{"id":3193,"date":"2020-08-26T05:45:50","date_gmt":"2020-08-26T05:45:50","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=3193"},"modified":"2022-01-06T09:59:28","modified_gmt":"2022-01-06T09:59:28","slug":"introducing-the-new-synth-modules","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2020\/08\/26\/introducing-the-new-synth-modules\/","title":{"rendered":"Introducing new Synth Modules"},"content":{"rendered":"<div class=\"blog-author\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/KevinDoran.png\" alt=\"KevinDoran\">\n<\/div>\n<div class=\"blog-author\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/07\/AxelSpeller2-1.png\" alt=\"AxelSpeller\">\n<\/div>\n<p>\nGameSynth version 2020.1 dropped with four new powerful synth generators in the Modular model: <b>Beam<\/b>,<b> Mega Saw<\/b>, <b>Noise Bands<\/b> and <b>Wavetable<\/b>. Several classic synth modules have also been included for shaping and triggering the sound, such as a new <b>ADSR<\/b> envelope, <b>Allpass, Comb, and EQ Filters<\/b>, as well as a logical <b>Pattern <\/b>module.\n<\/p>\n<p>\n<b>Beam <\/b>is a new synth module that generates rich waveforms by modulating a sinewave by the sum of two saw waves. This interrelationship between waveforms leads to exciting results, even with the smallest of parameter changes. Width controls the duty-cycle of the modulating pulse, and Slope determines its slant direction. Since this module isn\u2019t trying to emulate a specific sound type, the details of what each slider does aren\u2019t as important as experimenting and learning its sonic signature.\n<\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_Beam.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-1.jpg\" alt=\"\"><\/a><\/p>\n<p>\n<b>Mega Saw <\/b>is another musical synth module that generates rich signals by summing together seven saw waveforms. Frequency determines the center pitch, and Detune controls the distance between the three overtones and the three undertones. Mix controls the amplitude of these surrounding waveforms, with a value of 1, resulting in them all peaking at the same level.\n<\/p>\n<p><!--\n<video controls=\"\" style=\"width:100%; max-width:640px;\">\n<source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_MegaSaw.mp4\" type=\"video\/webm\">\n<\/video>\n--><br \/>\n<a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_MegaSaw.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-2.jpg\" alt=\"\"><\/a><\/p>\n<p>\n<b>Noise Bands <\/b>is based on the same principle as the Deflectors in the Whoosh model. Several bands of noise are defined on a graph, where x is pitch, y is amplitude, and z is bandwidth (or filter steepness). A primary feature of this module lies in its ability to define the fluctuations of these three components, with extreme settings resulting in a gale-like effect.\n<\/p>\n<p><!--\n<video controls=\"\" style=\"width:100%; max-width:640px;\">\n<source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_NoiseBands.mp4\" type=\"video\/webm\">\n<\/video>\n--><br \/>\n<a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_NoiseBands.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-3.jpg\" alt=\"\"><\/a><\/p>\n<p>\n<b>Wavetable <\/b>is a synth module that uses sampled audio as its source. With short waveforms, we can generate new pitched periodic waveforms, controlling the pitch via the speed parameter<b>. <\/b>With longer waveforms, we can create a dynamic record-scratch effect, as we showcased in our <a href=\"http:\/\/procedural-audio.com\/blog\/2020\/08\/05\/procedural-audio-math-101\/\">Procedural Audio Math 101 blog<\/a>.\n<\/p>\n<p>\nTo control these modules, we have a new traditional <b>ADSR <\/b>module that works much like GameSynth\u2019s existing <b>Envelope<\/b>, but with attack, release, decay, and sustain parameters familiar to anyone who has worked with other synthesizers. An added benefit of this module is that we can apply random variation to all the segments of the envelope.\n<\/p>\n<p>\nWe also have <b>Allpass, Comb, and EQ Filter <\/b>modules<b> <\/b>for shaping our sound. <b>Allpass Filters<\/b> work, not by adjusting frequency gain, but by changing the phase relationship between frequencies. <b>Comb Filters<\/b> create comb-like phase interference by applying a delayed version of the signal to itself. And the new <b>EQ Filter<\/b> offers a highly customizable EQ, with a choice of filter type, slope steepness from 12 to 36 dB\/octave, and several inputs for external control.\n<\/p>\n<p>\nAnd finally, for triggering our synths, we have a new <b>Pattern<\/b> module. This module works like a grid-based drum sequencer, wherein we can define our tempo, number of beats per loop, and the total number of loops.\n<\/p>\n<h2 class=\"tsugiblog-blackheader\">Ultra Saw<\/h2>\n<p>\nOur previous blogs have showcased the effectiveness of synthesis for creating real-world sounds; however, synthesis really shines when producing aggressive other-worldly sounds. In this patch, <b>Mega Saw<\/b> is generating a complex signal which the <b>EQ Filter<\/b> steeply sweeps through. A <b>Gain <\/b>module controlled by an <b>Envelope <\/b>sets the amplitude of the signal over time, and <b>Saturator <\/b>and <b>Reverb <\/b>modules brighten and color the final sound. The result is an ominous metallic bellow that wouldn\u2019t feel out of place in a gritty robot fight scene.