{"id":4592,"date":"2021-11-18T01:16:52","date_gmt":"2021-11-18T01:16:52","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4592"},"modified":"2021-12-07T02:45:50","modified_gmt":"2021-12-07T02:45:50","slug":"heroic-fantasy-sound-design-1","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2021\/11\/18\/heroic-fantasy-sound-design-1\/","title":{"rendered":"Heroic-Fantasy Sound Design 1"},"content":{"rendered":"<div class=\"blog-pagenation\">\n<a class=\"next\" href=\"http:\/\/procedural-audio.com\/blog\/2021\/12\/07\/heroic-fantasy-sound-design-2\/\"><img decoding=\"async\" src=\"  http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/next2.png\" alt=\"\"><\/a>\n<\/div>\n<p><a class=\"gs2020-1-sales-banner\" href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspfantasy.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasy_Blog_Header_Sale.jpg\" alt=\"GameSynth\"><\/a><\/p>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspfantasy.html\">DSP Fantasy<\/a> is the perfect tool to add sound effects to your heroic-fantasy game, your medieval adventure, and more. From creatures to dungeons and from weapons to magic spells, all the sound effects needed are just a couple of clicks away! In this 2-part post, we will see how easy it is to design sounds for a heroic-fantasy animation! You can see the result below.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/sample.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/sample.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Dungeon master<\/h2>\n<p>The sequence begins in a dungeon, with a big door that leads to narrow stairs. The <b>Door<\/b> patch of the <i>Dungeon<\/i> category is an obvious choice for this first sound. We set the maximum <i>Duration<\/i>, add a bit more <i>Reverb<\/i>, then switch the <i>Squeak Material<\/i> to <i>Metal<\/i> while increasing its <i>Tone<\/i>, to get nice creaking door.<\/p>\n<p>Then, we will render the patch a second time with the <i>Squeak Tone<\/i> a bit lowered so that we can crossfade between the two sounds to create a bit more movement in the sound.<\/p>\n<p>To add more friction, we create another layer using the <b>Rolling-Sliding<\/b> patch of the same category, which is mostly <i>Stone<\/i> and <i>Wood<\/i> materials set to a low <i>Tone<\/i>.<\/p>\n<p>Finally, we add a bit more emphasis at the start and end of the movement, by adding the sound of a <b>Chest<\/b> patch with low <i>Tone<\/i> parameters, and a maximum amount of <i>Reverb<\/i>. This &nbsp;chest sound is then cut in two parts in an editor to get the starting and ending sounds.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog01-Dungeon-DoorEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog01-Dungeon-DoorEN.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>For the ambience, we go to the <i>Environment<\/i> category. The sound of the torches on both sides of the door is generated with the <b>Fire<\/b> patch. As the fire is relatively steady, we put more emphasis on the rumble created by the <i>Flame<\/i> component rather than on the <i>Sparks<\/i> and <i>Crackles<\/i>. We also use the <b>Cave<\/b> patch to add a few isolated water drops to evocate the dampness of the dungeon.<\/p>\n<p>As the character reaches the stairs, we progressively mix in a <b>Wind<\/b> patch to describe the change in ambience. We also add several <b>Bat<\/b> and <b>Chains<\/b> sounds (from the <i>Creatures<\/i> and <i>Dungeon<\/i> categories, respectively). To do that, a few random ranges are assigned to the parameters of these patches, then multiple sound variations are rendered, and the ones that fit the sequence the best are selected.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog02-Dungeon-AmbienceEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog02-Dungeon-AmbienceEN.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>Finally, the character\u2019s presence is reinforced by adding some <b>Footsteps<\/b>&nbsp; on <i>Stone<\/i>, and layering soft variations of the <b>Cloth-Foley<\/b> patch without any <i>Gear<\/i> ( both patches in the Dungeon category).<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog03-Dungeon-CharacterEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog03-Dungeon-CharacterEN.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog04-Dungeon-ReaperBreakdown.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog04-Dungeon-ReaperBreakdown.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">It\u2019s a kind of magic<\/h2>\n<p>The stairs take us to an alchemist laboratory where a wizard is practicing his spells. The <i>Magic<\/i> category of DSP Fantasy is going to be very handy! The first spell is a very short energy blast for which the <b>Shockwave<\/b> patch is probably the most adapted. We emphasize the elevation of the first blast by layering a bright and short <b>Aerial Summon<\/b> patch.<\/p>\n<p>Next comes an electric spell, for which the <b>Lightning Spell<\/b> seems perfect, especially when synchronizing the lightning strike with the blast at the end of the spell. To add a sense of motion, we also create a layer from the <b>Enchanted Arrow<\/b> patch, always useful to create magical whooshes.<\/p>\n<p>The next enchantment is a bit similar although it starts with a blast and progressively fades out. The <b>Telekinesis<\/b> patch is selected for its nice starting sound, while we increase the modulation depth of the <i>Levitation<\/i> parameter.&nbsp; We also create a more powerful whoosh layer by using the <b>Incantation<\/b> patch, after muting its <i>Flash<\/i> section.<\/p>\n<p>The last spell casts multiple fire blasts, which is begging for the <b>Inferno<\/b> and <b>Fireball<\/b> patches to be used! By lowering the <i>Charge\u2019<\/i>s <i>Duration<\/i> and increasing its <i>Modulation,<\/i> the <b>Inferno<\/b> patch provides a great starter sound. Then, for each one of the blasts, we generate short <b>Fireball<\/b> sounds by assigning random ranges on the parameters. During the whole sequence, &nbsp;we also add a few <b>Cloth-Foley<\/b> sounds to simulate the wizard movements.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog05-Wizard-MagicEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog05-Wizard-MagicEN.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>The ambience in this open room is created with the <b>Wind<\/b> patch, keeping only the <i>Rumble<\/i> layer. Some animation is created in the background by adding a few sounds generated by the <b>Spider<\/b> patch, with the level of its <i>Growl<\/i> section lowered and its <i>Movements<\/i> layers randomized.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog06-Wizard-AmbienceEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog06-Wizard-AmbienceEN.jpg\" alt=\"\"><\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog07-Wizard-ReaperBreakdown.mp4\" data-lity=\"data-lity\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/DSPFantasyBlog07-Wizard-ReaperBreakdown.jpg\" alt=\"\"><\/a><\/p>\n<p>This concludes the first part of our post on heroic-fantasy sound design with DSP Fantasy. In the <a href=\"http:\/\/procedural-audio.com\/blog\/2021\/12\/07\/heroic-fantasy-sound-design-2\/\">second part<\/a>, hell will break loose as we fight skeletons and a dragon arrives, so don\u2019t miss it!<\/p>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspfantasy.html\" target=\"_blank\" rel=\"noopener\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/dspfantasy20211117\/20211016_DSPAnime_learn_more_EN-1.png\" alt=\"dsp fantasy\"><\/a><\/p>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/store.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/11\/Black_Friday_Banner.png\" alt=\"\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>DSP Fantasy is the perfect tool to add sound effects to your heroic-fantasy game, your medieval adventure, and more. From creatures to dungeons and<\/p>\n","protected":false},"author":1,"featured_media":4597,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[15,19,12],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4592"}],"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=4592"}],"version-history":[{"count":14,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4592\/revisions"}],"predecessor-version":[{"id":4705,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4592\/revisions\/4705"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/4597"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4592"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4592"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4592"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}