SONIC DESIGN - EXERCISES / AUDIO FUNDAMENTALS
21/04/2025 - 13/05/2025 (Week 1 - Week 4)
Thanaphorn Daensaad / 0350930
Sonic Design / Bachelor of Design (Hons) in Creative Media
Audio Fundamentals
Thanaphorn Daensaad / 0350930
Sonic Design / Bachelor of Design (Hons) in Creative Media
Audio Fundamentals
List
Lectures
Instructions
Instructions
Exercise 1: Equaliser
Exercise 2: Sound shaping
Exercise 3: Sound in space
Feedback
Reflection
Lectures
Week 1 / 21/4/2025
On the first week of self-directed learning. we were required to have Adobe
Audition installed for the upcoming tutorial class we would be having on
Tuesday. We are also required to create a blog as this week's attendance
submission.
We first learnt about the fundamentals of sound, how the sound travels and
how we percieve sound.
Lecture 1: Sound Fundamentals and Equaliser
Sound - a vibration of air molecules that stimulates our eardrums.
Propogation - medium where sound travels
Perception - sound captured by ears and translated by the brain
3 Areas:
1. Outer ear - Sound waves enter the outer ear (pinna) and travel through
the ear canal, hitting the eardrum.
2. Middle ear - The eardrum vibrates, causing the three tiny bones
(malleus, incus, and stapes) in the middle ear to amplify the sound vibrations
and pass them to the inner ear.
3. Inner ear - The vibrations reach the cochlea, a fluid-filled structure
in the inner ear. Hair cells in the cochlea convert the vibrations into
electrical signals, which are sent to the brain via the auditory nerve,
allowing us to perceive sound.
Human ear
Note: Sound is produced by vibration.
Bouncing back off sound is called echo.
Study of subjective human perception of sounds (how one responds depending on pitch, loudness, volume and timbre) is known as psychoacoustics.
Study of subjective human perception of sounds (how one responds depending on pitch, loudness, volume and timbre) is known as psychoacoustics.
Lecture 3: Property of sound wave
Transverse Wave - Particles vibrate at a right angle to the direction of
wave
Longitudinal Wave - Vibration of particles is parallel to the wave (Sound
waves)
Note: The closer the particles, the faster the particles travel.
Amplitude - the strength or power of a wave signal
Frequency - the number of times the wavelength occurs in one second (Hz)
Lecture 4: Properties of sound
Lecture 4: Properties of sound
1. Pitch
Frequency - vibration per second
- less vibration, low pitch, low frequency or high vibration, high
pitch, high frequency
- Hertz (Hz) - cycle per second
Hertz
2. Loudness
- The perceived volume or intensity of a sound
3. Timbre
- The quality of a sound that distinguishes it from others
4. Perceived duration
- How long a sound seems to last, quick or slow
5. Envelope
- How a sound evolves from start to finish.
6. Spatialization
- Location (direction or distance) of the sound
Note: Human hearing (20Hz-20kHz)
Ability of hearing is affected by age, health, gender.
Supplementary note: Equaliser
250Hz - "oo" sound
500Hz - "o" sound
1kHz - "ah" sound
2kHz - "a" sound
4kHz - "ee" sound
Why is this important:
can tell a difference on muddy bass, boxy vocals and tinny mix
webtet.net to learn better.
Settings note
Note:48000 bit
Week 2 28/4/2025
On this week's lecture, we were required to watch 2 lecture videos and write
a reflective blog on our understanding of the videos as our attendance
submission.
Note: Digital Audio Workstation (DAW) - software used to record and edit
sound (e.g Adobe Audition)
Lecture 1: Basic Sound Designing Tools
1. Layering
- taking 2 or more sound and placed on top of each other
- allows you to blend and mix sounds to make a unique sound
- makes sound richer, high quality
2. Time Stretching
- ability to take a sound that plays a certain length and sonically stretch
it within set parameters without changing the pitch
- change the pacing/tempo/speed but not the pitch
3. Pitch Shifting
- ability to change the pitch of a sound without changing its actual length
- Higher pitch, sound becomes thinner and smaller (Small objects/cute/toddler eg. Chipmunks)
- Lower pitch, sound becomes bigger with more bases (Big objects eg. zombies, monsters, giant, dinosaurs)
4. Reversing
- Give a interesting yet weird and unnatural sound
- The key is to layer it!
5. Mouth It!
- If you can't find the sound, mouth it!
- Our voice is very flexible - be surprise with the kind of sounds we can
create
Lecture 2: The Art of Sound Design
Sound effects > visual to the story
Visuals + Music + Sound effects - more dramatic & immersive
No using more than 3 sounds in one scene
Where to find sound effects?
Epidemic Sound or Youtube
Epidemic Sound or Youtube
What to consider putting in video?
