{"id":2795,"date":"2020-06-03T01:16:57","date_gmt":"2020-06-03T01:16:57","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=2795"},"modified":"2022-01-06T10:02:35","modified_gmt":"2022-01-06T10:02:35","slug":"gamesynth-2020-1-released","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2020\/06\/03\/gamesynth-2020-1-released\/","title":{"rendered":"GameSynth 2020.1 Released!"},"content":{"rendered":"<p>We are thrilled to announce the release of GameSynth 2020.1. Aptly nicknamed \u201cModular Madness\u201d,\u00a0 this update focuses on the Modular model, offering a <strong>total of 110 modules<\/strong> that can be connected to design any sound you can imagine.<\/p>\n<p>Among the <strong>35 totally new modules<\/strong> introduced in this version are game-oriented generators for the creation of <strong>weapons, robots, creatures, and physics-based sound effects<\/strong>, as well as <strong>new oscillators, filters, effects<\/strong> and more! New features, such as the <strong>real-time visualization of signals <\/strong>in wires and the <strong>integrated module documentation<\/strong> will make modular patching a breeze!<\/p>\n<p>Let\u2019s have a tour!<\/p>\n<p><iframe loading=\"lazy\" width=\"670\" height=\"352\" src=\"https:\/\/www.youtube.com\/embed\/7mgqMm1FctQ\" frameborder=\"0\" allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<h2 style=\"gs2020-1\">Weapons construction kit<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/1.jpg\" alt=\"\"><\/h2>\n<p>Three new modules &#8211; based on military research publications &#8211; provide the basis for the synthesis of any firearm sound, from ultra-realistic to futuristic and even cartoonish, thanks to the versatility of the Modular model.<\/p>\n<p>First, the <strong>Gun Foley<\/strong> simulates all the sounds associated with the manipulation of a firearm: clip insertion and removal, reloading, pump and bolt noises etc. The mechanical aspect of the sounds generated makes it a prime candidate to create parts for other machines than firearms. For instance, we have used it in robot patches! Then comes the <strong>Gunshot<\/strong> module, for which you can adjust the amount of explosive used, the blast radius, the distance etc&#8230; Finally, the <strong>Bullet Casing<\/strong> module will let you generate the sound of the casings falling on the ground, based on the type of cartridge, the number of bounces and other factors.<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/01-Gamesynth-202001Blog-Video-Weapons-Construction-Kit.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-2\">Industrial components<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2.jpg\" alt=\"\"><\/h2>\n<p>From heavy machinery\u00a0 to giant robots and steampunk ambiences, our next modules will bring the (industrial) revolution to you! <strong>Clang<\/strong> creates heavy metallic impacts, <strong>Machine<\/strong> simulates the sounds of heavy metal work, and <strong>Gear<\/strong> is perfect to add a sense of automation to your patches. Used in conjunction with the new <strong>Steam<\/strong> generator , these modules can help you to recreate any type of machinery!<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/02-Gamesynth-202001Blog-Video-Industrial-Components.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-3\">Physics-based generators<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/3.jpg\" alt=\"\"><\/h2>\n<p>Our next 3 modules are great to create sounds linked to physics-based events. <strong>Fracture<\/strong> generate the sound of various materials (wood, fibers, rubber, metal\u2026). It\u2019s perfect to design the sound of a creaking door or the bridge of a wooden ship. <strong>Impact<\/strong> synthesizes noisy impacts based on modes having \u00a0a bandwidth, friction etc&#8230; Finally, <strong>Flag<\/strong> simulates the sound of fabric in motion, from flags in the wind to cloth Foley and drapes.<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/03-Gamesynth-202001Blog-Video-Physics-based-Generators.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-4\">Creatures modules<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/4.jpg\" alt=\"\"><\/h2>\n<p>Although it was already possible to generate creature sounds, two new modules are poised to make it even easier and more fun! <strong>Animal<\/strong> generates the source signals for animal and monster vocalizations. It has a large range of usage, from the tweaking of birds to the howling of wolves and roaring of trolls! The secret is in the modulation of its many parameters. <strong>Gait<\/strong> is not an audio generator:\u00a0 it creates logic and control sequences that simulate the walking or running pattern of an animal. Combined, these two modules can create some realistic or frightening creature sounds!<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/04-Gamesynth-202001Blog-Video-Creatures-Modules.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-5\">New Oscillators<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/5.jpg\" alt=\"\"><\/h2>\n<p>A couple of new oscillators that generate signal that are particularly rich in harmonics will allow you to create fat synthetic sounds. The<strong> Beam<\/strong> oscillator generates its signal by summing 2 saw oscillators and having the resulting pulse-like signal modulate the frequency of a sine wave (just listen to it, all questions will evaporate!). The <strong>Mega Saw<\/strong> oscillator mixes the output a sawtooth oscillator with several detuned versions, both lower and higher in frequency. It is reminiscent of a type of oscillators that can be found in some musical synthesizers and is great for pads!<\/p>\n<p>In addition, the new <strong>Noise Bands<\/strong> module mixes several fluctuating noise bands to create a rich, evolving signal. As for the <strong>Wavetable<\/strong> module, it plays back sample data while allowing a signal to control the reading position and speed of reading. This is a very versatile module that can be used for instance with short waveform cycles to create new types of oscillators, or with longer samples to simulate tape recording or even scratching effects.<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/05-Gamesynth-202001Blog-Video-New-Oscillators.