{"id":2360,"date":"2019-09-25T06:17:14","date_gmt":"2019-09-25T06:17:14","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=2360"},"modified":"2022-01-06T10:06:34","modified_gmt":"2022-01-06T10:06:34","slug":"gamesynth-for-animation","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2019\/09\/25\/gamesynth-for-animation\/","title":{"rendered":"GameSynth for Animation"},"content":{"rendered":"<p>With a very intuitive interface, generators for all types of sound effects, the import of animation curves from popular 2D \/ 3D packages, fully controllable sounds instead of fixed samples, the automatic creation of sound variations and the support of graphic tablets, GameSynth is the ideal tool for animators, sound artists and game developers who want to create sounds that perfectly match their animations.<\/p>\n<h2 style=\"border-left: 4px solid; padding-left: 10px; margin-top: 0px;\">A very visual and intuitive interface<\/h2>\n<p>GameSynth is a procedural audio tool: it generates high-quality sound effects by synthesizing them in real-time, based on sound models. \u00a0By adjusting the parameters of a sound model, the designer can obtain exactly the sound desired. This is far more flexible than trying to record the right sound or editing existing samples.<\/p>\n<p><a style=\"font-size: 0px;\n    line-height: 0;\n    display: block;\n    margin-bottom: 25px;\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-1.png\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" loading=\"lazy\" width=\"2491\" height=\"1069\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-1.png\" alt=\"1\" class=\"alignnone size-large wp-image-2364\" \/><br \/>\n<\/a><\/p>\n<p>GameSynth offers procedural audio models for all common types of sound effects in animations (footsteps, whooshes, impacts, particles etc&#8230;). \u00a0Each model comes with a very unique user interface which makes the creation of sound effects not only faster and more intuitive but also a lot more fun to use!<\/p>\n<h2 style=\"border-left: 4px solid; padding-left: 10px; margin-top: 0px;\">Draw your sounds!<\/h2>\n<p>At the center of these user interfaces is the Sketch Pad; a surface on which you can literally draw sound effects with your mouse or with a graphic tablet &#8211; often the animator\u2019s weapon of choice.<\/p>\n<p>The following video shows how easy it is to produce very expressive sounds using a Wacom Cintiq tablet.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/VJRm6ocZR48?rel=0\" width=\"670\" height=\"375\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p>Of course, it works equally well with the various Bamboo and Intuos models or other tablets. Simply choose what parameters of the sound model you want to modulate in real-time &#8211; based on the position and pressure of the pen &#8211; and just draw!<\/p>\n<h2 style=\"border-left: 4px solid; padding-left: 10px; margin-top: 0px;\">Animation curves<\/h2>\n<p>In GameSynth, automation curves offer a way to precisely control sound parameters over time, allowing for the generated sound effects to match your animation\u2019s timing perfectly.<\/p>\n<p>GameSynth is the first sound design tool that allows for the import of animation curves and motion capture files from popular 2D and 3D animation packages and makes it possible to link them to sound parameters.<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-2-2.png\" alt=\"1-2\" width=\"640\" height=\"303\" class=\"alignnone size-large wp-image-2399\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-2-2.png 1200w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-2-2-150x71.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-2-2-300x142.png 300w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-2-2-768x363.png 768w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2019\/09\/1-2-2-1024x484.png 1024w\" sizes=\"(max-width: 640px) 100vw, 640px\" \/><\/p>\n<p>Since GameSynth is using sound models and not fixed samples, most parameters can be controlled. This has many advantages. For example, if an animation curve is modified or its duration is changed, the sound can simply be recalculated, without having to record new material or to edit existing samples, therefore saving precious time.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/eU11ou0pxV0?rel=0\" width=\"670\" height=\"375\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<h2 style=\"border-left: 4px solid; padding-left: 10px; margin-top: 0px;\">Automatic variations<\/h2>\n<p>Finally, when working on an animation, it is not rare for a movement to repeat itself. This can be the case of a walking cycle for example, or a series of hits during a fight.<\/p>\n<p>Using the exact same sound each time would lead to unsatisfactory results. GameSynth has a built-in system to automatically generate sound variations in these cases. A random range can be assigned to most sound parameters, as well as a global variation percentage. Once set up, a slightly different sound will be automatically played or rendered as a .WAV file each time.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/www.youtube.com\/embed\/cL2Dsjea3Zw?rel=0\" width=\"670\" height=\"375\" frameborder=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/p>\n<p style=\"\n    font-weight: bold;\n    background-color: #f5be20;\n    padding: 2% 4%;\n    color: #222;\n    border-radius: 10px;\n    margin-top: 24px;\n\">The combination of the procedural audio techniques and unique, animation-oriented features of GameSynth makes it the perfect tool to design sound effects for your animations! You can learn more about GameSynth <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\">here<\/a> and feel free to <a href=\"http:\/\/procedural-audio.com\/web\/en\/contact.html\" target=\"_blank\" rel=\"noopener\">contact us<\/a> should you have any questions.<\/p>\n<p><a class=\"gs-learn-more\" href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\"><br \/>\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1.png\" alt=\"2020_06_Introducing Modular Weapons Modules-banner\" width=\"521\" height=\"84\" class=\"alignnone size-full wp-image-2915\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1.png 521w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1-150x24.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1-300x48.png 300w\" sizes=\"(max-width: 521px) 100vw, 521px\" \/><br \/>\n<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>With a very intuitive interface, generators for all types of sound effects, the import of animation curves from popular 2D \/ 3D packages, fully<\/p>\n","protected":false},"author":1,"featured_media":2401,"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\/2360"}],"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=2360"}],"version-history":[{"count":34,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/2360\/revisions"}],"predecessor-version":[{"id":4936,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/2360\/revisions\/4936"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/2401"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=2360"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=2360"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=2360"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}