In games and anime, we often introduce new and original machines such as spaceships and robots, which offer a lot of potential for creative
Read MoreAuthor: tsugi-blog
Patch Anatomy #8 – Debris
Although GameSynth is often showcased creating deliberate sounds, it’s equally capable of creating exciting experimental sounds. In this patch anatomy, we will investigate using
Read MorePatch Anatomy #7 – Water Swish
Synthesizing water can be tricky. It’s neither particularly noisy, nor is it incredibly harmonic. Fortunately, GameSynth has several modules available for designing convincingly watery
Read MorePatch Anatomy #6 – Creaky Hinge
The sound of hinges and floorboards creaking in media is often tied to a visible, interactive event (such as opening a door). This interaction
Read MoreDSP Motion for Games
Thanks to game middleware such as Unity and Unreal, it is becoming easier every day to develop games with astounding visuals and realistic animations.
Read MoreAnnouncing MovieSynth
We are very excited to announce our upcoming product, MovieSynth. Built upon the success of GameSynth, MovieSynth will bring procedural audio techniques to the world
Read MorePatch Anatomy #5 – Charged Shot
One of the great strengths of following a procedural approach to sound design is the potential for creating interrelated control. Any individual signal can
Read MoreDSP Motion and Stream Deck
In this post, we will see how to control DSP Motion from an Elgato Stream Deck. As implied by its name, the Stream Deck
Read MorePatch Anatomy #4 – Impacts!
In this Patch Anatomy, we are going to look at creating a dynamically performable impact SFX generator. By using the velocity of a Meta
Read MoreUsing DSP Motion and After Effects
In this post, we use DSP Motion to design the sounds of an animated logo created in After Effects. First, let’s see the final
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