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Category: Procedural Audio

Data Sonification with GameSynth

March 11, 2021January 6, 2022 GameSynth, Procedural Audio, Tutorial

The CSV Data module allows for the import of data from a spread sheet into a modular patch. With the help of the other

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Sketch Pad Scripting

March 3, 2021January 6, 2022 GameSynth, Procedural Audio, Tutorial

The Sketch Pad is undoubtedly one the favorite features in GameSynth, allowing you to draw sounds with a mouse or a graphic tablet. From

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GameSynth 2021.1 Released!

February 16, 2021January 6, 2022 GameSynth, Procedural Audio, News

We are thrilled to announce the release of GameSynth 2021.1! This new version bridges the gap between procedural audio and more traditional sound design,

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Shooting Sequence

December 5, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

Whether you are developing a AAA action game or a retro pixel art shooter, the weapon sounds are of primordial importance as they give

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Watery Ambiences

December 3, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

In this post, we will examine creating some watery ambiences with a collection of wet modular patches. Of course, GameSynth has a dedicated Weather

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Japanese Horror Soundscape

December 2, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

Horror is a popular genre of games, especially here in Japan. This is the type of games I develop, mainly using RPG Maker. It

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Old-Style Elevator

December 1, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

In games and anime, we often introduce new and original machines such as spaceships and robots, which offer a lot of potential for creative

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Patch Anatomy #8 – Debris

November 24, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

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

October 29, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

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

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Patch Anatomy #6 – Creaky Hinge

October 19, 2020January 6, 2022 GameSynth, Procedural Audio, Tutorial

The sound of hinges and floorboards creaking in media is often tied to a visible, interactive event (such as opening a door). This interaction

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