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
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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 MoreSynthesizing 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 MoreThe sound of hinges and floorboards creaking in media is often tied to a visible, interactive event (such as opening a door). This interaction
Read MoreOne of the great strengths of following a procedural approach to sound design is the potential for creating interrelated control. Any individual signal can
Read MoreIn this Patch Anatomy, we are going to look at creating a dynamically performable impact SFX generator. By using the velocity of a Meta
Read MoreThe final part of our introduction to the new modules in GameSynth 2020.1 brings with it Impact, Fracture, and Flag. These modules make use
Read MoreGameSynth version 2020.1 dropped with four new powerful synth generators in the Modular model: Beam, Mega Saw, Noise Bands and Wavetable. Several classic synth
Read MoreIn this installment of Patch Anatomy, we will dissect an electropop rhythmic sequence – slightly reminiscent of Kraftwerk – which makes good use of
Read MoreIn version 2020.1, GameSynth added five Mathematical control modules for patching in all sorts of complex and dynamic playback interactions. Arithmetic allows us to
Read MoreIn this installment of Patch Anatomy, we learn how to recreate a typical robot sound effect from vintage Japanese anime. This type of sound
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