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-6\">New Filters and Effects<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/6.jpg\" alt=\"\"><\/h2>\n<p>GameSynth 2020.1 brings new exciting effects to the Modular model. The <strong>Spectral Delay<\/strong> module applies a delay effect independently to each frequency band of the input signal. For each band, the level, delay length, and feedback can be adjusted. The <strong>Doppler<\/strong> module simulates the pitch change that is perceived as a sound source passes by a listener, also known as the Doppler effect. The <strong>Transients<\/strong> detects and amplify transients and a new <strong>Limiter<\/strong> module with lookahead, as well as a <strong>Noise Gate<\/strong> module have also been added.<\/p>\n<p>Finally, four new filters modules have been introduced in version 2020.1: <strong>Allpass Filter, Comb Filter, EQ Filter, and LMS Filter<\/strong>.<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/06-Gamesynth-202001Blog-Video-New-Filters-and-Effects.mp4\"\u3000type=\"video\/webm\"><\/video> <\/p>\n<h2 style=\"gs2020-7\">Mathematical functions<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/7.jpg\" alt=\"\"><\/h2>\n<p>The new math modules allow for an increased level of control in your patches, by allowing operations on control signals. <strong>Constant<\/strong> and <strong>Arithmetic<\/strong> are self-explanatory. <strong>Derivatives<\/strong> can generate a speed or acceleration curve from an input signal and thus is very useful when creating patches for animations. The <strong>Mapper<\/strong> module maps an input signal on a mathematical curve or a custom envelope. The <strong>Lerp<\/strong> module is a classic linear interpolator. It can be used to create envelope variations by interpolating randomly between two exiting envelopes (this is a really neat trick about which we will talk about in a future post).<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/07-Gamesynth-202001Blog-Video-Mathematical-Functions.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-8\">Module improvements<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/8.jpg\" alt=\"\"><\/h2>\n<p>There are other new modules, such as <strong>Pattern<\/strong> to create sequences of logic signals or <strong>Tempo<\/strong> to analyze the beat of a sample or signal, but we will let you discover them! In addition, some existing modules have been greatly improved as well. This is the case of the <strong>Granular Player<\/strong> for example, which now offers various sample selection modes, including one from a control input, fading of the grains, and more\u2026 Other notable additions are a Vocalization parameter for the <strong>Creature <\/strong>to adjust the overall shape of the vocalization generated, a new Entropy analysis for the <strong>Curve<\/strong> module, and the ability to save and load the event lists of the <strong>Sequencer<\/strong> module.<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/08-Gamesynth-202001Blog-Video-Module-Improvements.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-9\">Real-time signal visualization<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/9.jpg\" alt=\"\"><\/h2>\n<p>In addition to all these new modules and improvements, several exciting features have been added to the Modular model itself. We will examine two of them in this post. One of the most visible additions is the real-time visualization of a signal when hovering over a wire during playback. This is a very handy way to quickly check signals while designing your patch or debugging it, and it will probably greatly speed up your patching!<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/09-Gamesynth-202001Blog-Video-RT-Signal-Visualization.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<h2 style=\"gs2020-10\">Integrated documentation<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/10.jpg\" alt=\"\"><\/h2>\n<p>Another big help during patching will undoubtfully come from the new, integrated documentation. First, you can now access the \u201cIntroduction to modular patching\u201d documentation directly from the context menu of the modular model.<\/p>\n<p>Moreover, you can also consult the documentation pertaining to a selected module directly by clicking on the question mark located on top of its parameter window, or via the \u201cRead about module\u201d command from the context menu. The description of the module and of its inputs \/ outputs \/ parameters will then instantly be displayed. Inputs \/ outputs are also color-coded to reflect their type (audio, control, or logic).<\/p>\n<p><video controls><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/10-Gamesynth-202001Blog-Video-Integrated-Documentation.mp4\"\u3000type=\"video\/webm\"><\/video><\/p>\n<p>To learn more about GameSynth and all the other models it includes, check its <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\">web page<\/a>.<\/p>\n<div class=\"gs2020-1-sales\" style=\"margin-bottom: 0px;\">\n GameSynth\u00a0 2020.1 is available with a <span>30% discount<\/span> (<span>US $270<\/span> instead of $390) until the <span>end of June<\/span>. So, don\u2019t wait, and start creating all the sounds you can imagine from today!\n<\/div>\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>We are thrilled to announce the release of GameSynth 2020.1. Aptly nicknamed \u201cModular Madness\u201d,\u00a0 this update focuses on the Modular model, offering a total<\/p>\n","protected":false},"author":1,"featured_media":2834,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6,15,2],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/2795"}],"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=2795"}],"version-history":[{"count":31,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/2795\/revisions"}],"predecessor-version":[{"id":4928,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/2795\/revisions\/4928"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/2834"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=2795"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=2795"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=2795"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}