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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Patch 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 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 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 MoreIntroducing New Physical Modules
The 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 MoreIntroducing new Synth Modules
GameSynth 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 MorePatch Anatomy #3: Kraftwerk style
In this installment of Patch Anatomy, we will dissect an electropop rhythmic sequence – slightly reminiscent of Kraftwerk – which makes good use of
Read MoreProcedural Audio Math 101
In 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 MorePatch Anatomy #2: Anime Robot
In 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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