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Sound

This project was created using Unreal Engine

The sounds were given to us by our college tutor

Level not created by me

Before just choosing sounds and throwing them into this pre-built level i examined the level by just walking around and looking at everything that could make a sound and made a list of what sounds i needed.

 

Once i had picked up on everything that i needed to implement (sound wise) i looked through the sounds given to us at college and chose the most appropriate sounds i could find for each sound needed on the list. I didnt need to edit the sounds as they were exactly what i needed but if i was to edit the sounds i would edit them in adobe audition by making a new project and fine tune the sounds to how i would of wanted them, changing things like the pitch or bit depth.

 

After collecting the sounds i opened the level and dragged the overall out door ambient sound to the outdoor area changing the size and volume until i thought it matched the environment. I then did the same for everything else sometimes having to change the overall shape of the sound making it pill shaped for the corridors so they didn't affect the area around the corridor.

 

If i were to do this project again i would try recording my own sounds and editing them to sound how i would want to and i would also create triggered sounds to give extra affect.

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Theory

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Sound works due to objects creating ripples and vibrations in the air around us which our ear picks up and vibrates our eardrum which is a thin membrane. The eardrum connects to the 3 smallest bones in the body malleus, incus, and stapes. These bones control the fluid in your cochlea and causes the fluid to move. The fluid then causes the hair cells in your cochlea to bend and the hair cells then turns the energy into an electrical pulse which are then sent to the brain.

To get sounds that are tricky to find and record there is a process called foley. Foley is the recording of a sound that sounds like something else and this is great if the sound of something you need is disappointing or doesn't quite have the affect you wanted. It is done by being in an extremely quite room with a recording device then making the sound and importing it into unreal.

Sound is made up of vibrations and all have amplitude, frequency, bit-depth and sample rate. They all have different affects and make the sound unique like the amplitude which is how loud the sound is which when we are talking about the sound waves means how tall the sound waves are. The taller the sound wave the louder the sound is.

 

Frequency is the pitch of the sound and shows how high pitched or deep the sound sounds and is shown on the waves by how far away the waves are from each other as the closer together they are the higher the pitch and the further away the deeper it goes.

 

Bit-depth is how many bits are in the sound and the more bits that are in the sound improves the sound quality as it doesn't have to cut sacrifice any of the sounds. In other words bit depth is when you transition a sound from analog to digital and the way it does that is by splitting the waves into points and the more points the more detail will be transferred.

 

MP3 compression works by getting rid of the top end frequency of the audio to reduce the audio size.

Distortion is when the sound wave is cut and squared off which gives off better quality than a curved sound wave. The more rounded the wave is the better compared to a squared of wave.

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*Screenshot of adobe audition from a city soundscape*

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