GameSynth is modular and extensible. You only purchase the models that you will need. Some of the first models planned are: Impacts / Contacts, Creatures, Whooshes, Retro Gaming etc… To keep with the demands of modern game development, GameSynth models are easy and fast to use, have innovative interfaces, and leverage the power of audio analysis to create realistic sounds if needed. But it does not mean that we will not offer a visual patching system as well, with which you will be able to create your own models!

Key concepts

  • It is possible to specify a Random Range for each parameter. When triggering the sound at run-time, you can set how much random variation you want. A new sound will automatically be generated each time within the limits you set.

  • The Meta-Parameters offer a convenient way to control several parameters at once at run-time. For example the sound designer can define a “rolling speed” meta-parameter which will control (possibly in different ways) the pitch and the modulation of a contact sound with a single line of code.

  • Automation Curves can be set to automatically control the evolution of a parameter over time.

  • Procedural Audio Events ™ can be triggered by GameSynth in order to synchronize the animation with the sound. Example of events are “new LFO cycle”, “end of modal damping”, “start of new envelope segment” etc…

  • The Procedural Audio Sketch Pad ™ allows you to control the sound by drawing with the mouse or a graphic tablet. Create whooshes intuitively. Morph between different vocal tract shapes in the Creatures model. Or load a picture and analyze the pixels under the mouse / stylus to drive the contact model. Speed, pressure and trajectories are all taken into account.

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