Republic Polytechnic School/Centre: Academic Year: Module Name: Module Syllabus: T214 Sound Design School of Technology for the Arts AY12/13 (Sem 1) T214 Sound Design Module Description This module introduces students to the field of creative sound design. Students will explore representative techniques and approaches using audio technology, to develop and implement sound design for standalone audio projects, or in conjunction with other media. Through engagement in creative project work, students will learn about studio operations, field sound acquisition, synthesis, sampling, digital signal processing, routing, and software instruments. Students will gain firsthand experience in operating digital audio workstations with attached peripherals like MIDI controllers and audio interfaces. Students will also be able to classify sounds, genres, target audiences and sonic attributes during production with consideration to an intended creative/art direction. The range of skills acquired through this module can be applied to the production and management of sound for music, video and interactive projects. Learning Objectives This module aims to provide an understanding of the fundamental concepts behind the practical and theoretical applications of sound design. By the end of this course, students should be able to: Understand basic fundamentals of sound in preparation for specialist modules in the DSA curriculum. Understand that sound design is a creative process that combines technical, artistic and analytical abilities. Developed their ability to critically listen and evaluate sound. Understand and be aware of various design considerations specific to the medium the sonic creation is intended for. Understand how design and technical execution communicates as a whole. Understand the use of sound as a storytelling element. Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Understand differing aspects of designing sound for various genres and media. Develop an appreciation for fundamental and diverse design solutions/techniques and an understanding of design practices utilized in sound design. Develop an understanding the processes of reinforcing an environment with sound. Understand varied design approaches to text, concept and image and transpose and translate it into an aural experience. Understand and use appropriate working vocabulary of sound design and production. Understand and be able to take on roles and responsibilities of members of a sound design and management team Understand the production process and apply fundamental sound acquisition, manipulation and reinforcement skills. Module Coverage Discussions in Study Cluster 2 1. Introduction to Sound Fundamentals: Sound production, propagation and perception (frequency / amplitude / spectrum) Gain a basic understanding of how the human auditory system functions Explore the differences between passive hearing and active listening, and how to engage the latter mode consciously Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work 2 Formal Lab Experiment Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Problem Trigger Explain “sound” from the perspective of … (pick one) (A) (B) (C) (D) (E) A pair of ears A pair of loud speakers A microphone A larynx or voice box A musical note on the piano Feel free to draw on additional resources for your 10 to 15 minute presentation at third meeting. 2. Introduction to Digital Sound Fundamentals: To facilitate the sharing of general knowledge in audio production through researching a wide range of sources and manifesting their understanding in a comprehensible manner. Identify sampling frequencies, resolution and multi-channel editing by definition only. Identify fundamental industry terminology related to sound design in both digital and analogue environments. 1 Problem Trigger Setting up a Session in Pro Tools: What do I understand about digital audio and the role of Pro Tools in sound design? 1. Distinctions between analogue and digital audio Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster 2. 3. 4. Sampling rates and audio resolution Destructive and non-destructive editing Decibel as a unit of measurement in relation to digital sound 3. Editing Audio Narratives using Software Use editing tools within Pro Tools or any other stereo editor to perform trimming, splicing and cross fading. Use keyboard shortcuts to access common editing tools like, zoom, trim, selector, grabber, scrub and pencil. Use shuffle, spot, slip and grid mode to navigate audio regions in the Pro Tools session view. Identify ruler views for bars and beats, minutes and seconds, as guidelines for editing. Mix two tracks, one mono (voiceover) and one stereo (music). Problem Trigger Read the following script and use it as a reference when you listen to the recorded interview. Music Could you please introduce yourself? Jonathan Cain: Yeah my name is Jonathan Cain I’m the keyboardist from Journey. since 1981. I was with the “Babies “ before that, for those of you fans who Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment 4 Module Coverage Discussions in Study Cluster remember the “Babies” from the 70s with John Wade? He played too today. Jonathan Cain: Yeah he played too, was he by himself, or...? With a band. Jonathan Cain: Oh with a band, okay yeah, cos he was touring acoustically in the states. Okay, but he was very tired after the set so he wanted to leave the site as soon as possible. Jonathan Cain: That’s very John Wade right there. Pause Right on the road again with the band? It feels good? Jonathan Cain: It feels good. This is one of our goals, when we started out in 98, and we had our first successful tour, one of the things that came out was… You will need to edit the rest of the interview down to 7 minutes, while still maintaining a flow. The contents have to make sense to the listener. There has to be a break after exactly 3.5 minutes of Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment the interview for a