Sonic Design / Lecture and Exercises



 Week 1 - Week 5 (23 September 2025 - 21 September 2025)

Muhammad Zaky Aulia [0367842]
Bachelor of Computer Science
Exercises and Audio Fundamentals 
 

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 LECTURE 

WEEK 1 / Module Briefing 

For the first week of Sonic Design, Mr. Razif introduced us on what we will be doing throughout the entire semester for our class. He explained to us all the tasks, starting with the exercises to get used to Adobe Audition and another brief explanations regarding the second, third, and final project. Mr. Razif also gave us headphones recommendation that would be the most appropriate for the module.

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WEEK 2 / EXERCISE 1: Equalizing Sound

For our first exercise of the semester, Mr. Razif sent us multiple audio tracks for us to import into Adobe Auditions. The audio tracks include the original sound file, which is devoid of any filters and editing, and 8 other sound files which are variations of the original sound files with slight editing and filters. Below are the given sound files for the exercises;

 Figure 1.1, Given Sound Files.

The goal of the exercise is to adjust each of the sound files to sound as similar as it could to the original sound file. The main tool of this exercise is the Parametric Equalizer, a tool that offers continuous control over the audio's signal's frequency content, which is divided into several bands of frequencies. 

Below is what the Parametric Equalizer tool looks like, before any configurations and changes;

 Figure 1.2, Parametric Equalizer Menu.

 

EQUALIZING PROCESS

EQUALIZING 1 

 

 Figure 1.3, Sound File eq-1 Equalizer Window.

 

EQUALIZING 2

  

 Figure 1.4, Sound File eq-2 Equalizer Window.

 

EQUALIZING 3  

  

 Figure 1.5, Sound File eq-3 Equalizer Window.

 

EQUALIZING 4

  

 Figure 1.6, Sound File eq-4 Equalizer Window.

 

EQUALIZING 5

 

 Figure 1.7, Sound File eq-5 Equalizer Window.

EQUALIZING 6

 

 Figure 1.8 Sound File eq-6 Equalizer Window.

EQUALIZING FILTER-1 

 

 Figure 1.9 Sound File filter-1 Equalizer Window.

EQUALIZING FILTER-2

 

 Figure 1.10 Sound File filter-2 Equalizer Window.

For each of the sound files, I had to use the solo function and keep comparing it with the original sound to achieve the best outcome. 

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WEEK 3 / EXERCISE 2: Sound Shaping

For our second exercise of the semester, Mr. Razif sent us another file filled with sound files. This exercise will only be using the file called "sample_voice.mp3" . We will be using the Parametric Equalizer to match the sound file with different environments and situations.


PARAMETRIC EQUALIZER sample_voice.mp3 edit - Telephone Call, Closet, Walkie-Talkie. 

 TELEPHONE CALL  Figure 2.1 Telephone Sound Effect. 

 

 Figure 2.2 Telephone Effect Equalizer Graph. 

CLOSET


Figure 2.2 Closet Sound Effect. 

 

 Figure 2.3 Closet Effect Equalizer Graph. 

WALKIE-TALKIE


Figure 2.4 Walkie-Talkie Sound Effect. 

 

Figure 2.5 Walkie-Talkie Effect Equalizer Graph. 

 

REVERB & PARAMETRIC EQUALIZER sample_voice.mp3 edit - Bathroom, Indoor Stadium, Airport

The second half of the exercise, Mr. Razif introduced us to the Reverb tool, a tool that helps us to edit the audio to give a feeling of additional layers and depth. For the remainder of the exercise the use of both Reverb and Parametric Equalizer is encouraged, in this case, I used the Reverb tool for all of the sounds and an additional Parametric Equalizer for the Indoor Stadium.

BATHROOM


Figure 2.6 Bathroom Sound Effect. 

 

Figure 2.7 Bathroom Effect Reverb Setting. 

INDOOR STADIUM


Figure 2.8 Indoor Stadium Sound. 

 

Figure 2.9 Indoor Stadium Effect Reverb Setting. 

 

Figure 2.10 Indoor Stadium Effect Equalizer Graph. 

AIRPORT


Figure 2.11 Airport Sound Effect. 

 

Figure 2.12 Airport Effect Equalizer Graph. 

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WEEK 4 / EXERCISE 3: Sound in Space [SPATIAL]

For our third exercise of the semester, we will be focusing and doing a couple number of things. The first thing we did during the class is to experiment Stereo Balance and Volume of a sound file, the sound file being of a Jet Plane flying across. 

