Sonic Design : Task 1 / Exercises : Audio Fundamentals

04/04/2023 - 00/00/2023 / Week 01 - Week 00


Sonic Design VSA60304
NAME: Sea Hirayama

I.D: 0347596

COURSE: Bachelor of Design in Creative Media / Taylor's Design School





 ●Task Progress

Students are given series of exercises that develop their sound design sensibilities by increasing their technical proficiency and knowledge. Students will be given several tasks to analyze and manipulate sound properties through the use of sound editing software to fit to a desired
scenario.

- Week 1

For this week, we had introduction of this module and the studio. After that we also got the tutorial for exercise, so we tried to use Adobe Audition.

So this week, I watched the lecture from Times, video and then try myself to edit some sounds.

Figure 1.1 The screenshot of the process with watching tutorial

Figure 1.2 The screenshot of the process with watching tutorial

In this exercise, we required to used using Adobe Audition through the tutorial session. We got the file, the normal, flat sounds and so on. 

EQ-1:

Figure 1.3 The screenshot of EQ-1

EQ-2:

Figure 1.4 The screenshot of EQ-2

EQ-3:

Figure 1.5 The screenshot of EQ-3

EQ-4:

- Week 2

For this week, after we clarify the condition of  headphones, got tutorial for next exercise. Also we required to explore the skill of Adobe Audition, so we got the sounds material and then learn some tool to express depends on sound.
  • Nature of sound
  • How sound can be captured
  • How sound can be processed
  • Analyze and use it
  • How to convert to the digital world
  • Pro tools
Sounds are created by the vibration of an object, which causes the air surrounding it to vibrate. Perception is a sound captured and translated by our brain.

There are 6 properties of sound
Pitch, Loudness, Timbre, Perceived duration, Envelope, and Spatialization

<iframe src="https://drive.google.com/file/d/1aVpwOBYQH7GQinK8iaK-ZpSatHQM_L8u/preview" width="640" height="480" allow="autoplay"></iframe>

Original sound : 



Mumbled sound :

Figure 2.1 The screenshot of Equalizer for mumbled sound

Figure 2.2 The final design for Mumbled sound


Airport announce sound :

Figure 2.3 The screenshot of Flanging for Airport announce sound

Figure 2.4 The screenshot of Analog delay for Airport announce sound

Figure 2.5 The screenshot of Equalizer for Airport announce sound

Figure 2.6 The final design for Airport announce sound

Telephone sound :

Figure 2.7 The screenshot of Flanging for Telephone sound

Figure 2.8 The screenshot of Equalizer for Telephone sound

Figure 2.9 The final design for Telephone sound


Toilet sound :

Figure 2.10 The screenshot of Reverb for Toilet sound

Figure 2.11 The screenshot of Equalizer for Toilet sound

Figure 2.12 The final design for Toilet sound


Walkie talkie sound :

Figure 2.13 The screenshot of Phaser for Walkie talkie sound

Figure 2.14 The screenshot of Hard limiter for Walkie talkie sound

Figure 2.15 The screenshot of Flanging for Walkie talkie sound

Figure 2.16 The screenshot of Equalizer for Walkie talkie sound

Figure 2.17 The final design for Walkie talkie sound


Stadium sound :

Figure 2.18 The screenshot of Phaser for Stadium sound

Figure 2.19 The screenshot of Equalizer for Stadium sound

Figure 2.20 The screenshot of Flanging for Stadium sound

Figure 2.21 The screenshot of Analog delay for Stadium sound

Figure 2.22 The final design for Stadium sound


- Week 3
"Explotion"

We learned these sections.

There are 5 typical steps that are used in sound design.
  • Layering
  • Time Stretching
  • Pitch Shifting
  • Reversing
  • Mouth it
- Layering

Figure 3.1 Layering

- Time Stretching

Figure 3.2 Time-Stretching

- Pitch Shifting


Figure 3.3-4 Pitch Shifting

- Reverse

Figure 3.5 Reverse

Mouth it

Figure 3.6 Mouth it


So for this exercise, we required to explore the effect with creating the sound of eruption.


The original sound

Figure 3.7 The screenshot of editor 

Figure 3.8 The screenshot of Equalizer

Figure 3.9 The screenshot of Hard limiter


After I prepared the part of beginning of eruption, I also added it with some effect to express dynamic sounds.


Figure 3.10 The screenshot of Equalizer

Figure 3.11 The screenshot of Hard limiter

Figure 3.12 The screenshot of amplitude (of vibraiton)

Figure 3.13 The screenshot of delay

Figure 3.14 The screenshot of distortion

Figure 3.15 Final design for exercise3, explosion


After create the explosion sound, we also required to create the punch sounds with editing new.


Figure 3.16 The original sound for punch

Figure 3.17 The screenshot of editor

Figure 3.18 The screenshot of Equalizer, punch 1

Figure 3.19 The screenshot of hard limiter, punch 1

Figure 3.20 The screenshot of distortion, punch 1

Figure 3.21 The screenshot of Equalizer, punch 2

Figure 3.22 The screenshot of distortion, punch 2


Figure 3.23 The screenshot of Equalizer, punch 3


Figure 3.24 The screenshot of pitch shifter, punch 3


Figure 3.25 The screenshot of Equalizer, punch 4

Figure 3.26 Final design for exercise3, punch


- Week 4

For this week, we had the online session. We learned how to fix the volume with Pan. After that we began with doing exercise 4 which was required to put the sounds for image. Depends on the image, we needed to think about the sounds which match with them. Also we tried to edit them to hear it clearly without any uncomfortable situation.

