Singer/ Music Producer/ Sound Engineer/ Entertainment Technician I used this site as a Bachelor of Creative Industries design journal in 2011. This year 2021, will be the journal of Honours project here.
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Today is the first time I have tried to use the Ribbon microphone to record the sound. It is fascinating because it has two outputs: upper and lower.
I have also used two absorbers to give the sound less reflection. Unfortunately, the recording space is quite extensive. Thus, I have to build a small piano room.
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I first tried to use the ambisonic microphone to record ambient sound—zoom H6 & NTSF1. Now I am thinking about what sound I want the audience to hear through A-format. LF LB RF RB
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From the access card machine to the raincoat shaking. New items recording. I have also grabbed the metal lid from the Soy milk bottle and dropped them down to the plastic yoghurt box. It seems like the character carried with the mental stuff such as a sword while walking forward. The paper straw scratches supermarket receipt could make the whoosh sound effects. The last recording is the raincoat shaking, and I got the idea from Celeste (Extremely OK Games, 2018). There is a windy scenario inside of this game. This movement Foley sound could be the wind blowing sound.
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a non-traditional angle to the sound
It was good to have some strange sound when doing everyday life.
As shown in Figure 1, I ate the food at a Chinese restaurant. I took the rest food I did not finish. The restaurant offered me a takeaway box. I found the rubber band sound is unique and, it is like an instrument. You could make a different tone by picking the strings. After processing with the time-stretching plug-in, you could get a character death sound on the platform game.
It is a non-traditional sound. Cause the synthesizer usually makes the character death sound. However, I used the rubber band on the takeaway box to make the character death sound.
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Beeping from the dryer machine, Broadcasting from the petrol station, Forest and grass ambience, NZ plant, flax, Raining country road ambience.
My objectives were to find out what sound elements are involved in creating an audio pack for platform games. However, My current research question is: how can I create an audio pack for a video game using non-traditional approaches? How can I create a realistic ambience for a video game? For example, I used tin cans to make the sound of footsteps. In contrast, a traditional sound engineer would use a foley pit to create the sound of footsteps. I also recorded the waterfall effect at Whangarei Falls and the road ambience.
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Another ocean waves ambience at Raumati beach. The previous ocean waves recording was at Paihia beach.
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I have already finished my program. However, like I said the program has ended, but that does not mean my recording is in the end. Keep recording, keep making the sound for the video game. Road ambience/Vacuuming floor mats/Raining ambience in the car/Vacuuming the car seats
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Field recording is different from a formal recording studio. As shown in Figures 1 and 2, I used multiple attenuating on these recordings because the recording ambience is variable. I recorded these footsteps and access card machine sound inside of the building at our campus. Sometimes, students walked around. Therefore, post-production is a challenge.
In terms of the access card machine sound, I wanted to create a unique item collected sound. As shown in Figure 4, I recorded the EFTPOS machine beeping sound in a laundromat before. Moreover, I wanted to create multiple sounds and is designed for the audio pack. It is not only designed for one platform game. It also provided multiple options for the sound industry people. I had also found that the access card machine has two different tones: short and long tones when the beeping tone passes a specific time. Therefore, I created two different beeping tones from the access card machine.
As shown in Figure 5, parallel compression technique has been used on the elevator beeping sound because of the recording ambience, which I have mentioned above. Once using the equaliser attenuate the rumbling noise, and the thickness of sound has also reduced. Meanwhile, the goal is that make a unique item collect sound. So, using parallel compression makes a thick sound is a key.
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I made a bunch of character vocal effects by using the Equaliser and compressor. By changing the frequency of voice could result in a unique and beautiful vocal effect. In terms of Figure 2, there is a hiss on the original recording. I used the noise reduction plug-in, Rx De-clip, to repair it.
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I used Harmonic plug-in, Lo-Fi and made several footsteps. However, the original recording is tin cans shaking sound. Changing a configuration on Lo-Fi could make a different sound.
I have also found that using multiple signal processors could also make a different sound. For example, I used double equaliser and compression on the character death sound and made a unique weapon sound effect.
As shown in the Figures, using multiple signal processing could change the original recording. For instance, the paper package scratching sound turned into a weapon and character death sound effect. Likewise, the yoghurt box shaking sound turned into a character death sound effect.
As shown in Figure 5, I also found that using the time-stretching plug-in, Vari-Fi could make an alternative sound from the original sound effects, such as the death six sound turned to death 10 and 11.
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5.2L/100KM. The computer drove for me today. Wellington- Palmerston North- Whanganui.
This was my fuel consumption yesterday. It is my habit. I will calculate how many litres have been used every trip. It was an excellent performance yesterday; 5.2L/Km. I am always looking for a solution to solve the fuel issue. Nowadays, every goods price is going up, and I will put more budget compared before. Therefore, I wanted to find a way to save money and our environment as well. This is very similar to the research. We try to find the best solution to solve the issue. Meanwhile, we have to work on the procedure, and it takes a very long-time frame to find the solution. This is what I am doing that calculate the fuel consumption to solve the budget issue.
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This wood chair recording it hard to repair the background rumble noise because there is open space on level 3 at block 10. So I used double attenuating to cut the noise.
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I made a bunch of Non-player character sounds from the wood chair cracker recording at level 3 block 10 on our campus using different audio processors. I also made two character death sounds from the wood chair cracker recording by using the time stretching plug-in.
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I recorded these footsteps on the carpet in our Albany campus. However, I applied a different equaliser on it and created different footsteps effects. As shown in Figure 1, I put the low pass filter on this recording to build the wall effect. It seems like you are walking from the stair next to the wall if you listen to Footsteps 6.wav under the footsteps folder. The second footsteps put an utterly different equaliser to make another sound if you listen to Footsteps 7.wav under the footsteps folder.
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