JET PLANE SOUND BALANCE 

Since we wouldn't be adjusting the Stereo Balance and Volume of the sound file manually, Adobe Audition offers the feature of having either a clip automation, where the changes of both values would only effect the selected clip, and track automation, where the changes affects the entire track and the graph is specific to the timing of the track.

JET PLANE - CLIP AUTOMATION

 

Figure 3.1 Jet plane Clip Automation. 

 

Figure 3.2 Jet Plane Track Automation. 

 

DISTANCE & LOCATION EXERCISE

sample_voice file - WALKING FROM LEFT TO RIGHT

With the use of "sample_voice.mp3" from the previous week, this exercise asks us to create the sound file so as if the person in the sound file is talking from your left side and slowly going to your right side. This exercise should incorporate the usage of Volume, Stereo Balance and slight EQ Automation.

 

Figure 3.3 Sound Graph of Lady Talking from Left to Right.

 

 Figure 3.4 Sound file of Lady Left to Right.

sample_voice file - WALKING INTO CAVE

Using "sample_voice.mp3" again, this exercise asks us to simulate a situation where the person is talking right in-front of you, where one would assume that the voice should be loud, clear, crisp, and sharp, until the person walks away, but is still talking, where the voice would become softer gradually. Whilst at the same moment as she is walking away, the person would be walking into a cave where a reverb would be present. 

The tools that would be use would be the automation of VolumeParametric Equalizer [High Shelf Gain, EQ Band Gains], Studio Reverb [Wet Output Level].

 

Figure 3.5 Sound Graph of Lady Talking to Person then Slowly Walking away to a Cave. 

As seen above, to achieve the wanted product of a sound-file to simulate someone talking to you then slowly walking away to a cave, requires quite a bit of editing and automation of said edits. First, to achieve the illusion of the person walking away, the volume has to automatically dim slowly. Secondly, you have to make the person's voice to slowly be muffled, as in real life, a person's voice wouldn't be as sharp if they were to talk and walk away from you. Lastly, to simulate that the person is going into a cave, an automatic reverb had to be added. The settings for the reverb were already settled, look below for the settings of the reverb, so I only had to automate the wetness of the Reverb.

 

Figure 3.6 Reverb Settings for Distance and Location Exercise.

 

 Figure 3.7 Sound file of Lady Going into Cave.

 

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WEEK 4 / EXERCISE 4: Environment Sound Composition 

For our forth exercise, we were given two different concept arts, each being of a distinct environment, however both are still quite industrial by atmosphere. From this, we were tasked to create an ambience sound mix that would best describe or even narrate to the listener on what the supposed environment is, even without any visuals.

We were given two websites containing royalty-free sound effects that are available to download and would assist us in proceeding with our exercise, those websites being;

FreeSound.org    :    https://freesound.org/ 
- BBC Rewind        :    https://sound-effects.bbcrewind.co.uk/ 

 

FIRST ENVIRONMENT SOUND COMPOSITION

 

Figure 4.1 First Given Concept Art.

As seen above, the concept art visually shows what seems to be a highly guarded scientific/military base, where it seems that trees are highly valuable. Before I proceed with sound mixing, the first step I would do would be to observe the concept art deeply and list down what would make sense and fit in this environment. Since the task is to only create an environmental sound composition, the presence of a narrative wouldn't be needed.

From what I have observed of the concept art, even though the artwork is set in a militarized base/laboratory, it still gives off a hint of "peacefulness" due to the mixture of nature that is conserved and the ray of sun. I will try to go for a more science-fiction feeling that is mixed with a hint of "nature". 

Below would be the list of sounds and their download links that I would mix to create the sound composition fitted for this concept art;

Figure 4.2, Lists of Sounds and Sources.

 

 

SECOND ENVIRONMENT SOUND COMPOSITION

 

Figure 4.3, Second Given Concept Art.

The second given concept art shows a visualization of a much more machinery-heavy setting compared to the previous concept art. Whereas the last soundscape gives off an echoing chamber of science-fiction that is a tad "peaceful" due to the mixture of conserved nature. For this concept art, I will be aiming for a much heavier and industrial feeling that would give the listener a sense of coldness and metallic-ness in the air.

As with the previous soundscape, below is the list of the sound effects I'll be using in the mixing of the concept art;

 

Figure 4.4, Sounds Lists and Sources for Second Sound Composition. 

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 WEEK 5 / LECTURE : 

For our fifth exercise, we were given two different sound files, an explosion and punch sound effect. We will mostly be learning about layeringpitch shiftingtime stretchinghard limiterModulation,  and the reverse tool.

