Photo by Blaz Erzetic on Pexels

Sound design

The software used are : Protocols, Adobe Audition and Ableton Live 12

Synopsis #1

The advertisement looks futuristic, so I added some futuristic dreamy core music background and the shoes creating the nature underneath made me think of putting the special effect of the magic growth with those sparkles. Thus, adding reverb would be necessary. I wanted to create the music background that sort of create escalating tension and when the exciting part comes, the drop happens. When the voice narrator says something about "change", I also switch up the beat to not make the music "expected" and sound so stagnant. Thus, when the 2nd step was lifted, I left the audience feel that there is an empty gap in between to make them yearn for the drop. At the end when it transits into the title credit, I used the "Mickey Mousing" effect to substitute the sound effect for the flashing light that make the words appear in animation.

Synopsis #2

I yearned to create an organic ambiance akin to strolling through a serene forest, where the gentle babble of the river would softly resonate at 20% volume, as it murmurs through its petite form. The minute pitter-patter of squirrel footsteps also warrants a muted cadence, for their diminutive stature. Moreover, the fluttering of butterfly wings ought to be present, but dispersed throughout the air. The whispering of trees, swaying in the breeze, adds to the symphony. To further accentuate the river's flow, a water wheel may be introduced, with the occasional inaudible creak to symbolize its ceaseless spinning. A slight squeak emitted by the squirrel and the cane hitting the rocky bridge, coupled with the grass's satisfying crunch, would provide audible texture. The faded serenade of a bird's song would invigorate the room's atmosphere. Furthermore, the hushed murmur of a nearby village, its modest homes dotting the background, could be woven into the composition. To heighten the immersive experience, an added touch of reverb to the ambient sounds and subtle delay to the animal noises may be necessary as special effects.

Audio syncing

DAW used : Adobe Audition

Foley Project

I used audio file from RP website access and used the following audio track with my team to record in Protools : 

1. Glasses wipe

2. Switch 

3. Shirt rustling

4. Music Background 

5. Light flickering 

6. Footsteps

7. Door slam

Sound implementation in games

Used in the app called Wwise (Unity) where we have to implement sound into the explorer game kit and test them by saving sound bank afterwards. To make sure the sound effect is played properly, I have to also use Adobe Audition. Using the "Zero Crossing" method for horizontal loops so that if the player has walk into another biome, the music changes accordingly. 

In the explorer game kit, there are 4 different biomes:

1. Stone

2. Earth

3. Cave

4. Mud