From the course: Audio Design for Interactive Projects

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How sounds inform users

How sounds inform users - Logic Pro Tutorial

From the course: Audio Design for Interactive Projects

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How sounds inform users

- [Instructor] When it comes to sound design for products, sounds always serve a purpose. They can inform us in different ways, like navigation. Forward, fast forward, backwards, rewind or fast reverse, left, right, up, and down. And things like this can be conveyed and relatable in different ways. So one of them is of course timbre, the character of a sound. The pitch of a sound. For example, maybe fast forward is a little bit higher in pitch than just regular speed forward. Or things like melodic note intervals. Maybe up is a fifth above down in melodic note intervals and pitch. Also we have sounds like actions, for example, select, play, start, stop, on, off, and these can be conveyed and relatable in much the same way. Then we also have sounds like rewards. Things like goal achieved, level up, token collected, princess rescued. And those relate a lot more to games, which game sound design is an entirely different discipline, and we're not focusing on that as much in this course…

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