1. Atmospheric sound according to video (wind, traffic etc.)
1. Atmospheric sound according to video (wind, traffic etc.)
2. Look at what the subject is doing in the video (if walking, observe
surrounding)
3. Analyse scene thoroughly (e.g if there's people walking: footsteps,
chatters)
Adding sounds to dynamic movements
Key note: Timing!
Watch Daniel Schiffer (best at it)
Note: Less is more!
Tips:
Save and organise the sound effects library
Add "constant power" to smoothly fade in or out the audio
Be creative with sound effects
Don't use the same sound effects all the time
Set your volume to 60% to 70% while editing (make sure you can hear it
clearly)
Tutorial Lecture
Decay time: How long the voice stays in the room
Pre-delay time: When does the voice dies off/ sound travels wider
Perception: How the sound bounce
Lecture: Sound in Space (Environment)
Introduction to Diegetic Sound
Diegetic
- Derived from the word 'Diegesis', meaning the world of the film, and
everything in it.
- Everything the character can experience within their world
Non-diegetic
- Everything the audience perceived
- Non-diegetic elements: Visuals (Title Cuts, Non-diegetic inserts,
etc.)
Types of Sound
Acousmatic Zones
- cover sounds we hear, but can't see the source
- offscreen sounds that belongs to the diegesis / non-diegetic sound
that exists outside the world of the film (musical score)
Visualised Zone
- source of sound is visible onscreen
Diegetic Sound
Sounds the characters can hear
Example: Atmospheric sound (weather, vehicles, weapons), music inside the
film, dialogues, some forms of voiceover
Internal Diegetic Sound: Sound coming from the mind of a character
we can hear but the other characters cannot.
To help establish and create the world around the characters
Inform settings - expand the world beyond what we see in frame
Build suspense
Non-diegetic Sound
Sounds the character cannot hear
Example: Sound effects, musical score, forms of narration (if the
narrator plays no role in a film)
Risk of non-diegetic narrations: Breaking the illusion
Non-diegetic sound effects: Enhance motion and movement
Used in comedy for punchline and jokes
Non-diegetic music: Enhance the emotions of the film
Trans-diegetic Sound
When sound switches between 2 modes (acousmatic zone and visualised
zone) - mostly used for music, also works for sound effects and
narrations
Eg: Non-diegetic score becomes diegetic playing on a character's
radio, diegetic music becomes non-diegetic while playing over a
montage
To help smooth over the time jumps
Reinforce the scene
Can be a nuance way to blur the line between fantasy and reality
Creative Exceptions
Sounds that don't fit neatly into any of the categories
Instruction
Module Information Booklet
Exercise 1: Equaliser
For this week, Mr Razif briefed us through the module information booklet and
showed us a few past students' work that would be the work expected from us
throughout this semester. We took some time watching to study the audios
created by the past students and guessing what everyday item is used to make
the sound. The most surprising fact we learn today was about the way the sound
of blast sounds created for Star Wars guns was created which is by hitting a
wire on a telephone pole. That created an interesting twang then they adjusted
it further.
After the brief, we proceed to testing our headphones/earphones by using
the file posted by Mr Razif in Adobe Audition. First, we placed the track
into the editor track and apply parametric equaliser to it to play around
the frequency. After that, we got onto the multitrack panel which allows us
to put all the tracks and listening to them together or as a solo track. We
then are required to adjust the frequency of 4 tracks to match the original
track named "flat". This exercise not only allows us to test our headphones
but also to differentiate bass and treble by increasing or decreasing the
frequencies.
Note: Parametric Equaliser (L - Bass / R - Treble)
Tracks given
Original track
Equaliser 2
Equaliser 3
Equaliser 4
Exercise 2: Sound Shaping
In today's tutorial, we were required to adjust a few tracks using equaliser
to shape the sounds to sound like it's coming from a telephone, radio and so
on. After we successfully apply the equaliser, we have to save it as
mp3 file. It's important to know the frequencies and the properties of the
sounds in particular scenarieos so that we can get the correct result.
Sample Rate: Resolution (Visual)
- 44100:
CD
- 48000:
Video
Bit Depth: Colours (Visual)
Channel: Number of Voice
Big room: Longer decay time
Small room: Shorter decay time
Telephone
For the telephone effect, I studied that it would be not too clear while
also being abit muffled due to the frequency interruptions.
Telephone voice
Walkie Talkie
Walkie talkie is the same as telephone but louder and more signal
interruptions.
Walkie talkie
Walkie talkie mp3
In closet/ Muffled Voice
For this one, to create a muffled voice, I lower the treble part and
played around the frequency.
Muffled voice
Muffled voice mp3
Bathroom
For this one, we learnt to add reverb. This allows us to adjust the
reflection of sound and the decay of sound. For the bathroom, it is a small
space so I applied a shorter decay time.