\n<\/p>\n<p><!--\n<video controls=\"\" style=\"width:100%; max-width:640px;\">\n<source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_UltraSaw.mp4\" type=\"video\/webm\">\n<\/video>\n--><\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_UltraSaw.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-4.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\">Laser Gun<\/h2>\n<p>\nThis patch makes full use of procedural synthesis and randomization to create endless sci-fi weapon variations. <b>Gunshot <\/b>and <b>Gun Foley<\/b> provide the transient textural components, and <b>Beam <\/b>and <b>Oscillator <\/b>provide the harmonic parts. <b>Lerp<\/b> controls pitch randomization for <b>Beam <\/b>by having variation applied to its ratio slider. Then, since there are two Envelopes, both of which descend, the pitch always decreases to create that iconic \u201cpew\u201d effect. This same result couldn\u2019t be achieved by applying variation to the frequency slider in the <b>Beam <\/b>directly, since the pitch would remain static. <\/p>\n<p><!--\n<video controls=\"\" style=\"width:100%; max-width:640px;\">\n<source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_LaserGun.mp4\" type=\"video\/webm\">\n<\/video>\n--><br \/>\n<a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_UltraSaw.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-5.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\">Drum Loop<\/h2>\n<p>\nOf course, the new synth modules are great for musical applications. In this example, <b>Mega Saw <\/b>is being used to generate a subby kick sound, with a <b>Selector <\/b>and some <b>Constants <\/b>being used to alter the pitch rhythmically. A short <b>Envelope <\/b>on the <b>Noise Bands<\/b> module with some thin bands is generating the pitched percussive part. The final sound is being produced by two sources, <b>Footsteps <\/b>and <b>Granular Noise<\/b>. These create a snare sound, with<b> <\/b>the former<b> <\/b>providing impact, and the latter providing crackle. Altogether, these are rhythmically triggered using the new <b>Pattern <\/b>logic module, which can quickly be tweaked to provide new drum loops.\n<\/p>\n<p><!--\n<video controls=\"\" style=\"width:100%; max-width:640px;\">\n<source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_DrumLoop.mp4\" type=\"video\/webm\">\n<\/video>\n--><br \/>\n<a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_DrumLoop.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-6.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\">Resonance Machine<\/h2>\n<p>\nThe new <b>Allpass <\/b>and <b>Comb Filters <\/b>are excellent sound design tools if you have a bit more time to spend. They aren\u2019t as immediately intuitive as many of the other audio processors, but this is because they are a building block of DSP effects (such as for algorithmic reverb). In this example, a combination of parallel <b>Comb Filters <\/b>and sequential <b>Allpass Filters <\/b>are being controlled through a mix of hard-coded values and real-time <b>Meta Parameter <\/b>control. By live controlling the inputs in this way, we can get a sense of what effect these modules are having on our sound. A <b>Gear <\/b>sound source is being used to test the filter setup, but this can easily be replaced with any other source. The result is a metallic-sounding resonator that is coloring the sound in unique ways.\n<\/p>\n<p><!--\n[video width=\"1920\" height=\"1080\" mp4=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_ResonanceMachine.mp4\"][\/video]\n--><\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/2020_08_ResonanceMachine.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/Introducing-new-synth-modules-7.jpg\" alt=\"\"><\/a><\/p>\n<div style=\"height:30px;\"><\/div>\n<div class=\"download-patches\">\n<a class=\"download-patches\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/20200820_GameSynth_New-Synth-Modules.zip\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/07\/download-patches.png\" alt=\"download-patches\"><br \/>\n<\/a>\n<\/div>\n<div style=\"height:10px;\"><\/div>\n<p>\n<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\"><br \/>\n<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>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<\/p>\n","protected":false},"author":1,"featured_media":3223,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6,15,12],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3193"}],"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=3193"}],"version-history":[{"count":23,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3193\/revisions"}],"predecessor-version":[{"id":4919,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3193\/revisions\/4919"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/3223"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=3193"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=3193"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=3193"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}