Spatial Audio Design / Project 2

20.5.2025 -  8.6.2025 / Week 5 - Week 7
Bong Sue Zhiun / 0366866
Spatial Audio Design / Bachelor of Design ( Hons ) in Creative Media
Project 2: Auditory Imaging




TABLE OF CONTENTS



LECTURE

Week 5 

Waveform = Destructive editing
  • Changes are permanent and cannot be undone.
  • Always work on a copy of the original file. 
Fig.1.1 Waveform window, Week 5, 20.5.2025


Multitrack = Non-destructive editing
  • Changes do not affect the original file.
  • Safe for editing and adjusting multiple clips.
  • Layering is done in the multitrack view.
Fig.1.2 Multitrack window, Week 5, 20.5.2025


Audio Editing Effects

1. Stretch and Pitch: Changes the speed and pitch of the sound. You can make it faster/slower or higher/lower.

Fig.1.3 Stretch & Pitch, Week 5, 20.5.2025


2. Pitch Shifter: Changes how high or low the sound is without changing the speed.

Fig.1.4 Pitch Shifter, Week 5, 20.5.2025


3. Chorus: Makes the sound feel like more than one person is speaking or singing. Adds depth.

Fig.1.5 Chorus, Week 5, 20.5.2025


4. Phaser: Adds a smooth, wavy effect to the sound. Often used in music.
Fig.1.6 Phaser, Week 5, 20.5.2025


5. Flanger: Adds a stronger, swirling or robotic effect to the sound.

Fig.1.7 Flanger, Week 5, 20.5.2025


6. Reverse: Plays the sound backward. Great for creative or dramatic effects.


Week 6

Tips for Working with Multitrack in Audition:

1. Track Labeling:
Each track should be clearly labeled to indicate its purpose (e.g., background, effects, dialogue) for better organization and workflow.

Fig.1.8 Track Labeling, Week 6, 27.5.2025



2. Cut Audio at the Zero Crossing:
When cutting audio clips, make sure to cut them at the point where the waveform crosses the center line (zero line). This helps avoid clicking or popping sounds.

Fig.1.9 Cutting Audio, Week 6, 27.5.2025



3. Use Fade In and Fade Out:
Add a fade-in at the beginning and a fade-out at the end of each audio clip to avoid any sudden popping sounds.

Fig.1.10 Fade in & Fade out, Week 6, 27.5.2025



4. Control the Volume Levels:
  • Make sure the volume does not go over 0dB (into the red zone), as this causes clipping (cut-off audio).
  • If turning the volume down reduces the impact, use tools like:Amplitude & Compression > Hard Limiter - this sets a limit so the volume won’t go above 0dB.
  • Remember: 0dB is the maximum volume in digital audio. It equals the highest possible loudness without distortion.

Fig.1.11 Effects > Amplitude & Compression > Hard Limiter, Week 6, 27.5.2025


Fig.1.12 Hard Limiter, Week 6, 27.5.2025



5. Balancing Sound for Impact:
When a specific sound needs to be louder for greater impact but is already near 0dB, reduce the volume of the other tracks to make space for it.
This can be managed effectively through Window > Mixer.

Fig.1.13 Window > Mixer, Week 6, 27.5.2025


Fig.1.14 Mixer, Week 6, 27.5.2025




6. Master Track Settings:
The master track should always remain at 0dB, which is the highest safe volume level in digital audio.
  • To ensure the final mix does not exceed 0dB, apply a Hard Limiter as the last effect in the effects chain.
  • If other effects such as Reverb or EQ are used, they must be placed above the Hard Limiter in the effects stack.
Fig.1.15 Master Track Settings, Week 6, 27.5.2025


7. Track Grouping and Organization:

  • To organize multiple tracks into one group, go to Multitrack > Add 5.1 Bus Track. This creates a bus track for grouping.
Fig.1.16 Multitrack > Add 5.1 Bus Track, Week 6, 27.5.2025

  • To assign tracks to this group, change the output from Master > Bus > [Bus Group Name] by clicking the output arrow on each track.
Fig.1.17 Bus Track, Week 6, 27.5.2025


Week 7 

Checking on Project 1's progress and giving feedback.




