{"id":4441,"date":"2021-09-14T06:02:31","date_gmt":"2021-09-14T06:02:31","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4441"},"modified":"2022-01-19T05:02:28","modified_gmt":"2022-01-19T05:02:28","slug":"designing-a-battle-scene-with-dsp-action","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2021\/09\/14\/designing-a-battle-scene-with-dsp-action\/","title":{"rendered":"Battle Scene with DSP Action"},"content":{"rendered":"<div class=\"blog-author\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/AxelSpeller2-3.png\" alt=\"AxelSpeller\" \/><\/div>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspaction.html\" rel=\"noopener\" target=\"_blank\">DSP Action<\/a> makes it easy to create amazing sound effects for high-octane games, animations, and movies, simply by drawing them. It is perfect for battle scenes for example, and in this post we will design the sounds for a short animation about the Battle of Midway, created by <strong><em><a href=\"#CaoMoji\">CaoMoji<\/a><\/em><\/strong>. <\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/DSP-Action-Blog-War-Full.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/DSP-Action-Blog-War-Full.jpg\" alt=\"\" \/><\/a><\/p>\n<div class=\"\">\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Planes<\/h2>\n<p class=\"first left\">\nAs the planes are the focus of the scene, we will start our sound design with them. An obvious choice to generate the passby sounds is the <em><strong>Move-Biplane<\/strong><\/em> patch; we will use it for the main layer. As depicted by the video below, DSP Action makes it very easy to recreate the approach of a plane, simply by drawing from right to left. Once we are satisfied with the movement, we can tweak the synthesis parameters (e.g., the <em>Engine<\/em> and <em>Air<\/em> sections of the patch) to achieve the exact sound we are after.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/01-Fighters-passby-Layer-1-EN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_1.jpg\" alt=\"dspaction_war_1\" width=\"670\" height=\"376\" class=\"alignnone size-full wp-image-4487\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_1.jpg 670w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_1-150x84.jpg 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_1-300x168.jpg 300w\" sizes=\"(max-width: 670px) 100vw, 670px\" \/><br \/>\n<\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<div class=\"\">\n<p class=\"first left\">\nTo get a more powerful sound when a plane flies by us, a rumble layer is added with the <em><strong>Move-Chopper<\/strong><\/em> patch. Its deep amplitude modulation is very helpful to add presence, although we turn off the resonances of the engine and only keep the air movement, so that its sound doesn\u2019t overlap too much with the main layer. Of course, we could also have used the <em><strong>Move-Whoosh<\/strong><\/em> or <em><strong>Move-Wobble<\/strong><\/em> patches to add emphasis in the low frequencies.\n<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/02-Fighters-passby-Layer-2-EN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_2.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<div class=\"\">\n<p class=\"first left\">\nThe same process is used for the two other closest planes, only adjusting the synthesis parameters a bit to give each engine a slightly different sound.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/03-Fighters-Reaper-Mix.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_3.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Explosions<\/h2>\n<p><!-- ---------------------------------------- --><\/p>\n<p>There are a lot of explosions in this battle scene! Instead of trying to recreate each one of them &#8211; which could be cumbersome and time-consuming &#8211; we opted for  a general ambience with multiple explosions in the background, on top of which we added a few detailed explosions (for the closest ones). The circular triggers of the <em><strong>Break-Explosions<\/strong><\/em> patch allow us to quickly generate explosions of various strengths (based on the size of the circles) at different locations.<\/p>\n<div class=\"\">\n<p class=\"first left\">\nWe start by adjusting the graphics parameters of the patch to get a larger number of triggers displayed on the drawing pad. Once this is done, we can easily create the ambience by synchronizing our movements on the drawing pad with the explosions in the video. Since there is quite a lot going on, perfect synchronization is not required. Also, because we are designing the background of the soundscape, we adjusted the <em>Distance<\/em> parameter to muffle the explosions.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/04-Background-Explosion-EN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_4.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<div class=\"\">\n<p class=\"first left\">\nFor the explosions in the foreground, we use the <em><strong>Hit-Canon<\/strong><\/em> patch to get more impact (after having deactivated the <em>Loading <\/em>layer). Here again, DSP Action makes it very simple: the canon shots are triggered by crossing the center line, and the synchronization of the detonations with the explosions on screen can be done in a single pass!<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/05-Foreground-Explosion-EN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_5.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<div class=\"\">\n<p class=\"first left\">\nLet\u2019s check the result, after layering the background and the foreground explosions: it seems to work very nicely, and it barely took any time at all!<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/06-Explosion-Reaper-Mix.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_6.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Weapons<\/h2>\n<p>\nLike for the explosions, a huge number of bullets are flying-by, and it would be cumbersome to try synchronizing all the sounds with the video.  We only need to give the feeling of intense warfare, which luckily for us, can be easily done with DSP Action.