LAYERING with "EXPLOSION.wav" 

We will be starting by putting the first explosion.wav sound file on the first track, since the original sound of the explosion sounds a tad weak, we will be tweaking it with the parametric equalizer to enhance the bass of the sound. 

 
Figure 5.1 , Explosion.wav-1 Parametric Equalizer

After that, we'll copy "explosion.wav" again to another track and change the frequency again with the parametric equalizer to increase the bass of the sound more, adding more bass-ey texture to the overall audio track.

 
Figure 5.2 , Explosion.wav-2 Parametric Equalizer


TIME STRETCHING with "EXPLOSION.wav" 

To even enhance the effect that we want to give with the explosion, we can play around with the time stretch effect. To effectively use this tool, we will have to go to the original sound-file and edit said file itself rather than editing it in the multi-track session. Before editing the original sound wave, it is best to select it all and save it as a copy to make sure that the original sound file will be there. 

 
Figure 5.3 , Explosion.wav waveform and "Stretch and Pitch"

With the Stretch and Pitch effect, we can change how individual sound files would sound like. The Stretch effect allows the editor to stretch the time it takes for the sound to finish longer, this effect is able to distort the sound. The Pitch effect allows the editor to change how high or deep the pitch of the sound file is.

 
Figure 5.4 , Stretch and Pitch effect.

HARD LIMITER

The Hard Limiter is usually used whenever a track's audio's levels reaches the red mark which means that the sounds is too loud for professional use. The hard limiter is an option to get around said threshold. 

 
Figure 5.5 , Hard Limiter effect.

 

REVERSE 

Reversing a sound file requires the editors to edit the individual sound in its waveform. 

 
Figure 5.6 , Original Explosion.wav and Reverse button. 

Reversing and audio-file is great to create a build-up sound effect.

 
Figure 5.6 , Reversed Explosion.wav.


MODULATION

For the Modulation editing, we will be using the "sample_voice.wav" sound file.

CHORUS

The Chorus effect allows the editor to give an effect of multiplying the original sound file. For example, the image below shows that there will be 10 more voices accompanying the original sound file. The added voices may be delayed, spread, or be given more feedback.

 
Figure 5.7 , Rack effect- Chorus.

The Delay Time works to spread each added voices away so they won't overlap, the Delay Rate function works to change the frequency of each of the added voices, the Spread function works to spread the audio to left and right side of the listener's audio outputs. The Modulation options are to "wiggle" the wave form.

FLANGER & PHASER

The Flanger effect is often used more for "Sci-fi-esque" audio choices. While the Phaser effect gives you a "laser-ish" sound effect.

 
Figure 5.8 , Rack effect- Flanger.

 
Figure 5.9 , Rack effect- Phaser.

 




 

 

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 REFLECTION

The first month and half of the "Sonic Design" module were filled with different exercises and prompts that would get the students to be familiar with the entire concept of sound design and sound mixing generally. What we have learned in these exercises really helped me in further understanding the different tools that Adobe Audition has and what we will be using in our future sound mixing projects.

The first week of Sonic design was only a brief introduction into what sort of topics and the concepts we will be delving into in our module. Mr. Razif explained the class all the projects and tasks that we will be doing throughout this semester. The examples of the projects that came from the seniors before us were really cool and fascinating. This is when I realized just how important sound design is in the medias we watch or listen to in our daily lives. As someone who is very interested in film-making and such, the idea of this module really motivates me more in learning the magic of sound mixing.

We used the second until sixth week of Sonic Design to learn all the basic and general tools in Adobe Audition that we will be utilizing throughout the three big individual projects that we will be doing in the semester. It started with the Parametric Equalizer where we could play around in which specific frequency of the audio file we want to exaggerate or enunciate. Then we learned how to play around with the Reverb which is such a great tool to change where the setting of a normal audio sample can be, for example, a normal conversation could be exaggerated into a conversation in a cave. We also learned of Sound Balancing which is a fantastic tool to play around with spatial audio and also we learned of Clip and Track Automation for Volume, Parametric Equalizers, Studio Reverb, etc. 

In summary, the first month and a half of Sonic Design has been very helpful in building a strong foundation for someone who is absolutely a beginner in the concept of sound mixing and design at all. The exercises is great for boosting our confidence in doing sound editing and in preparing ourselves for the actual Projects. 

 

 

 

 

 

 

 

 

 

 

 

 

 

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