then I try to hit it and then move it clockwise, and it make the sound that I wanted and imagined. What a lucky day.



So now, how will I tweak it and put it into the game sound, first of all, of course I need to find 
the best sound and then trim it

First effect, that I put it is Parametric EQ


Because the sound is that have that bass and the treble is too much, so I tweak it into 
something like this. The bass go high and the treble go low. After I hear it again, it is not that
powerful enough, so yeah I amplify it.


Now that is enough, but that because I use this sound to make the title go in and out, I need
one like this, but have different sound and feeling. And I got and idea to add one more effect
which is reverb which mimic the place like in a cave


And yeah by 3 effect, my ceramic cup become like a big stone is sliding / moving.


2. Pull Sword

This one is really unexpected, even for me that record it actually. In the game there is a
moment where the player will pull out the sword from a rock. And I think I forgot about this
scene and moment exist in the game, silly me, I do not list down all audio that I needed.

However, I got multiple sound and I am sure I can mimic like a sword pull out from a stone
I even forgot now, why I pick this sound as the base. I use a sound of me shaking a coin 
inside a placeholder.


When I hear it, I feel like this sound can be change into something like stone breaking.
So how I did it?

First of all I tweak the EQ, I want to boost the bass and loose the treble


It become better now, but still I don't satisfy with the sound. I got and idea to lower down the
pitch, so I put the pitch shifter into it.



And now it is done, yeay. I love the outcome for this one, because I even do not know that the
sound of a coins can be change into like a sword pull out and the stone is like crumble.


3 & 4. Tittle In & Sword Out

When I hear the original gameplay, the title go in sound effect, is like a wind blow sound or like a big torch fire swoosh in. But how I make it, I don't have big torch, and if I have, I don't think I am brave enough to light it and do recording though :D

So what I do is actually just use my mouth :D, I know it is said that I can't use nasal sound.
But lecturer said that if at the end, cannot then can la use. so I am sorry sir to break the rule,
this is the only way to make the wind blow sound :D

So how I tweak it is very simple, first edit the EQ, I want my wind doesn't sound like a mouth
blowing sound.


I think almost every EQ, I tweak it like this, this is because the game is like an ancient kind of 
sword fighting game environment, so I need the bass to be high. And then I add a little bit of
reverb to juice it up.


After that, I feel like it will be nice if have another wind blow with a different kind of sound, so I add it below the sound and tweak the EQ differently


And my wind blow SFX is done for the tittle go in animation. As for the sword out


I tweak it differently than the title SFX, now I do not want to it have strong bass, but strong
treble, just to make it have softer sound


Nice isn't it, one sound can be use for two different kind of scenario.


5. Impact explosion

And here is the challenge actually, because it is require many sounds to make this sound. I already got the crackle sound from a plastic bottle and the egg shells that I crack it using my
hand. But what I left is the first impact sound that sound like the first impact of a bomb. Then
I search it online, on how to make an explosion sound


Here is the youtube video, so I need like a drum audio, so I record it using my drum, record 
4 times of I hit the drum. And then just like the video tell me, I need to stretch it out twice.


Now I got the impact sound, for the armor crackle and drop sound, I already have that, I got
three different sound that I want to combine it later on






So that is the three sound, and I need to tweak it one by one of course

As for the plastic bottle, is for the big chunk of armor dropping or crackle sound, so what I did
is boost up the bass and loosen up the treble like this

Now for the medium chunk and the small pebble, I do not tweak anything from the coins and
the eggshells, it already perfecto when I combine three of them.

6. Water
This one actually I do not know whether it will works or not, but yeah I want to add it in to fill up the environment sound, so not plain. What I do it I pour my water bottle into a alumunium bowl the one that I use for cook noddle. Because I do not have a big drum that i can fill it up with
water and do like water flow

So what I do is just find the best segments of the pouring water and than tweak it by using
parametric EQ into like this


and then I add reverb a bit, to juice it up.
 

For the last touch I just turned down the volume, because if it is so loud, it is sounds like you 
are in a toilet where you can hear people are peeing :D

So that's it my top foley design process, and here is the final gameplay outcome video


Reflections
So yeah, I feel relieved, I can learn something that I really want to do for such a long time. And I also want to thank to my lecturer to let me do things that I want to learn and also guide me
through the process of it.

I also love this class, because I am not alone, like my previous semester, where most of I only
alone in my class, but now combine with other faculty also.

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