After finishing the soundtrack, I created a google forms to gather some feedback from people. The form contains five questions with the fifth one being an open feedback question for any improvements in future projects. The reason for why i created a form is so that I'll be able to learn and improve on making and improvising foley sounds and the general creation of a soundtrack.
The first question asks about the quality of the audio. This will let me know if I've properly spliced together the audio and made it listenable to everyone. The response seems to aim more to a 3/5 which means that I have done well, but extra work will need to be put in to reach a good quality. Some work that can be done to improve the response is by having a larger variety of audio and make it guide the viewer towards whats happening right now or how a character is felling etc.

Next question is about if the foley sounds match the environment. Since i had to create my own sounds for the soundtrack, I need to be informed if the actual sounds match with what they had to be originally. A large amount of the responses are about needing more work on the sounds.This means that the soundtrack has turned out well but for it to reach the right level, it has to get more work put in. This can be done by using different objects or equipment for even different locations to be used to film because a room can have echo or even different sounds being heard in the background.

The next question is about if the audio is overlapping. Since a lot of sounds are present if they aren't changed correctly, they can overlap other audio and make them barely hearable. By the response received it seems that that issue isn't present but i have formed multiple solution on how I was able to avoid it. One way was to simply have a limited amount of audio play during a scene. This not only helps with the issue of overlapping but also makes a change of scene in mood or emotion, like for example when there is action more sounds will be present and will be more continuously heard throughout, while a more calm and happy scene will have less and quieter sounds be present within.

Second to last question will be about the quality of the actual audio tracks. Since there isn't too many types of audio tracks, I'm able to easily ask for each type and how well it serves it's role. I've made it as a rating of 1 - 5 with 1 being the worst and 5 being the best. In the rating scheme it seems that the worst one is the wind and the best one is the leaves. Wind has a variety of votes with most of it seeming to aim at Okay. This means that much more work and time needs to be put into making it. Leaves has all votes sitting at Very Good which means that the only thing I can do in future for it is to improvise and improve. This is also the case for Backpack, Foot Steps and Beast Growl despite there being a variety of votes. Footsteps needs to be worked on more with the reason for having bigger variety of creature size and speed of how fast the creatures are walking.

For the last question I left it as an open one to see if people have any other ideas or feedback they would like to give. For the First response it seems that the audio got choppy and that could be because of the wind and leaves mixing up. Since they are on the same volume it could get mixed up and not heard right because of that. The second and third response are about adding or improving some sounds to make it sound right. Wind and Leaves seems to need improvement and it could come to the issue of having a harder time being heard because they were equal volume. The third response seems to give an idea of extra sound that can be added for when the beast is killed. Second to last response seems to aim more towards the creation of Foley sounds and how to improve them. A tip was given by combining more objects into one could make the sound seem more interesting or even replicate the existing sound type. For the last response it aims more toward adding more sounds in the soundtrack to bring more life to the animation. As this is true in a case of making it livelier, this will require more testing for a scene to not have too much sound as it could obscure the viewers attention and making it more difficult to understand.
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