{"id":1318,"date":"2019-03-25T13:08:57","date_gmt":"2019-03-25T13:08:57","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=1318"},"modified":"2022-01-06T10:35:17","modified_gmt":"2022-01-06T10:35:17","slug":"10-reasons-to-use-gamesynth","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2019\/03\/25\/10-reasons-to-use-gamesynth\/","title":{"rendered":"10 reasons to use GameSynth"},"content":{"rendered":"<div class=\"auquor-link-gsreason\">\n<span><br \/>\n<a href=\"#a1\">1. Creative and fun to use<\/a><br \/>\n<a href=\"#a2\">2. Super productive<\/a><br \/>\n<a href=\"#a3\">3. Infinite sound palette<\/a><br \/>\n<a href=\"#a4\">4. Extendable platform<\/a><br \/>\n<a href=\"#a5\">5. Increased audio interactivity<\/a><br \/>\n<\/span><br \/>\n<span><br \/>\n<a href=\"#a6\">6. Ultra-low memory footprint<\/a><br \/>\n<a href=\"#a7\">7. System agnostic run-time<\/a><br \/>\n<a href=\"#a8\">8. Scalable and optimized run-time<\/a><br \/>\n<a href=\"#a9\">9. Numerous resources<\/a><br \/>\n<a href=\"#a10\">10. Low cost<\/a><br \/>\n<\/span><\/p>\n<\/div>\n<p>&nbsp;<\/p>\n<p><!-- 1------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a1\">\n<h2><span>1.<\/span>Creative and fun to use<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<p><a class=\"video\" href=\"http:\/\/www.youtube.com\/watch?v=4fpa_byH3dk\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/01\/bg.png\"\/><br \/>\n<\/a><\/p>\n<p><a href=\"http:\/\/www.youtube.com\/watch?v=4fpa_byH3dk\" data-lity=\"\" class=\"video\"><br \/>\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/1.png\" alt=\"1\" width=\"495\" height=\"276\" class=\"alignnone size-full wp-image-1485\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/1.png 495w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/1-150x84.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/1-300x167.png 300w\" sizes=\"(max-width: 495px) 100vw, 495px\" \/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>GameSynth offers many procedural audio models , each with a unique and innovative graphic user interface adapted to the type of sounds you want to create (for impacts, sound particles etc.). <\/li>\n<li>The <a href=\"http:\/\/procedural-audio.com\/blog\/2019\/01\/08\/procedural-audio-sketch-pad\/\" target=\"_blank\" rel=\"noopener\">Procedural Audio Sketch Pad<\/a> lets you draw very expressive sound effects with your mouse or graphic tablet in real-time (including support for position, speed, and pressure). Ideal for whooshes, contacts etc.<\/li>\n<li>Game-specific synthesis modules and features make it a lot more fun and quicker to create the sounds you hear in your head (compared to Pure Data for example).<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 2------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a2\">\n<h2><span>2.<\/span>Super productive<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<a class=\"video\" href=\"http:\/\/www.youtube.com\/watch?v=dqRp0a0nV4o\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/img.youtube.com\/vi\/dqRp0a0nV4o\/mqdefault.jpg\"\/><br \/>\n<\/a><br \/>\n<a class=\"video\" href=\"http:\/\/www.youtube.com\/watch?v=tPZHGehVjlY\" data-lity=\"\"><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/3.jpg\" alt=\"3\" width=\"311\" height=\"167\" class=\"alignnone size-full wp-image-1502\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/3.jpg 311w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/3-150x81.jpg 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/3-300x161.jpg 300w\" sizes=\"(max-width: 311px) 100vw, 311px\" \/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>GameSynth offers the same concepts across all procedural audio models, making it easier to design sounds in the tool and to implement them in the run-time.<\/li>\n<li>Most operations, from generating new resonant materials to assigning automation curves, meta-parameters or random ranges, can be done in one click!<\/li>\n<li>Automatic rendering of <a href=\"http:\/\/procedural-audio.com\/blog\/2018\/03\/15\/creating-sound-variations-in-gamesynth\/\" target=\"_blank\" rel=\"noopener\">sound variations<\/a> helps you fight audio repetitiveness and create sfx libraries or placeholder assets faster.<\/li>\n<li><a href=\"http:\/\/procedural-audio.com\/blog\/2018\/05\/10\/exporting-sounds-to-unity\/\" target=\"_blank\" rel=\"noopener\">Automatic export<\/a> to DAW and game (audio) middleware such as Reaper, Wwise, FMOD Studio, ADX2, Unity or Cocos2D creates components, containers and even writes scripts on the fly.<\/li>\n<li>The <a href=\"http:\/\/procedural-audio.com\/blog\/2018\/04\/26\/create-1000s-of-new-sfx-in-one-click\/\" target=\"_blank\" rel=\"noopener\">command line version<\/a> allows for the creation of thousands of random sounds in one click, the automatic generation of variations or the export of binary banks to your game.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 3------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a3\">\n<h2><span>3.