Spatial Audio Design / Final Project
TABLE OF CONTENTS
LECTURE
Step 1: Removing Background Noise from an Audio Track
1. Capture a Sample of the Noise
First, play the audio and observe the waveform to locate a section with just background noise (no speech).
Select this portion.
2. Capture the Noise Print
Go to Effects > Noise Reduction / Restoration > Capture Noise Print.
This tells Adobe Audition what noise to remove.
3. Select the Entire Track
Use Cmd + A (Mac) to select the full audio.
4. Apply Noise Reduction
Go to Effects > Noise Reduction / Restoration > Noise Reduction (process)
5. Adjust Noise Reduction Settings
Increase the Noise Reduction percentage to remove more background sound.
Use the Reduce By slider to set how much noise is removed.
We can also fine-tune the frequency spectrum if needed.
6. Reduce the Noise Floor
Make sure the noise floor (background sound level) is as low as possible.
The voice should be much louder than the noise.
First, play the audio and observe the waveform to locate a section with just background noise (no speech).
Select this portion.
Go to Effects > Noise Reduction / Restoration > Capture Noise Print.
This tells Adobe Audition what noise to remove.
Use Cmd + A (Mac) to select the full audio.
Go to Effects > Noise Reduction / Restoration > Noise Reduction (process)
Increase the Noise Reduction percentage to remove more background sound.
Use the Reduce By slider to set how much noise is removed.
We can also fine-tune the frequency spectrum if needed.
Make sure the noise floor (background sound level) is as low as possible.
The voice should be much louder than the noise.
Step 2: Identifying and Fixing Audio Issues
Check for Volume Spikes or Problem Areas
Look at the waveform for sudden spikes (too loud) or dips (too soft).
Listen for unwanted sounds like breathing, lip smacks, or overly emphasized syllables.
Lower Harsh Sounds
If a word or sound is too strong, lower the volume or reduce the harshness by adjusting the frequency.
1. Remove Breathing or Soft Sounds Using AutoGate
Go to Effects Rack > Amplitude and Compression > Dynamics
Turn on AutoGate
Adjust these settings:
Threshold – Lower it until breathing can be heard, then raise it a little until the breathing is gone.
Attack – Controls how fast the gate opens when sound starts.
Release – Controls how fast the gate closes when sound ends.
Too fast = some words may get cut.
Too slow = background sound might remain.
Hold – Decides how long the gate stays open before closing.
Look at the waveform for sudden spikes (too loud) or dips (too soft).
Listen for unwanted sounds like breathing, lip smacks, or overly emphasized syllables.
If a word or sound is too strong, lower the volume or reduce the harshness by adjusting the frequency.
Go to Effects Rack > Amplitude and Compression > Dynamics
Turn on AutoGate
Threshold – Lower it until breathing can be heard, then raise it a little until the breathing is gone.
Attack – Controls how fast the gate opens when sound starts.
Release – Controls how fast the gate closes when sound ends.
Too fast = some words may get cut.
Too slow = background sound might remain.
Hold – Decides how long the gate stays open before closing.
2. Make the Volume More Even Using Compression
In the same menu, turn on Compressor:
Threshold – The level where compression starts.
Ratio – How strong the compression is.
Attack – How quickly the compression starts.
Release – How quickly it stops.
Make-Up Gain – Brings the volume back up after compression.
Threshold – The level where compression starts.
Ratio – How strong the compression is.
Attack – How quickly the compression starts.
Release – How quickly it stops.
Make-Up Gain – Brings the volume back up after compression.
3. Reduce Sharp ‘S’ Sounds (Sibilance)
Go to Amplitude and Compression > DeEsser
Adjust the Threshold to reduce the sharp 's' sounds.
If needed, use EQ:
Lower the frequencies between 5,000Hz to 8,000Hz to reduce harshness.
Go to Amplitude and Compression > DeEsser
Adjust the Threshold to reduce the sharp 's' sounds.
Lower the frequencies between 5,000Hz to 8,000Hz to reduce harshness.
Step 3: Limit the Overall Volume to Prevent Clipping
Go to Amplitude and Compression > Hard Limiter
Set the Maximum Amplitude to -0.9 dB
This stops the audio from being too loud or distorted.
Go to Amplitude and Compression > Hard Limiter
Set the Maximum Amplitude to -0.9 dB
This stops the audio from being too loud or distorted.
Week 10
Final Project Briefing
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When the sound will happen
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What type of sound it is
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How loud or soft it should be
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State
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Choices
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Actions
Week 11
INSTRUCTIONS
PROJECT
Final Project: Game Audio
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- Racket
- Fork, knife
- Two mugs
Swing the racket to make the whoosh sound.