short radio commercial. Punch in some music at the beginning of the interview and fade that music down before the interview begins. Fade in music before the end of 3.5 minutes. Do the same for part two. In other words, split the interview into two parts. You don’t have to produce the commercial. For next week, tell students to bring two mp3s of oldies music from the 70s and 80s. 4. The basics of manipulating sound with music and narration in a mix for radio Understand how to trim music with fades Recording narration with a basic microphone paying careful attention to recording levels Inserting advertisement and jingles Saving projects and exporting audio files into different formats 1 Problem Trigger My first Podcast You have been commissioned to produce the first episode of a radio show. You will need to record the following spots to be added to the radio show: Spot 1 (30 seconds): “They say there are only two sure things in life: death and taxes. At RSC Equipment Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Rental, we know there’s a third one: Rent our equipment and raise your profits. When you rent industrial equipment from RSC, you avoid the costs and hassles of purchasing equipment. So why buy? Just call your local RSC store, (Store Name). RSC Equipment Rental. Rent our equipment; raise your profits.” Spot 2 (45 seconds):“If you had some money to invest, would you just hide it in your warehouse? Well, if you buy construction equipment you don’t use very often, that’s exactly what you’re doing. Machinery that sits around is a waste of money—so rent equipment from RSC Equipment Rental. We provide specialized equipment for those occasional project needs. Call your local RSC store, and use your money smarter. RSC and taxes. At RSC Equipment Rental, we know there’s a third one: Rent our equipment and raise your profits. When you rent industrial equipment from RSC, you avoid the costs and hassles of purchasing equipment. So why buy? Just call your local RSC store. RSC Equipment Rental. Rent our equipment; raise your profits.” You will sequence these spots together with adlib from a host and shorted versions of music for this simulation (i.e. to save some time on the finished show) 1. 2. Begin the show with Spot 1. Transit into the provided jingle that can be Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Module Coverage Discussions in Study Cluster 3. 4. 5. 6. 7. 8. 9. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment downloaded from the student resource folder. The host will adlib, give a brief introduction of the show, thank the sponsors and introduce the first music track. Music plays Host adlibs, introduces the next music track. Tells the audience, but first another word from our sponsor. Insert Spot 2 Music plays Host to conclude the show Play the provided jingle. 5. Fundamentals of Sound Acquisition: Recording fundamentals and microphone techniques Using an array of professional standard microphones Understand important characteristics of sound that contribute to the perception of timbre (including the amplitude envelope, the spectrum of the attack, decay, sustain and release of a sound) Appreciation of signal and noise, and the concept of signal-to-noise in audio recording Experience and explore how different types of 1 Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment transducers respond to sound and how these might affect the experience of hearing/listening. Problem Trigger “What constitutes a good recording?” Using the equipment provided prove your team’s position as you explore the theme of ‘horror’ through the acquisition of not more than 10 different sounds. Using the raw captures, provide a ‘horrific’ aural journey. 6. Fundamentals of Effects Processors: Delay, Reverb, Flange, Phaser and Chorus To gain an awareness of the historical development and evolution of electronic sound synthesis, its influence and impact on experimental sonic art making To be able to analyze, describe and discuss commonly used sound effects as subscribed in this problem. To be able to apply critical listening when synthesizing sound 1 Problem Trigger Having explored sound acquisition, you now turn your eyes (and ears) to effects processing as additional tools for sound shaping/manipulation. Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 2 1 Module Coverage Discussions in Study Cluster Today, you will investigate five common kinds of effects processing: reverb, delay, phasing, flanging and chorus. Prepare a short talk on the history and evolution of effects processing, their features and role in sound design and music production. Your presentation should also include audio examples demonstrating how these effects processors are able to manipulate sound. Your audio examples should cover a wide range of different sonic materials including: spoken words, a musical phrase, environmental sounds, etc. Present your findings at third meeting together with your audio demonstrations. Note: You are to head down to RPRC to book out an MBox Micro. Make sure the installation CD is inside and all the relevant installation information you need from them to install the software successfully. Alternatively if you have any problems you may also use the Ableton Live Demo provided on the DVD with the following contents: 1. Ableton Live Demo installer (available online at Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Ableton.com) 2. 5 free plug-ins from Togo Audio Line (available online at http://kunz.corrupt.ch/) You should also sign out any additional resource you might need from RPRC during first break-out. 7. Creative Sound Sculpting through Recording and Digital Signal Processing Develop the ability to improvise recording techniques to achieve realistic simulations of sounds for special effects. Develop field-recording instincts when considering what students can do in post for sound effects. Develop problem-solving techniques in achieving sound effects from mundane or constructed materials. Use digital signal processors where necessary to manipulate sound sources to desired results. 