<\/span>Infinite sound palette<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<a class=\"video\" href=\"http:\/\/www.youtube.com\/watch?v=DojOpcrlTBI\" data-lity=\"\"><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/mqdefault.jpg\" alt=\"mqdefault\" width=\"308\" height=\"170\" class=\"alignnone size-full wp-image-1503\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/mqdefault.jpg 308w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/mqdefault-150x83.jpg 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/mqdefault-300x166.jpg 300w\" sizes=\"(max-width: 308px) 100vw, 308px\" \/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>Uncompromising audio quality, from pure synthetic sounds to ultra-realistic ones <a href=\"http:\/\/procedural-audio.com\/blog\/2018\/04\/05\/using-samples-in-gamesynth\/\" target=\"_blank\" rel=\"noopener\">using samples<\/a>.<\/li>\n<li>Models can use <a href=\"http:\/\/procedural-audio.com\/blog\/2018\/03\/19\/creating-sounds-from-analysis\/\" target=\"_blank\" rel=\"noopener\">sound analysis<\/a> to extract features of existing sounds in order to create realistic patches.<\/li>\n<li>Each parameter can have its own random range, with the patch having a global variation percentage.<\/li>\n<li>Many specific models are available, and you can create your own models in the visual patching environment.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 4------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a4\">\n<h2><span>4.<\/span>Extendable platform<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<a class=\"video\" href=\"http:\/\/www.youtube.com\/watch?v=Pg7wsNlA71I\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/img.youtube.com\/vi\/Pg7wsNlA71I\/mqdefault.jpg\"\/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>Each free update comes with new models (recent additions include Particles, VoiceFX, Footsteps\u2026)<\/li>\n<li>More than a tool, GameSynth is also <a href=\"http:\/\/procedural-audio.com\/blog\/2017\/03\/15\/gamesynth-partnerships\/\" target=\"_blank\" rel=\"noopener\">a platform<\/a> that supports 3rd-party plug-ins.<\/li>\n<li>By using GameSynth, you are sure to get state-of-the-the-art procedural audio technology from leaders and innovators in this field, such as NoiseMakers for environmental sounds and SDL for <a href=\"https:\/\/www.youtube.com\/watch?v=Pg7wsNlA71I&amp;list=PLaKP4ZBbV6TaKc-5hMkqD1FiusLEFb6n2&amp;index=12\" target=\"_blank\" rel=\"noopener\">car engines<\/a>.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 5------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a5\">\n<h2><span>5.<\/span>Increased audio interactivity<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/20190320-cut1.jpg\" alt=\"20190320-cut1\" width=\"871\" height=\"485\"\/>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>Direct access to the sound synthesis parameters allowing for more control than with sample playback.<\/li>\n<li>GameSynth reacts to the game\u2019s inputs through the Meta-Parameters of the patch (similar to RTPCs).<\/li>\n<li>It can also send synthesis events to the game (e.g. new LFO cycle, new envelope segment, end of a sound particle) to synchronize the animation and other game subsystems with audio.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 6------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a6\">\n<h2><span>6.<\/span>Ultra-low memory footprint<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<a class=\"video\" href=\"http:\/\/www.youtube.com\/watch?v=d5bU6XSR9Bk\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/img.youtube.com\/vi\/d5bU6XSR9Bk\/mqdefault.jpg\"\/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>Only the patch parameters are saved, no samples, so the memory footprint is orders of magnitude smaller than with conventional sample playback. <\/li>\n<li>Near-infinite sound variations can be generated at run-time from the same set of parameters and random ranges, without using more memory.<\/li>\n<li>For example, here is a <a href=\"https:\/\/www.youtube.com\/watch?v=d5bU6XSR9Bk&amp;index=7&amp;list=PLaKP4ZBbV6TaKc-5hMkqD1FiusLEFb6n2&amp;t=0s\" target=\"_blank\" rel=\"noopener\">full dragon model<\/a> (footsteps, wings, tail, roar, fire breathing) in less than 6 kB.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 7------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a7\">\n<h2><span>7.<\/span>System agnostic run-time<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/Picture-game-audio-middleware.png\" alt=\"\" \/>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>The <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth-runtime.html\" rel=\"noopener\" target=\"_blank\">GameSynth run-time<\/a> can run independently or in conjunction with a game (audio) middleware.<\/li>\n<li>It generates audio buffers in real-time that you can pass to a Wwise, FMOD Studio or ADX2 voice and responds to RTPCs \/ AISACs.