project[1]

lim jia sheng,
0344034.

BDCM
.Video & Sound Production
::project[1]






project[1]A: Audio Editing Exercise 1

todo:

  • Find ambient sfx.
  • Record vocal dub.
  • Mush them all together.

process:

I started out scouring the far seas to find sound effects.

While searching, I found this cool website associated with envato containing tons of cool short sfx's — perfect for this minute long endeavour.

Mixkit's free sound effects section, 18/9/2021

Figure 1.1.1, Mixkit's free sound effects section, 18/9/2021

I managed to grab a healthy list of ambient sound effects (from various 100% legal sources):

  • 3 city ambiences
  • 1 restaurant ambience
  • 2 leaf rustling sounds
  • 1 bird chirp sounds

Before putting them into Premiere tho, I took them in FL Studio & tweaked a few things like stereo separation, as well as parametric EQ (to carve & shape the sounds). These weren't available in Premiere ¯\_(ツ)_/¯.

Preprocessing step, 16/9/2021

Figure 1.1.2, Preprocessing step, 16/9/2021

After the preprocessing, I then threw it all into Premiere & did some further mixing in there.

Then it came the dubbing process. We had to follow the script:

I used Edison inside of FL Studio to record the lines into Premiere.

Recording of the first line in the script, 17/9/2021

Figure 1.1.3, Recording of the first line in the script, 17/9/2021

All tracks dumped into Premiere, 18/9/2021

Figure 1.1.4, All tracks dumped into Premiere, 18/9/2021

Now I admit I did go a bit overboard with the tracks, but doing it this way just made it a lot easier to digest, as different sounds could be chopped up & layered individually without all clumping together.

After I had everything arranged, panned, trimmed, etc, I rendered only the audio dub out & put it through Edison again to run it through the noise reduction function.

Postprocessing step, 18/9/2021

Figure 1.1.5, Postprocessing step, 18/9/2021

NOTE: I did try Premiere's "DeNoiser", but Edison's algorithm is just plain superior in terms of sound quality.

final:

Figure 1.2.1, Final sound editing exercise 1, 18/9/2021


project[1]B: Audio Editing Exercise 2

todo:

  • Shape provided sound file

process:

Here's what the original audio sounds like:

call

For this I just conformed to the tutorial & did a simple EQ cut. I did however, add a peak to emulate the typical resonance-y sound of old telephones.

Effects added to sound like call, 27/10/2021

Figure 1.2.2, Effects added to sound like call, 27/10/2021

closet

For this one I followed the tutorial but decided to stray a little bit away when it came to the shape of the EQ. I just felt like it sounded a little more realistic, with the clothes inside dampening the high-ends completely, while leaving the main resonance frequencies of the voice piercing through.

Effect added to sound like closet, 27/10/2021

Figure 1.2.3, Effect added to sound like closet, 27/10/2021

cave

Another one by the books, with the main deviation being the longer pre-decay time (caves are large, sound take some time to hit its walls) & 0% dry-ness (as a listener from far away that's only perceiving sound bounced off the walls).

Effect added to sound like cave, 27/10/2021

Figure 1.2.4, Effect added to sound like cave, 27/10/2021

stadium

This one was weird because it's not something that is typically linked to a certain sound. For it I went with somewhere perhaps close to the ceilings & walls of the stadium, so that there's still some amount of sound bouncing off the walls while still preserving the typically dry-ish sound of an open environment.

After receiving feedback about how the stadium wasn't echoey enough, I splashed it with a little more reverb as well.

Effects added to sound like stadium, 27/10/2021

Figure 1.2.5, Effects added to sound like stadium, 27/10/2021

toilet

The toilet has a signature reverb-y sound, so that's basically it here.

Effects added to sound like toilet, 27/10/2021

Figure 1.2.6, Effects added to sound like toilet, 27/10/2021

feedback:

  • 29/11/2021
    • Stadium needs to be a bit echoey.

project[1]C: Audio Editing Exercise 3

todo:

  • Add effects to various audios

process:

The original sounds in this are less relevant, just focus on the final ones (:

explosion

Here we were to "maximize" an explosion sound by layering it & manipulating it. I purposely cut back on the amount of layers & instead leaned into EQ-ing in order to get the oomph. This is to not create large phase issues, which would be especially apparent as we were synthetically stretching audio.

Effect added to maximize explosion, 10/11/2021

Figure 1.2.7, Effect added to maximize explosion, 10/11/2021

punch

Here we were to create a 3 punch effect & add variation to 1 original punch sound. This one I did pretty bog standard except for adding some reverb to the last hit.

Effect added to amplify last punch, 10/11/2021

Figure 1.2.8, Effect added to amplify last punch, 10/11/2021

monster

Here we were to transform some normal speech into the voice of a monster/alien. I had some fun with this, splashing on effects, abusing autotune, & stretching it all out.

Effect added on the main distorted track, 10/11/2021

Figure 1.2.9, Effect added on the main distorted track, 10/11/2021




reflection:

This was a super interesting exercise. It made me be a little creative with how I hacked things together, but I was pretty satisfied with the final product. Initially finding things like the ambient sounds were challenging, as well as getting a proper environment for sound recording, but after getting into a groove things panned out eventually. The main things I learnt were the small titbits — the ability to use soft reverb for realer sounding ambient sounds, maxing out stereo enhancement to get a "behind the ear sound", & eqing soft vocals require a little more boosting at 8k. I'm sure I'll find places to use these new found hints in the future.

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