1 Problem Trigger You are commissioned to record and/or simulate the following sounds for a science fiction movie. 1. An explosion 2. Laser blaster 3. A light saber from the movie ‘Starwars’ 4. Spaceship taking off from a hanger 5. Thunder Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Present these 5 sounds digitally using the AIFF file format with a minimum sampling frequency of 48kHz and resolution of 24bits, but record your source files at 96kHz/24bits. The Director is of course open to suggestions for other sound effects that may be useful for the film too. 8. Sound Design: Creating Soundscapes in Physical Space Author creative sonic art works to a context Explore how composers think of sounds as materials that can be manipulated to reach some creative goals Appreciate a range of creative objectives (replicate known sounds, discover new sounds, organize sounds unique ways) that may be realized through experimenting with sampling and synthesis techniques Understand the difference between analog and digital representations of sound 1 Problem Trigger This week, you will be collaborating with a photographer on a gallery installation. He has recently returned from a trip and would like to feature some pictures he took. He wants to make the exhibition more ‘immersive’ for the audience; he has Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment approached you to design an original soundscape to complement his photographs. You are free to select and sequence a minimum of 4 photographs for the installation. Deliverables: During second meeting, discuss the worksheet questions with your facilitator before proceeding to design your soundscape. At third meeting, present your soundscape and highlight your creative goals and ideas behind your work. 9. Routing Fundamentals in a DAW: Busses, Aux Channels, Inputs and Outputs Develop fundamental routing capabilities in a digital environment. Use routing effectively for inserts like VST, AU, RTAS, TDM (depends of the lab) effects. Understand the concept of routing inputs and outputs in a DAW. Perform a track-to-track bounce or a mix-down. Practical application of EQ and compression. 1 Problem Trigger You have been given several tracks of recorded audio clean/dry, without effects. You have been tasked to add post-production effects to these tracks to make Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment them sound better in a mix. You are also required to re-construct the audio tracks in Pro Tools and arrange the audio regions anyway you want as long as it makes sense to the listener when you are done. The musicians have made the following requests: add “reverb”, “distortion” and “compression” to the lead guitar, and “compression” to the bass guitar. “Compression” and “reverb” for the vocals, and “compression” and “reverb” to the drums. You have software from Digidesign called Pro Tools at your disposal, and not much else. You may of course use different applications and/or download software solutions that can produce the same desirable results but must explain how they were used in meeting three. 10. Synchronizing both Primary and Secondary Sound Sources to Moving Images Part 1 1 Adapt sound elements to moving images. Appreciate the process of sound design practices for film. Access both primary and secondary sources to emphasize key storytelling messages. Operate and apply synchronization tools within a digital audio workstation. Manage large quantities of audio media. Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Problem Trigger Your and your partner will have to produce a complete sound design for the attached video currently being distributed by your facilitator. The completed production will have to include the following elements: 1. Sound effects synchronized to screen elements. 2. Dialogue if any, moaning, groaning, shrieking as appropriate according to the video. 3. MIDI sequenced music. Use appropriate software synthesizers and samplers. (next week) These basic elements should work together well to form a clear sound concept. The mix should maintain a smooth sonic and contextual flow. 11. Synchronizing both Primary and Secondary Sound Sources to Moving Images Part 2 1 Adapt sound elements to moving images. Appreciate the process of sound design practices for film. Access both primary and secondary sources to emphasize key storytelling messages. Operate and apply synchronization tools within a digital audio workstation. Manage large quantities of audio media. Problem Trigger Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Your and your partner will have to produce a complete sound design for the attached video currently being distributed by your facilitator. The completed production will have to include the following elements: 1. Sound effects synchronized to screen elements. 2. Dialogue if any, moaning, groaning, shrieking as appropriate according to the video. 3. MIDI sequenced music. Use appropriate software synthesizers and samplers. These basic elements should work together well to form a clear sound concept. The mix should maintain a smooth sonic and contextual flow. 12. Sound for Video Games Part I 1 Provide an opportunity for students to explore aspects of sound design for games. Discover how a sound demo/prototype for video games might be produced using digital audio workstation tools. Explore sound design conceptually for interactive environments. Explore how a creative team may develop interactive projects with sound designers in the production team. Problem Trigger Look at the prototype game application. It is a Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster prototype for a real-time strategy game (RTS). There is already an existing sound design for your reference but the producers are not happy with the sound concept and they think you can do better. They want something a little darker but also retaining a level of realism: You are to capture the following sounds today: 1. Swords clashing with one another to initiate a battle sequence. Short 5 to 10 second sound effect. 