Sonic Design - Project 4: Game Audio Design
2.12.2025 - 4.1.2026 (Week 1 - Week 14)
Vanessa Kei Kurniadi /
0360525
Bachelor of Design (Hons) in Creative Media
Sonic Design -
Project 4: Game Audio Design
PROJECT 3 - Game Audio Design
In this task, we must select a clip of gameplay from the several options
provided by Mr Razif, and then create the game audio using our own sound
editing. All the audio needs to be ones recorded ourselves, which then will be
tuned and edited to fit the game.
The one that I chose was a clip from "Hollow Nights". I proceeded to watch the
clip and list out all the sounds that I think I will need to fill the game.
Audio Asset List
Fig. 1.1 Audio Asset List
When I already had an idea of what I could try, I proceeded to record the
audio. It was a messy process of me kneeling beside my bed and covering my
head with my blanket to reduce reverb and white noise as much as possible,
with only my arms and head holding the blanket to create some room to move the
stuff. This means everything that I had, whether it was my phone, a glass
filled with water, or anything else, is done on top of my bed with the tiny
room under the blanket.
Fig 1.2 How I look when recording (kinda)
For higher efficiency and to save time (at least for me), I didn't just create
one audio, cut it, and make a new one. I am making several different
noises, each with my materials to see if there is anything that
will "accidentally" be suitable for the needed sound.
Here's the raw audio that I made during my "blanket session":
Fig 1.3 Raw Audio
I imported the audio to Adobe Audition and cleaned up the white noise as much
as I could
Fig 1.4 Cleaning white noise
Through all these audio, I am lucky to find all the ones I need here. And
mostly all I need is to change the duration or the speech, and sometimes
add reverb or a parametric equaliser. But here are some examples of what I
did:
1. Wind Background Noise
Since the wind noise is basically me blowing air through my mouth to
create clearer noise, it is much harder to clear the white noise. But
after capturing noise print and using it to clean the audio several
times, I managed to have a decent audio to work with. Not to mention the
audio length aligns almost perfectly with the video, so I don't have to
add or reduce much.
For the wind noise, I just added some reverb to give a more spatial
sound, as well as to make the comb sound more like dripping water in a
cave.
After some trials and errors, I decided that the nuts would have like a light,
empty, but sturdy sound, something like a light metallic sound, so I decided
to use my glass mug.
Fig 3.1 Collecting nuts raw audio
I cleaned the white noise and added a pitch shifter and chorus. I chose the
chorus because I can double the sound to give more abstractness to the
collection sound, and also to camouflage the glass noise. Lastly, I used a
little bit of a parametric equaliser to lessen the crispiness just a bit.
Fig 3.2 Adding Effects
Fig 3.3 Final output
3. Electricity
Electricity is the one that I had the most challenge with. I created it
by playing with clear plastic.
Fig 4.1 Clear plastic for electricity sound
After looking at the video, I saw that the electricity consists of 2
parts: the low crackling noise and the explosion. And from my raw
audio, I decided to use these 2 clips.
Fig 4.2 Choosing snippets of audio to work on
I distorted the audio with the Flanger Effect and Pitch Shifter
several times, but I was just experimenting with it before
accidentally making the version that I have now, so I forgot and
didn't know how to even remake it if I have to.
Lastly, in the audio mixer, I merged the 2 cuts into one audio and
adjust the timings according to the video. I roughly needed to speed
up the audio by 120%
Fig 4.5 Final Output
4. Step
Making the "step" sound is actually one of the easiest ones I've
had. I originally planned to use bottle caps to create it, but then
I realised I could get a deeper noise from tapping against my
umbrella.
Fig 5.1 Step raw audio
All I had to do to refine it was to use a parametric equaliser to
adjust the crispiness of the sound, and it's done.
Fig 5.3 Final Output
5. Bug
The bug sound was one of my unexpected finds. I had a wild idea of
using crawly gutty noise for the bu by "strumming" the edge of my
comb. One of my combs has a different kind of plastic material, and it
makes an almost half-metallic sound.
Fig 5.2 Adding a slight flanger and pitch shifter to the bug sound
Fig 5.3 Final Output
Compiling the sounds
Sometimes if needed, I'll add the effects here instead on the original sound
to make it easier for me to test instead of going back and forth.
Fig 6.1 Audio Mixer for testing
Adding the sounds to the video
Now that the sound effects are ready, I proceeded to export them one by
one into a separate folder for final sounds to make sure I won't confuse
them with my work files from the mixdown.
Fig 6.2 My Final Sound Effects
Then I proceeded to carefully add the audios to their respective
functions. I had to meticulously match it with the actions to keep it
satisfyingly in sync, and I tried to use my tracks as effectively as
possible. In this phase, I didn't really care to keep it tidy. I just
used as least tracks as needed so I won't have to bother adding more and
more tracks, which might actually make it even more confusing for me.
I also had to adjust some volumes, like decreasing the background noise
and boosting some noise during peak times when a lot is happening to
make it more balanced.
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