<\/li>\n<li>You can also use it directly with the native library of your target platform or with the audio subsystem of Unity or Unreal.<\/li>\n<li>You can switch your game engine or audio middleware in the middle of the project or between projects and keep using your GameSynth patches.<\/li>\n<li>Closer integrations and plug-ins will be provided for selected game audio middleware in the future.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 8------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a8\">\n<h2><span>8.<\/span>Scalable and optimized run-time<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/20190320-cut3.jpg\" alt=\"20190320-cut3\" width=\"384\" height=\"214\"\/>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>Model settings allow for the adjustment of CPU usage and memory footprint at the patch level and for each target platform. <\/li>\n<li>Processing is optimized across models, which is not possible with middleware using plugins from different vendors.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 9------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a9\">\n<h2><span>9.<\/span>Numerous resources<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<a href=\"http:\/\/procedural-audio.com\/patch\/\" target=\"_blank\" rel=\"noopener\"><br \/>\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/2.png\" alt=\"2\" width=\"600\" height=\"366\" class=\"alignnone size-full wp-image-1498\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/2.png 600w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/2-150x92.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/2-300x183.png 300w\" sizes=\"(max-width: 600px) 100vw, 600px\" \/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<li>Many presets in the tool &#8211; for all types of games &#8211; as well as an <a href=\"http:\/\/procedural-audio.com\/patch\/\" target=\"_blank\" rel=\"noopener\">online repository<\/a> where users can share procedural audio patches.<\/li>\n<li>Several extra manuals, including a 100+ page introduction to visual patching presenting useful techniques and a detailed reference. <\/li>\n<li>Many tutorial <a href=\"https:\/\/www.youtube.com\/playlist?list=PLaKP4ZBbV6TaKc-5hMkqD1FiusLEFb6n2\" target=\"_blank\" rel=\"noopener\">videos<\/a> about the procedural models.<\/li>\n<li><a href=\"http:\/\/procedural-audio.com\/blog\/category\/gamesynth\/\" target=\"_blank\" rel=\"noopener\">This blog<\/a> on which 40+ posts have already been published, many on GameSynth and procedural audio.<\/li>\n<li>A growing community of talented sound designers from game studios all around the world.<\/li>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- 10------------------------------------------------------------------------------------------------ --><\/p>\n<div class=\"gsreason-block\" id=\"a10\">\n<h2><span>10.<\/span>Low cost<\/h2>\n<div class=\"inner\">\n<!-- ------------------images----------------------- --><\/p>\n<div class=\"gsreason-image\">\n<a href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/20190320-1024x753.png\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/03\/20190320-1024x753.png\" alt=\"20190320\" \/><br \/>\n<\/a>\n<\/div>\n<p><!-- ------------------txt----------------------- --><\/p>\n<ul class=\"shrink is-hide\">\n<ul>\n<li>For the price of a single plug-in you get a full visual patching system and many specialized synthesizers for impacts and contacts, whooshes, sound particles, and more!<\/li>\n<li>Studios can lower the cost further by taking advantage of our multi-license and site license offers.<\/li>\n<li>Teachers and students can benefit from our 50% <a href=\"http:\/\/procedural-audio.com\/blog\/2018\/10\/11\/gamesynth-educational-program\/\" target=\"_blank\" rel=\"noopener\">educational discount<\/a>!<\/li>\n<\/ul>\n<\/ul>\n<\/div>\n<\/div>\n<p><!-- ------------------------------------------------------------------------------------------------ --><\/p>\n<p><a class=\"gs-learn-more\" href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1.png\" alt=\"GameSynth\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>1. Creative and fun to use 2. Super productive 3. Infinite sound palette 4. Extendable platform 5. Increased audio interactivity 6. Ultra-low memory footprint<\/p>\n","protected":false},"author":1,"featured_media":1540,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6,15],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/1318"}],"collection":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/comments?post=1318"}],"version-history":[{"count":94,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/1318\/revisions"}],"predecessor-version":[{"id":4951,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/1318\/revisions\/4951"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/1540"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=1318"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=1318"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=1318"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}