One of the great strengths of following a procedural approach to sound design is the potential for creating interrelated control. Any individual signal can
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Patch 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
Read MoreDSP Sci-Fi 1.1 Released!
We just released version 1.1 of DSP Sci-Fi, our science-fiction sound effects generator! DSP Sci-Fi allows you to create all the sounds you need
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 MoreDSP Motion Released!
We are thrilled to announce the release of DSP Motion, a unique tool that allows motion designers, animators, sound artists and game developers 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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