INSTRUCTIONS






EXERCISES

Week 5

We were given three exercises to work on: editing an explosion sound, and creating two voice effects—an alien voice and a monster voice.

1. Explosion
Adjustment made in waveform view:
- Stretch & Pitch 
- Reverse + Pitch Shifter
- Modulation ( Chorus )
- Modulation ( Phaser )


Fig.3.1 Adjustment made in waveform view, Week 5, 20.5.2025


After editing each sound in Waveform view, all the tracks were combined and layered in the Multitrack view to create the final mix.


Fig.3.2 Layering the tracks in multitrack view, Week 5, 20.5.2025





2. Monster
I used two pitch shifters to make the pitch lower, along with chorus and studio reverb effects.

Fig.3.3 Effects used for the monster sound, Week 5, 20.5.2025


Fig.3.4 Effects used for the monster sound, Week 5, 20.5.2025




3. Alien
I used two pitch shifters—one set higher and one set lower—and added a flanger effect.

Fig.3.5 Effects used for the alien sound, Week 5, 20.5.2025


Fig.3.6 Effects used for the alien sound, Week 5, 20.5.2025






PROJECT 1


For Project 1, we had to create a short audio clip that was about 2–3 minutes long based on one of six given themes. First, we chose a topic and wrote a short story to go with it. Then, we added sound effects that matched the story and made sure they fit the mood and setting. All the sounds were from a first-person point of view. The audio included both action sounds and background (environment) sounds, but we had to focus more on the background sounds. The action sounds were just there to help the audience understand what was happening. We could use ChatGPT to help with the story, but it was important that the sound effects matched the theme we picked.

Topic Choices:

1.Wildlife + Background 
2. Everyday Home Life + Background 
3. Cities + Transport + Exterior Atmosphere
4. Industry and Electronic sounds + Background 
5. Weather + Background 
6. Market + Rural atmosphere + Background. 


1. Storyline



2. Sound List Breakdown by Scene



3. Combine all sound effects into a single multitrack file



Fig.3.7 Combine all sound effects, Week 6, 27.5.2025


FIRST DRAFT

Since I’m unable to embed an AIFF file, please click the link below to download and listen to my first draft.




4. Further Development

After receiving feedback from Mr. Razif, I added surrounding sounds like the air conditioner in the bedroom, dining room ambience, fan noise, and the clock ticking in the dining room. I also applied effects such as reverb and parametric equalizer to the sounds that needed enhancement.

After that, I adjusted the volume of each track and ensured that none of them exceeded 0 dB. I grouped the bathroom sound effects into a 5.1 bus track to make it easier to adjust them all at once. I also opened the mixer and applied a hard limiter to both the master track and the bus track.


Fig.3.8 All Tracks in Multitrack View, Week 7, 1.6.2025


Fig.3.9 Mixer View, Week 7, 1.6.2025



FINAL OUTCOME







FEEDBACK

Week 7

Specific Feedback: When the person walks from the bathroom to the kitchen, it's a bit confusing. Opening the bathroom door makes it seem like they’re going outside. I’ve already added ambient sound, but I should also include other sounds that happen around the person, such as the air conditioner in the bedroom, the kitchen exhaust fan, or a clock ticking if they’re having breakfast in another area. These sounds can help people understand which room the person is in. The direct action sounds are fine, as they are necessary. I just need to add more surrounding sounds and make some adjustments to the tracks that need it.




REFLECTION


Through this Auditory Imaging project, I learned various audio editing techniques, especially how layering multiple tracks with different effects can transform them into completely new and interesting sounds. I also gained experience in controlling volume levels when working with many tracks in a multitrack session, which is important to avoid distortion and maintain balance. This project helped boost my imagination, as we had to create our own storyline and design a soundscape that fit it. It also trained my logical thinking, as I had to carefully plan which sounds to use and where to place them. I became fully immersed while working on this assignment. Although I found it a bit challenging at the beginning, I’m satisfied with the final result.

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