2. Orcs and trolls grunting 3. Dendroid Solider (when the Dendroid is selected) 4. Pikeman (when a Pikeman is selected) 5. Galloping horse (for when the hero moves around the map) You should propose at least five examples for the producer to choose from during meeting three. Present you sounds as a proposal. Each student in each team should be primarily responsible for at least 1 of the sounds produced. Each of the final 5 sounds per team needs to be uploaded into the work bin with the student name and ID indicated in the file name. You will need to follow the file naming convention precisely in order for your sounds to replace those directed from the programming code in the game. (* You will not need to touch or change the code in Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment anyway) 13. Sound for Video Games Part II 1 Provide an opportunity for students to explore aspects of sound design for games. Discover how a sound demo/prototype for video games might be produced using digital audio workstation tools. Explore sound design conceptually for interactive environments. Explore how a creative team may develop interactive projects with sound designers in the production team. Problem Trigger Look at the prototype game application. It is a prototype for a real-time strategy game (RTS). There is already an existing sound design for your reference but the producers are not happy with the sound concept and they think you can do better. They want something a little darker but also retaining a level of realism: You are to capture or design the following sounds today: 1. The Unicorn Everglades (when the user selects the Everglades to produce Unicorns) 2. When the Mages Guild is selected 3. Archery (when the user selects the archery Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment barracks) 4. Blacksmith (when the user selects the blacksmith) 5. Tavern (when the tavern building is selected) Each student in each team should be primarily responsible for at least 1 of the sounds produced. Each of the final 5 sounds per team needs to be uploaded into the work bin with the student name and ID indicated in the file name. You will need to follow the file naming convention precisely in order for your sounds to replace those directed from the programming code in the game. (* You will not need to touch or change the code in anyway) When you are done, review the sound effects for the prototype. 14. Sound Identity and Song Tempo Part 1 1 Provide an opportunity for students to explore try and develop music with a strong identity to a visual theme. Provide students with an opportunity to use bars and beats as a form of measurement on a DAW timeline. Draw a tempo map according to changes in the pace of a game where necessary. Use markers to identify different areas of the Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 1 2 Module Coverage Discussions in Study Cluster timeline. Use popular media through contextual research to influence the melodies developed in today’s problem. Examples will be given. Problem Trigger Look at the following video and import it into your DAW. Identify parts in the timeline with scenes that require a change in song tempo due to the intensity of the visuals. As the character moves through different areas of the game, you will need to produce music that compliments what the user sees. You will need to produce three different sound tracks over the course of the following two weeks. You must use a different song tempo for each piece of music and produce the music using MIDI notes and software instruments. 1. Exploring the main map (music) 2. Inventory in a castle/base of operations (music) 3. Battle sequence (music) When you are done, export/bounce/mixdown the music to distinct individual files using a proper file naming convention. These distinct files should be edited so they can be looped. Replace the music in the prototype application provided to you in week 12. Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment Module Coverage Discussions in Study Cluster 15. Sound Identity and Song Tempo Part 2 1 Provide an opportunity for students to explore try and develop music with a strong identity to a visual theme. Provide students with an opportunity to use bars and beats as a form of measurement on a DAW timeline. Draw a tempo map according to changes in the pace of a game where necessary. Use markers to identify different areas of the timeline. Use popular media through contextual research to influence the melodies developed in today’s problem. Examples will be given. Problem Trigger Look at the following video and import it into your DAW. Identify parts in the timeline with scenes that require a change in song tempo due to the intensity of the visuals. As the character moves through different areas of the game, you will need to produce music that compliments what the user sees. You will need to produce three different sound tracks over the course of the following two weeks. You must use a different song tempo for each piece of music and produce the music using MIDI notes and software instruments. Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work 1 Formal Lab Experiment 2 Module Coverage Discussions in Study Cluster Allocated time per day (One day-One problem PBL pedagogy) Resource Gathering and Team Work Formal Lab Experiment 1. Exploring the main map (music) 2. Inventory in a castle/base of operations (music) 3. Battle sequence (music) When you are done, export/bounce/mixdown the music to distinct individual files using a proper file naming convention. These distinct files should be edited so they can be looped. Replace the music in the prototype application provided to you in week 12. Total = 15 Problems = 60 hrs 15 Strictly Confidential. For Module Planning Purposes Only. Updated March 2nd 2012. 16 29