Bathroom Voice mp3
Airport Announcement
For an airport announcment, I made the adjustments almost like a walkie
talkie effect to capture the not so clear voice capture but added echo as
the airport is a big closed area so sound travels far but also bounce back
because of the walls within the space.
Airport annoucement
Airport annoucement mp3
Stadium
The stadium is alittle hard to achieve as the space is big but open while
also have a little echo. I tried to do it a few times and finally ended up
with this result.
Stadium announcement mp3
Exercise 3: Sound in space/environment
Today we learn about how sound can be represented in you space or environment. primarily
to have the sense of direction and distance.
Tutorial
In week 3, we learned about stereo sound. We got to adjust the sound's
panning from left to right.
Jet Plane moving from left to right.
For this part, I made it seem like someone was talking outside the cave, entering the cave then exiting the cave in the end. First, I adjusted the panning so I can hear the voice from left to right. Then, I lowered the clarity of the voice so it sounds less clear at the part where the person enters the cave.
Sample Voice
We were then given exercise which is 2 images of an enviroment to bring
to life by using sound. The key is to dissect and analyse the image and
create a sound scape narrative according to our interpretation.
Environment 1
Environment 2 pic
From my observation, the image is giving a futuristic, sci-fi
scene. The first thing I see is the middle piece as it looks like a
cryo chamber that I assume could possibly has a specimen in it
accompanied by the few little chambers on the right side. I would
like to imagine my sound making as if the specimens all break free
from the lab.
Sound from image:
Sci-Fi door sound from the left side
2 guys footsteps (metal ground)
Machine ambience
Ventilation
Signals
Equipment
Bubbling liquid
I thought of making a scene of panic in the end to make it about 30s
into the audio. I made it seem like there was a system down which
allowed the specimen in the chamber to break free then the men coming
back in a rush.
I feel like I could do better so I might redo it or make some changes to the final outcome.
Environment 1 mp3
Environment 2
Environment 2 pic
In this image, it seems to be a research facility or a lab. I assume this to be a scene of the machine charging up to annihilate someone or something. The theme is more futuristic judging by the screens used.
Sounds from image:
Lab ambience
Electronic beeps
High heels footsteps
Normal footsteps
Tablet sounds beep bop
Machine charging up
Gears spinning
I chose to focus on making a scenario of the laser shot by adding sounds
like computer beeping, countdown, cannon charging up, laser beam sound
then followed by the explosion of the laser beam.
Audition space
I feel like I could do better so I might redo it or make some changes to the final outcome.
Environment 2 mp3
Feedback
Week 1
General feedback:
Test with different output method whether it being a different headphones,
speaker or earphones to see what fits the best for your hearing and
judgement.
Specific feedback:
The graph equaliser 2 & 4 is almost the same just different frequency. Are you sure? It's not wrong since it's what you hear. Hearing is influenced by a few factors so maybe it could be different with your hearing or the headphones. You did touch the major parts but also the minor ones but it's good since you can detect the minor parts too.
The graph equaliser 2 & 4 is almost the same just different frequency. Are you sure? It's not wrong since it's what you hear. Hearing is influenced by a few factors so maybe it could be different with your hearing or the headphones. You did touch the major parts but also the minor ones but it's good since you can detect the minor parts too.
Week 2
General feedback:
L (bass) - more thumping, bigger
R (treble) - more crisp, smaller
R (treble) - more crisp, smaller
Specific feedback:
Passed. Add more OOMPH
Week 3
General feedback:
Experiment it yourself to get the hang on it
Experiment it yourself to get the hang on it
Specific feedback:
X
Reflection
Exercise 1
In the first exercise, we learnt to apply parametric equalizer on the
audio tracks where we were able to adjust the frequency in order to match
it with the original track. This exercise allows me to explore how
specific adjustments could make a big change to the track. Through this, I
am able to understand sound editing through equalizer. The parametric
equalizer comes in handy when it comes to altering the base or treble of
the track. It was fun but tiring to hear the same beats over and over
again but I would totally do this again.
Exercise 2
In the second exercise, we learnt about sound shaping which was quite fun as
I was able to manipulate the frequencies, creating different scenarios of
the sound. Ranging from a sound you hear from a big to small space and an
open or closed space. To do so, manipulating with the echo or the way sound
travels allows to effects to happen. There were some that was challenging to
recreate but in the end I was able to make it happen. Anyways, at the end of
this, I think the exercise is fun allowing us to explore the effects of
combining the equalizer we learnt from the first exercise and echo.
At first looking at the graph intimidates me but slowly as sir explains it
further and through experimentation, I was able to understand how the panning
works in terms of imitating the characteristics of the sound according to the
location like a cave or a plane flying by. This allows me to experiment the
ways to manipulate the sound according to the space and environment which will
be useful for project 1.
EQ is one of the key tools we use often. It takes a while to get used to it. u also need to get yourself familiar with your headphones/earphones as that will be your main instrument for your sound analysis
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