Rub fork and knife together for a sharp metallic sound.
- Gently clink two mugs for impact.
1. Remove background noise from all three raw audio tracks.
2. Import the cleaned tracks into a multitrack session and layer them together.
3. Duplicate the Rub_fnk audio and reverse the duplicated track.
4. Apply audio effects:
Racket_swinging: DeNoise, Adaptive Noise Reduction, Parametric Equalizer, Studio Reverb, Pitch Shifter, Amplify
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Rub_fnk (reversed): Analog Delay, Studio Reverb, Parametric Equalizer
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Rub_fnk: Parametric Equalizer, Amplify
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Clink_mug: Parametric Equalizer, Studio Reverb, Flanger
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1. Remove background noise from all raw audio tracks.
2. Duplicate the cleaned audio into two layers and trim each one at different positions to create variation.
3. Duplicate one more clean track and reverse the duplicated audio.
4. Arrange and layer all tracks based on their timing to match the intended sound effect.
5. Apply audio effects:
- Destructible_box 1: Parametric Equalizer, Pitch Shifter
- Destructible_box 2: Pitch Shifter
- Destructible_box 3: Pitch Shifter, Analog Delay
- Paper box
- Wooden stick, paper box
- Wooden sticks, paper box, hand
Use hand to punch the paper box for a sudden door impact.
Scrape a wooden stick across the surface of a paper box to mimic the sound of a door slowly opening.
Throw wooden sticks into a paper box to create a crashing, wooden break effect.
1. Remove background noise from all raw audio tracks.
2. Reuse the Destructible_Box (reversed) track as the second layer.
3. Extend the duration of Door_02 by duplicating a section and looping it.
| Fig.3.14, Extending the duration of Door_02, Week 14, 22.7.2025 |
4. Duplicate Door_01 to create a fourth layer.
5. Arrange and layer all tracks according to their timing to create a realistic door unlocking and opening effect.
6. Apply audio effects:
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Door_01: Pitch Shifter, Parametric Equalizer, Tube-Modeled Compressor, Amplify
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Destructible_Box (reversed): Pitch Shifter, Parametric Equalizer
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Door_02: Pitch Shifter, Parametric Equalizer
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Door_1 (duplicated): Pitch Shifter (twice), Amplify, Parametric Equalizer, Chorus
- Wooden stick, paper box
- Coins, mugs
- Throw wooden sticks into a paper box to create a crashing, wooden break effect.
Throw coins into mugs to create a metallic clinking sound.
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Destructible_Box: Two Pitch Shifters, Parametric Equalizer
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Throwing_Coins: Pitch Shifter
- Mug, coins, teaspoon
- Keychain
Grab the mug with coins quickly and let the coins clink against the teaspoon inside to create a sudden metallic pick-up sound
Shake the keychain for jingle sound.
Apply audio effects:
- Coins_Mug_Spoon: Pitch Shifter
- Keychain: Parametric Equalizer, Studio Reverb, Flanger
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| Fig.3.26, Replacing game music, Week 14, 22.7.2025 |
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| Fig.3.27 Replacing Dropship sound, Week 14, 22.7.2025 |
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| Fig.3.28, Replacing Fireflies sound, Week 14, 22.7.2025 |
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| Fig.3.29, Replacing Ellen's sounds, Week 14, 22.7.2025 |
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| Fig.3.30, Replacing Chomper's sound, Week 14, 22.7.2025 |
The sound for the Destructible Box was replaced with a newly recorded and edited sound effect.
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| Fig.3.31, Replacing Destructible box sound, Week 14, 22.7.2025 |
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| Fig.3.32, Replacing HealthCrate sound, Week 14, 22.7.2025 |
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| Fig.3.33, Replacing Door Huge sound, Week 14, 22.7.2025 |
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| Fig.3.34, Replacing Weapon sound, Week 14, 22.7.2025 |
REFLECTION
This project was quite difficult and challenging because the whole process required a lot of time and patience to test different things until they finally worked. The most challenging part, surprisingly, was replacing the audio in Unity. As someone who had never used Unity before, I found the software quite complicated and didn’t know how to get started. I spent a lot of time exploring the interface and watching the tutorial Mr. Razif provided, but even after following the steps carefully, things still didn’t work as expected. In the end, I asked a friend who had experience with Unity to help me, and together we managed to sort out the problems.
Through this module, I got the chance to learn two software programs—Adobe Audition and Unity (although only at a basic level without coding). I also came to realise how difficult it is to build game audio. Every single track I created took a lot of thought, time, and effort.
Overall, I’m grateful that I managed to complete everything within the given time. I truly appreciate the support from Mr. Razif and my friend—it really helped me finish this project successfully.
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