Figure 4.1 The screenshot of during the session

Figure 4.2 The screenshot of during the session

Most cases of audio are handled in stereo, and adjusting the left and right position of that stereo is called "panning." Now here is one piece of audio.

Now, we have one piece of audio here (audio sound), and it's two equal bars, which means it's coming out of the left and right sides of the stereo with the same balance. So let's pan all the way to the right, and we get R100, where R is R for Right, so all the way to 100. If you play it back (audio from the right), if you're listening with headphones or speakers, you'll hear it only from the right. If you look at the meter, you'll see that only the right half of the audio is off, so if you turn the pan back to about halfway, you'll see that the audio is a little more to the right. Now, if I move it to the opposite direction, to the left, the display is now at L (Left). 

By using panning in this way, you can adjust how the left and right sounds are presented.

We were required to use the sounds from Freesound website, https://freesound.org/ .

Figure 4.3 The screenshot of exercise 1, environment sound 1

Figure 4.4 The image of exercise 4, environment sound 1

Figure 4.5 The sounds I made for exercise 4, environment sound 1

Figure 4.6 The final design for exercise 4, environment sound 1


Figure 4.6 The screenshot of exercise 1, environment sound 2

Figure 4.7 The image of exercise 4, environment sound 2

Figure 4.8 The sounds I made for exercise 4, environment sound 2

Figure 4.9 The final design for exercise 4, environment sound 2






●Submissions

- Week 1

EQ-1:

Figure 5.1 The screenshot of EQ-1

EQ-2:

Figure 5.2 The screenshot of EQ-2

EQ-3:

Figure 5.3 The screenshot of EQ-3

EQ-4:

- Week 2

Mumbled sound :

Figure 5.5 The final design for Mumbled sound

Airport announce sound :

Figure 5.6 The final design for Airport announce sound

Telephone sound :

Figure 5.7 The final design for Telephone sound

Toilet sound :

Figure 5.8 The final design for Toilet sound

Walkie talkie sound :

Figure 5.9 The final design for Walkie talkie sound

Stadium sound :

Figure 5.10 The final design for Stadium sound


- Week 3

Explosion sound :

Figure 5.11 Final design for exercise3, explosion

Punch sound :

Figure 5.12 Final design for exercise3, punch

- Week 4

Environment sound 1 :

Figure 5.13 The final design for exercise 4, environment sound 1

Environment sound 2 :

Figure 5.14 The final design for exercise 4, environment sound 2







●Reflections

Experience :
During the sonic design class, I had the opportunity to learn about different techniques for creating and manipulating sound.

Observation :
One observation I made is that the class was very hands-on and interactive. The instructor provided a lot of examples and allowed us to experiment with various tools and software.

Findings :
Overall, I found the class to be very engaging and informative. I appreciated the instructor's approach to teaching, which emphasized practical application and experimentation. I also enjoyed learning about the different ways in which sound can be used in creative projects, such as film and video games. One area for improvement could be to provide more structured assignments or projects that allow for deeper exploration of the concepts covered in class.

References :

Introduction to Sound Design for Video and Movie Producers

This book is a compilation of basic knowledge of sound that cannot be missed, so that those who are involved in video and animation production and those who want to improve the quality of sound can understand it. This is a book that focuses on the basics of sound that should not be overlooked.

Video and moving images are largely composed of moving images that are conveyed visually (hereafter referred to as "pictures") and sound that is conveyed aurally (hereafter referred to as "sound"). While there are a relatively large number of manuals, tips, and other production knowledge available for the former, and even individuals can create high-quality content, there are still fewer opportunities to learn and hone their skills in the area of sound than there are in the area of pictures. As a result, the awareness of sound production itself is low, and in many cases, this has led to a decline in the overall strength of visual and video content.

This book promotes understanding of the characteristics and mechanisms of sound, and conveys know-how on how to create background music and sound effects, how to record narration, sound correction and editing techniques, and how to design audible and effective sound, from effects to mixing to MA. We bring a sense of realism to your work and bring your content to a certain level of excellence that you want many people to see.


Computer Music: Synthesis, Composition, and Performance

The course concentrates on the theory and techniques necessary to study computer music and acoustic programming.
Major topics include digital acoustic synthesis, sampling and additive synthesis, multiple waveform table synthesis, granular acoustic synthesis, mixing, signal processing, spatial low-level and reverberation, spectral analysis, musical interfaces, algorithmic composition systems, MIDI, psychoacoustics, and Fourier analysis.
This one book covers most of the basic concepts. It is more of a textbook for basic theory than a practical application.

The Science of Sound

This book is often used as a textbook in psychoacoustics and acoustics classes.
It begins with what acoustics is, then covers sound waves, sound pressure, vibration systems, waves, resonance, loudness curves, pitch and timbre, sound combination and harmony, scales and temperament, hearing, strings, brass, woodwinds, percussion, keyboard instruments, vocal organs, speech synthesis, electronic circuits, speakers, microphones, amplifiers and tuners, Topics include digital sound processing, sound recording, acoustics of space, analog electronic music techniques, digital signal processing, computer music and pseudoacoustics, noise in space, noise effects, and noise manipulation.
This is for those who want to study sound itself quite in depth. It uses mathematics and physics to explain acoustic phenomena and how hearing works. Understanding how we perceive sound will be very useful for composing music.



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