Sonic design / Exercises
21/04/2025 - 18/05/2025 (Week 01 - Week 04)
Isabel Tan Xen Wern / 0355602 / Bachelor(hons) in creative media / Taylors University
Sonic Design / VSA60204
Exercises
JUMPLINK
LECTURES
Week 01 (21/04/25):
Nature of Sound
- A vibration of air molecules that stimulates our eardrums.
- Production: source the sound.
- Propagation: the medium in which the sound travels.
- Perception: how the sound is perceived.
Human Ear
- The outer ear: The external, visible portion of the ear and the ear canal.
- The middle ear: The paper-thin eardrum and a small air-filled cavity containing 3 tiny bones (malleus, incus, and stapes)
- The inner ear: the cochlea (hearing canal), endolymphatic sac, and semicircular canals.
- Pitch
- vibration per second = frequency
- less vibration, low pitch, low frequency
- The range of human hearing is between 20Hz to 20kHz
- Loudness (amplitude)
- Timbre (quality of sound)
- Perceived duration (how long)
- Envelope (the shape of the amplitude of the sound over time)
- Spatialization (location of the sound source)
Reflection
This introduction to the nature of sound reminded me of the time I learnt about human biology and added a slight touch of physics, such as amplitude, frequency, and the ear canal. I learnt about the word psychoacoustics, which sounded like a really complicated word but actually isn't at all, it turns out to just be about how sound affects our hearing and perception. It is also fascinating how there are specific names that we don't hear very often in the properties like Timbre, which is the quality of sound, and envelope, which is the shape of the amplitude.
Overall, I think this is a great starting lesson for my sonic design class and made me slightly more prepared for the upcoming classes.
Week 02 (29/04/25):
Layering
- 'Layering is taking 2 or more sounds and placing them on top of each other. Most of the professionally designed sounds are layered.
Time Stretching
- The ability to take a sound that plays at a certain length and sonically stretch the audio within set parameters without changing the pitch. It can change the pacing but not the pitch.
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Pitch shifting is the ability to change the pitch of the sound without changing its actual length.
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Shifting the pitch higher will make the sound thinner, smaller, and higher-pitched (e.g, Chipmunk sound)
Reversing
- Reversing an audio can give a weird and unnatural sound.
Mouth it
- Vocalization is an important tool of sound design. Our voice is very flexible, and you'll be surprised by the kind of sound you can create with it.
- Sound design is about exploring and experimenting, and sometimes the best sound happened accidentally.
Week 03 (05/05/25):
Diegesis: The world of the film and everything in it.
- 'These are either off-screen sounds that belong to the diegesis, like unseen birds chirping in a forest scene' or 'non-diegetic sounds that the characters can't hear because they appear outside the world of the film like background music'
- Where the source of the sound is visible on screen.
- Is what the characters can hear.
- If there is a narration of the character's thought,s it is considered internal dietetic sounds
- There can be suspense if the audience can hear a sound but can't see it.
- Everything a character cannot hear.
- The narrator does not play a role in the film.
- When something we assume is non-diegetic suddenly appears to be diegetic.
- when something we assume is dietetic suddenly becomes non-diegetic.
- Moments that do not fit in any category.
INTRODUCTION
Exercise 1: Equalizer
Equalizer 1
Equalizer 2
Equalizer 4
Exercise 2: Sound Shaping
https://drive.google.com/drive/folders/1fWASGXPC3a-I7pIimibqu1-GnRoF2A_d?usp=sharing
Telephone
In the closet
Walkie talkie
perception - example: announcement at an airport
Dry and wet - how much effect do you want to apply (wet sounds more like in a bathroom)
Bathroom
Airport announcement
Stadium Announcement
Exercise 3: Sound In Space
The sound is walking away from you but as it gets further, they walk into a cave
- Select a sample from the waveform where there is no speaking and click the noise reduction process. After you can select the whole waveform (Ctrl+A) and click noise reduction again to adjust the reduction.
- Threshold - at 0 means the loudest, nothing is passing through the gate. You lower and lower until you hear the breathing, then after you hear the breathing, you slowly bring it back up
- Release - how fast you want to close the gate.
- hold - when it starts to open, how long you want it to stay open. (If you put it too slow, sometimes the noise will spill over)
- After everything, you can switch on the compressor, which makes the audio sound more balanced.
- Ratio: Determines how much compression is applied. A 4:1 ratio means that for every 4 dB over the threshold, the output increases by only 1 dB.
- Attack: How quickly the compressor responds once the audio exceeds the threshold. Short attacks catch fast peaks; longer ones let transients through.
- Release: How quickly the compressor stops affecting the audio once it falls below the threshold.
- Output Gain (Make-up Gain): Boosts the final output to compensate for volume lost during compression.
- rack effect - DeEsser
































glad you find the sessions beneficial. sound design is very fun. but need a bit of time to explore and experiment.
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