{"id":3608,"date":"2020-10-29T04:32:00","date_gmt":"2020-10-29T04:32:00","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=3608"},"modified":"2022-01-06T09:57:56","modified_gmt":"2022-01-06T09:57:56","slug":"patch-anatomy-7-water-swish","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2020\/10\/29\/patch-anatomy-7-water-swish\/","title":{"rendered":"Patch Anatomy  #7 \u2013 Water Swish"},"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>\nSynthesizing water can be tricky. It&#8217;s neither particularly noisy, nor is it incredibly harmonic. Fortunately, GameSynth has several modules available for designing convincingly watery sounds. And, with the right control and signal processing, we can create a system that not only sounds great but is also performable.<\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2020-10_WaterSwish.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/water-swish-1.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\">Sound Generation<\/h2>\n<p>\nThe three source generators in this patch are <b>Rain<\/b>, <b>Bubble<\/b>, and <b>Goo<\/b>. They all perform a similar role but offer textural variation when combined. <b>Goo<\/b> offers a gentle but slightly turbulent water generator, which sounds like a running tap. We can control its <em>Frequency<\/em> parameter, where lower values create a sense of submersion, and its <em>Density<\/em>, which affects the apparent quantity of the water flow.<\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2020-10_WaterSwish-Goo.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/water-swish-2.png\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>\n<b>Rain <\/b>can create a similar effect to <b>Goo<\/b>, with less real-time control but more customization potential in the editor. If we start by turning the <em>Close<\/em> and <em>Far shower distance <\/em>to 0, we are left with the more distinct rain drips: <em>Heavy<\/em>, <em>Light, <\/em>and <em>Close<\/em>. The end result of these components is greatly affected by the <em>material<\/em>, <em>impact amplitude, <\/em>and <em>inside\/outside <\/em>sliders. However, generally speaking, <em>Heavy <\/em>is lower in pitch, <em>Light <\/em>is higher in pitch, and <em>Close <\/em>refers to the punctuating droplets. <em>Material <\/em>determines what the rain is impacting, so the <em>Lake<\/em> setting works quite well for liquid sounds. The <em>impact amplitude <\/em>then controls how much of an effect the material will have on the sound, and the <em>inside\/outside <\/em>can be used to quickly lowpass the final result.<\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2020-10_WaterSwish-Rain.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/water-swish-3.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>\nFinally, we have <b>Bubble<\/b>. This generator is like a more customizable version of Rain&#8217;s <em>Close Drip <\/em>component. It creates individual bubble sounds, where <em>radius <\/em>determines its pitch, and <em>rise <\/em>modulates this pitch to create that familiar plip sound. The benefit of having a one-shot generator is that applying randomization to the sliders will affect each trigger event, rather than only applying at the start of playback. We can also control precisely how often it should trigger, giving us a bit more granular control. <\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2020-10_WaterSwish-Bubble.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/water-swish-4.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\">Processing<\/h2>\n<p>\nWhen designing natural sounds, we generally want to avoid too much processing. Much of this patch&#8217;s processing is done by tweaking the settings within each generator. However, some <b>EQ<\/b> is used to balance the tonal elements where necessary. The <b>Tube<\/b> is also an excellent tool for creating some unique spatial characteristics. Since our patch is simulating an intimate sound source, it seems reasonable that there might be some nearby complex reflective geometry, like some rocks. Applying gentle processing with this module can help a sound source feel like it belongs in a real location.\n<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" style=\"max-width: 640px;margin-left: 0px;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/1.png\" alt=\"1\" width=\"859\" height=\"610\" class=\"alignnone size-full wp-image-3620\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/1.png 859w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/1-150x107.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/1-300x213.png 300w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/1-768x545.png 768w\" sizes=\"(max-width: 859px) 100vw, 859px\" \/><\/p>\n<h2 class=\"tsugiblog-blackheader\">Control<\/h2>\n<p>\nAlthough it might be sufficient to directly control each of our sources&#8217; amplitudes directly, using a <b>Gain<\/b> module gives us more explicit control. Also, in the case of our <b>Bubble<\/b> generator, it ensures we can easily apply randomization to the <em>Amplitude<\/em> of each trigger while still having control over the overall envelope.<\/p>\n<p>\nA <b>Clock<\/b> module is the ideal trigger generator for our <b>Bubble<\/b> since we can freely control the <em>Frequency<\/em> in real-time. We can also set an amount of <em>Variation<\/em> between triggers to make it sound more natural.\n<\/p>\n<p>\nWe can then link up everything we need to control with one <b>Meta Parameter<\/b>. The level of each <b>Gain<\/b> module is an obvious choice, and so is the <b>Clock<\/b>&#8216;s <em>Frequency<\/em>. However, any other input could also be controlled for added effect. <em>Frequency<\/em> and <em>Density <\/em>both seem good choices when considering swishing around water. Some additional <b>Scale Offset<\/b> manipulation then helps ensure all the values are in their correct range and that the final result plays cohesively.\n<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" style=\"max-width: 640px;margin-left: 0px;width: 100%;\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2.png\" alt=\"2\" width=\"966\" height=\"350\" class=\"alignnone size-full wp-image-3618\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2.png 966w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2-150x54.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2-300x109.png 300w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/10\/2-768x278.png 768w\" sizes=\"(max-width: 966px) 100vw, 966px\" \/><\/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\/10\/WaterSwish.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<\/p>\n<\/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>Synthesizing water can be tricky. It&#8217;s neither particularly noisy, nor is it incredibly harmonic. Fortunately, GameSynth has several modules available for designing convincingly watery<\/p>\n","protected":false},"author":1,"featured_media":3630,"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\/3608"}],"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=3608"}],"version-history":[{"count":17,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3608\/revisions"}],"predecessor-version":[{"id":4914,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3608\/revisions\/4914"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/3630"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=3608"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=3608"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=3608"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}