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AUDIO IMPLIMENTATION

Written by

Samuel Guy

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Assignment Brief

Extend and refine integrated practical and creative skills in the field of sound and music for games, music production and technology, in relation to the creative context of your project work.

Year

2024​

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Programs

Logic X, Protools, WWise, Unity

Ellen in SPAAAAAACE!!!

 

In this production log essay, I will describe my learning experience in sound design as I navigated technological hurdles, design decisions, and creative ideas throughout my project. Working with several software tools, such as ProTools, Logic X, and WWise, was an important aspect of this exploration, as each had new opportunities and challenges in obtaining the necessary audio effects. One of the most notable features of the project was my experimentation with sound design for a variety of habitats and creatures, including a robot, chompers, and numerous ambiences based on real-world locations. This production log will include a full analysis of each sound design decision, an explanation of the technical processes involved, and a critical evaluation of my work based on my learning and study.

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My first time using ProTools was tough, especially when it came to understanding how its buses and secondary tracks were different from those in Logic X, which I was more familiar with. In Logic X, buses and aux tracks were easy to use, especially for routing audio for mixing and effects processing. However, when I switched to ProTools, I found it difficult to align the sounds with the video frames throughout the rendering process. The video editing process necessitated precise synchronisation of audio with each individual frame, and the configuration of buses and auxiliary channels appeared to differ dramatically from what I was used to.


The problem I had was figuring out how ProTools routes audio and how I could leverage its aux sends to time sync with visuals. In Logic X, I could simply alter time with sample-level editing, but ProTools needed me to learn more about how its signal flow works. At last I understood that I should focus more on bus and track routing to make sure every sound was sent to the suitable auxiliary channels for best mixing and timing. This helped me to see the need of learning many DAWs (Digital Audio Workstations) and how each has a unique workflow that calls for changing my strategy.

 

For the majority of the sound design, I used Logic X. I used sounds from prior projects, as well as free resources such as freesounds.org, particularly for background ambience. The breadth of Logic X's audio processing tools allowed me to manipulate and blend sounds to create complex compositions. However, in order to employ some of these sounds in a real-time setting for interactive purposes, I needed to look into WWise. Although it seemed daunting at first, incorporating sounds into WWise turned out to be a really simple process. But I had to look to WWise to provide some of these noises a real-time context for interactive use. Though first frightening, adding sounds to WWise proved to be a really simple process. I enjoyed how simple I could create containers for variations, which let me adjust the noises returned in response to different triggers. This was especially critical for the noises of the chompers and robot, which had to change depending on gameplay interactions. WWise helped me get a better knowledge of how sound design interacts with game engines, and I found the software's container architecture to be especially useful in managing sound variations for these interactions.

 

The production of the robot's sounds is one of my proudest sound design accomplishments.I wanted the robot to look big and powerful, with a sense of weight and mechanical strength. To accomplish this, I layered low-frequency rumbles and metallic clangs to create a full-bodied, crunchy sound. The robot's movements and general mechanical sounds needed to be heavy and industrial, which I achieved by carefully combining distorted impacts and robotic groans.


However, I planned to demonstrate the robot's gradual power reduction. To accomplish this, I designed the electrical attacks and shield to sound weaker and fragile. I used higher-pitched electric crackles and a sense of instability in the shield sound design to suggest an ageing machine that had lost some of its energy over time. The contrast between the robot's overall heft and the frailty of its shield and assaults was critical in expressing the sense of ageing and degeneration.

 

The chompers, another creature in the sound design project, were inspired by the Slogs in Oddworld: Abe's Exoddus (Oddworld Inhabitants, 1998). To create a more animalistic, but alien, environment, I mixed sound samples from a student barking and snarling. Using modulation techniques like phase shifting and a flanger, I was able to distort the vocal samples so that the sound was unique and alien. While modulation drove the design into fantasy territory, human-based sounds helped the creatures ground in something familiar.


My study into many creature designs—especially those used in video games and movies that use distorted animal noises to evoke terror or unease—informed my sound design choice. Layering the growls with different effects helped me to produce a sound that reflected the predatory character of the chompers and was terrifying as well.

 

For the sliding doors, I used a combination of layered recordings of tiles scratching together and chains rattling on a metal pole. This combination gave the doors a heavy, mechanical feel, emphasising the severity of the movement as they slid open. I experimented with several textures to give the unlocking mechanism a sense of grandeur and importance, and I made sure that the door sounds were not just authentic but also immersive within the overall soundscape.


To build more genuine environments, I drew inspiration from real-world sites. The arena was modelled after the Grand Canyon, which allowed me to add freesound recordings of elk, a common animal in horror sound designs. The use of elk sounds added to the arena's gloomy ambiance, which was important in creating suspense within the venue. The swamp area was based on the bayous in Mississippi and had recordings of frogs. I used them sparingly and only let them be heard close to the emitters to give the impression of room.

 

Reflecting on my sound design process, I believe I have greatly improved both my technical skills and my artistic approach. Despite initial hurdles, learning to adjust to ProTools has improved my technical proficiency, particularly in the area of sound synchronisation with video. My usage of Logic X to generate and manipulate sounds, together with WWise for real-time integration, helped me gain a better grasp of interactive sound design. Although I am proud of my accomplishments, I recognise areas in which I could have made improvements. For instance, adding a greater variety of sound effects to the robot's shield could have intensified the sense of fragility. Additionally, in order to fully leverage the capabilities of spatial audio design, many of my ambient ambiences, including the wetland, could have been more dynamic and well-layered.

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All things considered, this project has been a invaluable learning tool since it combines technical challenges with creative inquiry. By use of tools such ProTool, Logic X, and WWise, I was able to grasp how sound design may be applied across several media platforms, from pre-generated cinema to interactive environments. Demonstrating my development as a sound designer, the sound designs for the robot, chompers, and environmental ambiences were vital to my educational process. At last, this method has raised my awareness for the purpose of sound in narrative; I am eager to keep developing and enhancing these skills in next projects.

Bibliography Audiokinetic (2022a) Wwise-101 - Lesson 1 - Integrating a Sound. https://www.youtube.com/watch?v=1EhEhDyZ6o4. Audiokinetic (2022b) Wwise-101- Lesson 2 - Sequencing Sounds. https://www.youtube.com/watch?v=lqSOqqTGUVM. Audiokinetic (2022c) Wwise-101- Lesson 3 - Working with States. https://www.youtube.com/watch?v=SRJt_TrDBuw. Audiokinetic (2022d) Wwise-101- Lesson 3 - Working with Switches. https://www.youtube.com/watch?v=apGpkK9dM2E. Audiokinetic (2022e) Wwise-101- Lesson 4 - Applying Distance Attenuation. https://www.youtube.com/watch?v=F1eMxm4tu8s. 'Oddworld: Abe’s Exoddus' (1998). Sinclair, J.-L. (2020) Principles of Game Audio and Sound Design : Sound Design and Audio Implementation for Interactive and Immersive Media. https://openlibrary.org/books/OL28044399M/Principles_of_Game_Audio_and_Sound_Design. Sonnenschein, D. (2001) Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. https://ci.nii.ac.jp/ncid/BA61396725.

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