Sonic Design : Final Project
Edlin Raihana binti Mohamad Firdaus 0359096 Bachelor in Design Creative Media
Sonic Design
For this project, we were given 3 muted videos
of gameplay from 3 different games. we were tasked to dub the sounds that
would fit in the game.
I chose Hollow Knight as I am the most
familiar with that game so I have a certain benchmark on what some aspects
of the video are supposed to sound like.
Audio Storyboard/Asset List
Link to the Files:
I started off listing the sounds that I would need from the
video itself. I kind of already had an idea of what to use to recreate
said sound since I had some sort of dubbing experience from theatre
through real-time sound effects.
Process
Link to the Files:
After I planned out the list of sounds that I needed for recording, I headed to the studio. Throughout this project, I went to the studio twice.
Finals
⇢ Final Audio
Link to the Files:
https://drive.google.com/file/d/1JZgXmeaigPWaj6l_Mv85orLfvyLxgl1o/view?usp=drive_link
⇢ Final Video
Link to the Files:
https://drive.google.com/file/d/1JZgXmeaigPWaj6l_Mv85orLfvyLxgl1o/view?usp=drive_link
Audio Journal
Link to the Files:
⇢ Flying Bug Sequence
There are multiple flying bugs that are enemies towards the player and will attack the player once they notice them. This, I interpret, as 2 specific sounds (idle and attacking). The sound is a little gravelly and skitterish with a hint of venom when the bug sees the player. I recorded this sound in the studio with small plastic buttons and coins with a bit or aloe gel.
Sound waves (Idle+Attack)
The both idle and attacking sounds came from the "bug_02.mp3" file. I did reverse the audio so that it sounds more "alien(?)" like.
Sound placements
Once I was done arranging the bug sounds according to the video, I edited the sound to make it more buzzing by increasing the bass and lowering the tenor. To add to the buzz-ness(?) of the sounds, I increased the pitch. The sound was also very loud compared to everything else that was in the audio so I lowered the volume as well.
Parametric EQ Edit
Pitch Shifter Edit
⇢ Money bank Sound
There is a currency system in Hollow Knight in the form of Geo and there a Geo mounds that are can give the player more geo when they break it with their attack. The sound is sharp but bulky in the senseFor this sound, I recorded this in the studio by put a bunch of coins and buttons in a metal box and shook it around.
Sound placements
For this sound, I labelled it as "moneybags" because that is what those geo mounds are in game. I took 5 different sounds, each increasing in tenacity, and put them together alongside the attack sound within the video for a more seamless sound dub. I did have to dip the volume down at the end since I wasn't able to cut/edit it in a way that it would end seamlessly.
After that, I increased its pitch slightly to increase the brightness of the shillings that the player would get when hacking away at the geo mound.
Pitch Shifter Edit
This sound was pretty self-explanatory, and I'm glad I had the materials to work with when doing this audio. Although I did wish that I had recorded this set of audio in a more clearer sense to prevent myself from working more post-recording.
⇢ Walking Bug Sequence
There's a second type of enemy that you'd see within the video and that is a bug walking down and chasing you when it sees you, but it stops when you're out of sight. This sound is gravely, rough but still high-pitched enough to sound like it came from the bug rattling its legs against its wings with a slight buzz. I recorded this sound in the studio with small plastic buttons and coins with a bit or aloe gel.
Sound placements
Pitch Shifter Edit
Parametric EQ Edit
I did have to cut it in a way that it would sound natural since the nature of the bug was starting and stopping when it was on screen.
⇢ Ambient Sounds (Electricity)
The sound is sparky, spiky and diffuses into the background for around 2-3seconds. These sparks serve as an environmental obstacle to both the player and the enemies around it. I recorded this sound in the studio with marbles rolling against glass perfume and a pen cap.
Of course, this sound was labeled as "rocks" because I wanted to originally used this group of sounds as background to build more environment.
I first cut out a part from the rocks that sounded the most "electric like".
Then I ordered them in order of appearance. I then edited the panning and the volume to reflect where the sound is relative to the player.
After that, I put all of the electricity sound tracks into a bus and used the Parametric Equalizer and Studio Reverb to make it sound more static.
Honestly, it went better than I thought! A bit impromptu here and there but it worked out. I think the final outcome could've been better if I had the proper materials ready and ample time to record and perfect my recordings.
⇢ Money grab
Once the player destroys an enemy, the enemy will drop Geo, a currency system within Hollow Knight. The sound is light and metal-y. For this sound, I recorded this in the studio by flinging a coin and dropping it on more coins.
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