<\/p>\n<div class=\"\">\n<p class=\"first left\">\nFirst, we add some machine gun sounds in the background to give more context to all these bullets. Using the <em><strong>Transform-Gunshots<\/strong><\/em> patch, we can easily trigger a lot of gunshots by drawing across the lines on the screen. (Tip: if you want to draw a nice steady line, you can also call one of the presets). Then, we assign random ranges to the graphics parameters, in order to generate sounds with a variable number of shots and fire rate. The <em>Distance<\/em> parameter of the <em>Effect<\/em> section is also adjusted as we don\u2019t want our gunshots to have too much presence.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/07-Background-Machinegun-EN.mp4\" data-lity=\"data-lity\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_7.jpg\" alt=\"\" \/><\/a><\/p>\n<\/div>\n<div class=\"\">\n<p class=\"first left\">\nFinally, we select the <em><strong>Move-Whizz<\/strong><\/em> patch to design all the flying-by sounds. Here, the goal is to quickly generate a lot of variations. DSP Action proves itself very helpful again, as we just need to assign a few random ranges to the synthesis parameters and can proceed to render all the variations at once! If you want a bit more control on which variations are saved, you can also hit the <em>Random<\/em> button \u2013 or draw a different curve &#8211; a few times and then press the <em>Snap<\/em> button each time you hear something you like and want to keep.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/08-Bullet-Flyby-EN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_8.jpg\" alt=\"\" \/><\/a><\/p>\n<\/div>\n<p>During the editing process, we will scatter all these sound variations a bit randomly.<\/p>\n<p><!-- ---------------------------------------- --><\/p>\n<div class=\"dspaction-war-tip clearfix\">\n<h3>Tip: Using Gamesynth Particles:<\/h3>\n<p class=\"first left\">\nIf you have <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\" rel=\"noopener\" target=\"_blank\">GameSynth<\/a>, you can further speed up this process by using the <em>Particles<\/em> model! Instead of placing each sound variation individually on the timeline of your DAW, you can import all the variations in the <em>Particles<\/em> model, tweak a few parameters, and simulate bullets flying everywhere while you draw on the Sketch Pad.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/09-Bullet-Flyby-Particles-Tips_2.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_9.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<div class=\"\">\n<p class=\"first left\">\nYou can listen the final bullets in the video below.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/10-Weapons-Reaper-Mix.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_10.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Ambience<\/h2>\n<div class=\"\">\n<p class=\"first left\">\nWhile we created flyby sounds for the three most visible planes, more of them can be seen in the background, so we need to create an ambience layer to reflect this.  To do it, we return to the <em><strong>Move-Biplane<\/strong><\/em> patch, but this time we draw close to the edges of the drawing pad to get a more distant engine rumble. <\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/11-Background-Fighters-EN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/dspaction_war_11.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<div class=\"\">\n<p class=\"first left\">\nWe create several versions by using slightly different synthesis parameters and movements, and we layer them to create our ambience.<\/p>\n<p class=\"second right\">\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/12-Ambient-Reaper-Mix.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/12-ambient-reaper-mix.jpg\" alt=\"\" \/><\/a>\n<\/p>\n<\/div>\n<p><!-- ---------------------------------------- --><\/p>\n<p>\nAnd voil\u00e0! This completes our scene nicely. It is already quite busy as it is, but we could also experiment with adding more elements to the background, like a siren from the <em><strong>Start Stop-Alarm<\/strong><\/em> patch for example.<\/p>\n<p>\nIf you like this kind of content, you can also check similar posts for <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspmotion.html\" rel=\"noopener\" target=\"_blank\">DSP Motion<\/a>.\n<\/p>\n<div class=\"dspaction_war_motionlink\">\n<a href=\"http:\/\/procedural-audio.com\/blog\/2020\/09\/18\/logo-sound-design-in-after-effects\/\" target=\"_blank\" rel=\"noopener\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/20200820-DSPMotion_Logo_Animation_SoundMaking2-1.jpg\" alt=\"\"><\/a><a href=\"http:\/\/procedural-audio.com\/blog\/2020\/08\/28\/logo-sound-design-with-dsp-motion\/\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/20200820-logo-sound-creation-1.jpg\" alt=\"\"><\/a><\/div>\n<p>\nWe would like to thank <strong>CaoMoji<\/strong> for providing this video, which was made with Blender and After Effects. You can see more of his work on YouTube and Twitter.\n<\/p>\n<div id=\"CaoMoji\" class=\"dspaction_creator\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/09\/CaoMoji.jpg\" alt=\"CaoMoji\"\/><\/p>\n<div class=\"text\">\n<h3>CaoMoji<\/h3>\n<p><a href=\"https:\/\/www.youtube.com\/channel\/UCoXYTuFZayFSfGAnv7UCv6Q\" target=\"_blank\" rel=\"noopener\">youtube<\/a><a href=\"https:\/\/twitter.com\/CaoMoji416\" target=\"_blank\" rel=\"noopener\">twitter<\/a><\/div>\n<\/div>\n<p><a class=\"dspaction-learn-more\" href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspaction.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-large wp-image-1809\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/07\/DSPAction_learn_more.jpg\" alt=\"\" width=\"521\" height=\"84\" \/><br \/>\n<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>DSP Action makes it easy to create amazing sound effects for high-octane games, animations, and movies, simply by drawing them. It is perfect for<\/p>\n","protected":false},"author":1,"featured_media":4515,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[22,15,12],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4441"}],"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=4441"}],"version-history":[{"count":68,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4441\/revisions"}],"predecessor-version":[{"id":5011,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4441\/revisions\/5011"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/4515"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4441"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4441"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4441"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}