Sonic Design - Task 1
22/9/2025 - //2025 (Week 1 - Week 14)
Te Li Wen (0367811)
Design Principles - Bachelor of Design in Creative Media - Taylors
University
Task 1
Table Of Contents
- Lecture
- Ex 1 - EQ
- Ex 2 - Sound Shaping
- Ex 3 - Environment
- Ex 4
- Ex 5
- Ex 6
- Feedback
- Reflection
Exercise 1
We were given a set of audio files, one flat reference track and eight
others. Our task was to adjust the EQ of each track so that they matched the
tone and balance of the flat reference.
We were instructed to use headphones and experiment with the equalizer
settings on the flat track.
Figure 1.1 Default EQ Parameter
This is the default EQ parameter which we would need to experiment and
alter.
Here are all the tracks I did:
Figure 1.2 EQ1 Parameter Window & EQ2 Parameter
Window
Figure 1.3 EQ3 Parameter Window & EQ4 Parameter Window
Figure 1.4 EQ5 Parameter Window & EQ6 Parameter Window
Figure 1.5 Filter 1 Parameter Window & Filter 2 Parameter
Window
Exercise 2
This week we had to do sound shaping which I had experience from a previous
module.
We have to shape it into:
- Phone Call
- Closet
- Walkie Talkie
- Bathroom
- Airport
- Indoor Stadium
Figure 1.6 Screenshot Full Window Of All Edits
These is a screenshot of all the sound shaping I did during class.
Figure 1.7 Phone Call Shaping
I adjusted the middle higher to make it sound more sharp and lowered the
bass so it sounds lower quality since its a phone call.
Figure 1.8 Closet Shaping
As for the closet, I moved most of the right loser to make it sound muffled
and moved the left side more higher for a lower bass.
Figure 1.9 Walkie Talkie Shaping
For the walkie talkie, I just increased almost everything to imitate how
loud and static walkie talkies sound.
Figure 2.0 Bathroom Shaping
The bathroom was pretty simple, I increased the left side for more bass and
decreased one of the right so its slightly muffled like how people talk in
an echoey room and added wetness from the reverb.
Figure 2.1 Airport Shaping
Since airports are large, I increased the bass a lot and some other
pitches since the announcement speakers are loud and sharp but not too
clear. As for the reverb, I increased the dryness and slightly decreased
the wetness for more echo.
Figure 2.2 Indoor Stadium Shaping
Lastly the indoor stadium, I raised most of the stuff and only lowered the
clarity. Stadium halls are usually big and I imagined those type of school
stadiums with a stage in front. The sounds would sound heavy and has some
echo by increasing the dryness but made sure it didn't sound damp.
Exercise 3
We downloaded a clip of a jet plane and used it to practice clip
automation. After learning the basics, we experimented with different
audio adjustments.
- Panning: Controls the left and right stereo balance (light blue line)
- Loudness/Volume: Adjusts the sound level (yellow line)
After learning how track automation works, we experimented with different
settings to better understand its effects.
Figure 2.5 Person Walking By
We used a sample voice recording from last week to practice editing the
audio so it sounded as if the person was walking past while talking. We
also learned how to apply EQ using track automation.
Figure 2.6 Person (1st POV) Walking In And out Of The Cave
After that, we were tasked with editing the audio from a first-person point
of view, simulating the experience of walking into a cave and then coming
back out.
After becoming familiar with the tools, we were given two pieces of concept
art and tasked with creating environmental soundscapes based on them.
Environment 1
Figure 2.8 Track Automation
Identified Sounds
Main focus:
- Thumping
- Oil pumping
- Water sounds
- Machine humming
Left:
- Birds chirping
- Nature ambience from the skylight
Right:
- Vents
- Water pipe noises
Background
- Insect sounds
- Machine sounds
- Vent noises
- 2 People mumbling
Process
I used Freesound to search for specific sounds I wanted for the
environment and imported them into Adobe Audition.
I searched for a few water sounds and oil pumping sounds and found some
that would fit what I had in mind.
I added thumping sounds from an oil pump to create the effect of liquid
surging through the pipes into a large chamber. To enhance the atmosphere, I
also included subtle underground sewer water sounds to make the environment
feel as though water was flowing throughout the area. I used reverb to make
the oil sound more echoey.
Figure 3.0 Environment 1 Adding Bubbles
I added a few birds chirping with some nature ambience that has some
machinery sounds as well. I also added a water pipe sound and panned it to
the right since there are many small chambers on the right side. I lowered
the volume for all of the background sounds so it doesn't distract the ears
from the main focus.
This is how the final audio tracks look like in the multitrack.
Final Environment 1 Result:
Figure 3.3 Environment 1 - Result Image
<iframe src="https://drive.google.com/file/d/1e9QQsVnIE_e8IXQfnJ35U7MxvmYGEoJQ/preview" width="640" height="480" allow="autoplay"></iframe>
Figure 3.4 Environment 1 - Result Audio
Figure 3.4 Environment 1 - Result Audio
Environment 2
Figure 3.5 Environment 2
Identified Sounds
Main focus:
- Machine vibrating
- Machine humming
- Laser stream
- Blast
- Laser vibration
Left:
- Machine vibrations
- Computer beeping sounds
Right:
- Machine vibrations
Background
- Metal clanking
- Machine sounds
- Vent noises
- People talking
- More machine lasers
Process
I also used Freesound to look for audios and t took a while to find the
right sounds for the laser beams but I had an idea of how I wanted the laser
to sound like. I managed to find something similar to what i imagined and
tweaked the bass.
I imported all the laser audios into the multitrack and slowly adjusted the
EQ bass to have a deeper sound so the laser sounded more large and powerful.
Then I lowered some of the keyframes in the volumes so the sounds would
combine better. After that, I grouped and duplicated the laser beam sounds,
then lowered their volume to represent the additional laser machines
operating behind the main focus.
Figure 3.7 Environment 2 Background
For the background sounds, I lowered their volumes to ensure they didn’t overpower the main audio focus. I also layered several machinery noises and vibration effects to make the environment feel more alive, giving the impression of multiple machines operating in the area.
I added computer beeping sounds to suggest that the machines require digital
systems to operate. In the background, I included subtle metal clanking
noises to imply movement or interaction between workers and machinery.
Additionally, I placed machine vibration sounds on the right stereo pan,
reflecting the presence of a machine or computer depicted on the right side
of the image.
Figure 3.9 Environment 2 Final Multitrack
This is the final multitrack layout of all my audios.
Final Environment 2 Result:
Figure 4.0 Environment 2 - Result Image
<iframe
src="https://drive.google.com/file/d/17r0Ey2YP74haO76BFAerqAWIE-6TyK84/preview"
width="640" height="480" allow="autoplay"></iframe>
Figure 4.1 Environment 2 - Result Audio
Exercise 4
Exercise 5
Exercise 6
Feedback
Week 2
Everything seems all good.
Week 3
He accepted all my voice samples. My indoor stadium was not what he
had expected but he accepted it since it's somewhat different for
everyone since we each experience different things.
Week 4
He approved my audios saying it was good. He briefed us on making a script for the next project.



















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