{"id":3485,"date":"2020-09-30T03:02:18","date_gmt":"2020-09-30T03:02:18","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=3485"},"modified":"2022-01-06T09:58:34","modified_gmt":"2022-01-06T09:58:34","slug":"patch-anatomy-5-charged-shot","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2020\/09\/30\/patch-anatomy-5-charged-shot\/","title":{"rendered":"Patch Anatomy #5 \u2013 Charged Shot"},"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<p>\nOne of the great strengths of following a procedural approach to sound design is the potential for creating interrelated control. Any individual signal can directly control several granular processes, leading to a singular significant change.\n<\/p>\n<p>\nIn this patch anatomy, we have created a web of control signals driven by one <strong>Meta Parameter<\/strong> and one lead <strong>Envelope <\/strong>to simulate the charging and blasting of a sci-fi weapon. The <strong>Envelope <\/strong>controls how long the patch should run for, and the <strong>Meta Parameter<\/strong> (named Threshold) determines the point at which the build-up should stop, and the release should begin. And as a consequence, the shorter the build-up lasts, the less powerful the release sounds.\n<\/p>\n<p><!--\n\n\n<p><video controls=\"\" style=\"width:100%; max-width:640px;\" alt=\"\"><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/charged-shot.mp4\" type=\"video\/mp4\"><\/video><\/p>\n\n\n--><\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/charged-shot.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/patch-anatomy-5-charged-shot-1.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\">Build-Up<\/h2>\n<p>\nFor the build-up, a single <strong>Beam <\/strong>component works as the generator. Several <strong>Mappers <\/strong>then control the inputs of this <strong>Beam <\/strong>relative to the lead <strong>Envelope<\/strong>. This approach ensures that changes in timing are reflected across all parameters. <strong>Saturation <\/strong>is also applied through this method, resulting in an increasingly rich signal over longer durations.\n<\/p>\n<p><img decoding=\"async\" style=\"max-width: 640px;margin-left: 0px;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/ChargedShot-1.png\" alt=\"\"><\/p>\n<h2 class=\"tsugiblog-blackheader\">Release<\/h2>\n<p>\nThe release portion uses another <strong>Beam <\/strong>generator, and with similar settings. Using similar generators for different processes can help the final product sound more cohesive. The primary difference\n<\/p>\n<p>\nbetween the build-up and release phase is how the control signals are applied to each. In the case of the release, pitch modulation is applied via an <strong>LFO <\/strong>to create a flutter effect. Also, applying an inverse map of the <strong>Meta Parameter<\/strong> to the slope and width inputs creates a muted effect at lower values &#8211; scaling to match the intensity of the release. To further sell the effect of an explosive laser cannon, a <strong>Thunder <\/strong>source is layered on top of the <strong>Beam<\/strong>.\n<\/p>\n<p>\nFor both the <strong>Beam <\/strong>and <strong>Thunder <\/strong>source, enveloping is applied via a <strong>Gain <\/strong>module. In the first instance, two <strong>Envelopes <\/strong>with the same shape but different lengths are faded between using a Lerp. This process happens before the <strong>Saturator <\/strong>to create a more natural release effect. In the second instance, a single <strong>Envelope <\/strong>is used to control the <strong>Gain<\/strong>, with the <strong>Saturator <\/strong>applying the actual loudness. This process happens after the <strong>Saturator <\/strong>to rein in the noisiness of the explosion.\n<\/p>\n<p><img decoding=\"async\" style=\"max-width: 640px;margin-left: 0px;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/ChargedShot-2.png\" alt=\"\"><\/p>\n<h2 class=\"tsugiblog-blackheader\">Logic<\/h2>\n<p>\nA <strong>Comparator <\/strong>is the primary logical control for this patch. By checking when the <strong>Envelope <\/strong>has exceeded the Threshold value, the patch can automatically switch from the build-up to the release phase. Using a <strong>Retrigger <\/strong>module after the <strong>Comparator <\/strong>with Count set to 1 ensures that this comparison only triggers once.\n<\/p>\n<p><img decoding=\"async\" style=\"max-width: 400px;margin: 0 auto;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/ChargedShot-3.png\" alt=\"\"><\/p>\n<p>\nA <strong>Selector <\/strong>controlling a <strong>Gain <\/strong>module is then used to fade out the build-up. By having a <strong>Constant <\/strong>value of 1 applied to the first input, playback starts unobstructed. Then, when a trigger has been issued, the output is quickly faded using a short <strong>Envelope<\/strong>.<\/p>\n<p><img decoding=\"async\" style=\"max-width: 400px;margin: 0 auto;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/ChargedShot-4.png\" alt=\"\"><\/p>\n<p>\nFinally, all release components are triggered by wiring the output of the <strong>Retrigger <\/strong>module to their respective trigger inputs. This setup ensures synchronicity regardless of playback length or threshold trigger interval.<\/p>\n<h2 class=\"tsugiblog-blackheader\">Final Processing<\/h2>\n<p>\nAs with traditional sound design, some final processing can help to improve the overall mix. <strong>EQ <\/strong>is applied to the release phase to increase the low-end, which helps to sell the explosion. <strong>Comb Filter<\/strong> and <strong>Tube <\/strong>modules then process the entire mix to add a slight bit of spatial depth. Raw synthesis output can often sound \u201cperfect,\u201d so any processes that impart a spatial effect can help the patch sound more natural. Other modules such as <strong>Delay<\/strong>, <strong>Reverb<\/strong>, or <strong>Cabinet <\/strong>are great candidates for this.<\/p>\n<p><img decoding=\"async\" style=\"max-width: 300px;margin: 0 auto;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/ChargedShot-5.png\" alt=\"\"><\/p>\n<div style=\"height:30px;\"><\/div>\n<div class=\"download-patches\">\n<p><a class=\"download-patches\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/Charged-Shot.zip\"><br \/>\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/download-patches.png\" alt=\"download-patches\" width=\"300\" height=\"86\" class=\"alignnone size-full wp-image-3447\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/download-patches.png 300w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/download-patches-150x43.png 150w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><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>One of the great strengths of following a procedural approach to sound design is the potential for creating interrelated control. Any individual signal can<\/p>\n","protected":false},"author":1,"featured_media":3508,"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\/3485"}],"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=3485"}],"version-history":[{"count":18,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3485\/revisions"}],"predecessor-version":[{"id":4916,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3485\/revisions\/4916"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/3508"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=3485"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=3485"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=3485"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}