Spatial Audio Design - Project 4:Game Audio

                 

1/12/2025 - 30/12/2025 / Week 11 - Week 14
ChenYuhan / 0378131
Spatial Audio Design/ Bachelor of Design (Honours) in Creative Media / Taylors University
Task 4: Game Audio


TABLE OF CONTENTS





INSTRUCTIONS


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For this assignment, my group and I were tasked with creating all the sound effects for a Unity game. We needed to ensure the sound effects matched events in the game, such as the sounds of characters moving or fighting.

Initially, we recorded some voiceovers and sound effects at home. However, our teacher pointed out that our recordings were very noisy. You could hear all sorts of background noise, and the sound quality was inconsistent. When these sound effects appeared frequently in the game, the noise became extremely annoying, significantly reducing the game's immersion. Therefore, we realized we needed to improve the recording quality. We re-recorded all the sound effects in the school's recording studio. The studio was much quieter, and the equipment was better, so we were able to get a clearer recording.

In the recording studio, we re-recorded all the sound effects needed for the game. We recorded various character sound effects, such as characters swinging weapons, attacking, being hit, and dying. Then we used props like blankets, water glasses, and plastic bottles to simulate different environmental sounds and footsteps. We even recorded enemy sound effects and some basic scene sound effects, such as the game start and landing sounds. In the final audio editing, we selected the best sounds and replaced them.

Fig. 1.1.1, Recording process 1, week 13 (2025/12/15)

Fig. 1.1.2, Recording process 2, week 13 (2025/12/15)

Fig. 1.1.3, Recording process 3, week 13 (2025/12/15)

Below is a list of sound effects that need to be replaced.


Editing:
Fig. 1.2.1, Editing 1, week 14 (2025/12/25)

This is a reverb sound effect added to the monster walking through the grass. Because the sound of a monster's footsteps is different from that of a human, I added a reverb effect to emphasize the monster's presence.

Fig. 1.2.2, Editing 2, week 14 (2025/12/25)

For the protagonist's voice, I applied two sound processing techniques. First, I eliminated the buzzing sound to ensure the background noise was absolutely clean, singular, and uncomplicated. Second, I added a single-band compressor, hoping to keep the protagonist's voice within a certain range and ensure a similar sound.

Fig. 1.2.3, Editing 3, week 14 (2025/12/25)

For the monster's roar, I adjusted the parametric equalizer and added a limiter to ensure that the monster's sound was within a normal range, not harsh enough, but still recognizable as a monster.

Fig. 1.2.4, Editing 4, week 14 (2025/12/25)

For ambient sound, I applied two techniques. First, I added stereo sound to enhance immersion. Second, I reduced noise to ensure audio purity.

Fig. 1.2.5, Editing 5, week 14 (2025/12/25)

For the character walking on the metal plate, I added a parametric equalizer and removed the hum. I made some adjustments using the parametric equalizer because I felt our original sound recording didn't sound quite metallic.

Fig. 1.2.6, Final Audios, week 14 (2025/12/25)

Finally, the audio I configured was imported into our team's final folder, waiting to be replaced in Unity.

Google Drive Link:


Experiences:
We started by recording sound effects at home, which seemed convenient at first. We captured character actions, environmental sounds, and even monster noises using everyday items. Then, we moved to a professional studio, where we re-recorded everything using better equipment and a quieter environment. The studio recording process was more complex but yielded cleaner, more professional audio.

Observations:
Recording at home resulted in noisy audio with inconsistent quality, significantly impacting the game's immersion. We found that professional equipment and a controlled environment were essential for capturing clean sound effects. Editing also required specific techniques to enhance and refine each sound, ensuring it fit the game's atmosphere and character.

Findings:
The biggest takeaway was the importance of high-quality audio for game immersion. We learned how to use professional equipment and editing techniques to create distinct soundscapes. We also realized that careful sound selection and post-processing are crucial for producing sounds that match the game's overall feel and enhance the player experience.

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