{"id":4620,"date":"2021-11-25T00:40:48","date_gmt":"2021-11-25T00:40:48","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4620"},"modified":"2021-12-14T01:48:58","modified_gmt":"2021-12-14T01:48:58","slug":"designing-sounds-for-a-sci-fi-movie-1","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2021\/11\/25\/designing-sounds-for-a-sci-fi-movie-1\/","title":{"rendered":"Designing Sounds for a Sci-Fi Movie 1"},"content":{"rendered":"<div class=\"blog-pagenation\">\n<a class=\"next\" href=\"http:\/\/procedural-audio.com\/blog\/2021\/12\/14\/designing-sounds-for-a-sci-fi-movie-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-dspscifi.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/11\/DSPSci-Fi_Blog_Header_Sale.jpg\" alt=\"DSPSci-Fi_Blog_Header_Sale\" width=\"670\" height=\"48\" class=\"alignnone size-full wp-image-4644\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/11\/DSPSci-Fi_Blog_Header_Sale.jpg 670w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/11\/DSPSci-Fi_Blog_Header_Sale-150x11.jpg 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/11\/DSPSci-Fi_Blog_Header_Sale-300x21.jpg 300w\" sizes=\"(max-width: 670px) 100vw, 670px\" \/><\/a><\/p>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspscifi.html\">DSP Sci-Fi<\/a> can generate all the sounds you need (spaceships, blasters, aliens, robots, UI\u2026) for your science-fiction project. In this 2-part post, we will see how easy it is to design the whole soundscape of a sci-fi video! First, let\u2019s check the final result below.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/sample.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/sample.png\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">City Ambience<\/h2>\n<p>The first part of the sequence presents a character overlooking an ultra-modern city.\u00a0 Therefore, the <strong>Futuristic City<\/strong> patch of the <em>Ambiences<\/em> category is a great place to start to create the bed layer. As the city itself is a bit distant and not so busy,\u00a0 we boost the<em> Distant Traffic<\/em> section of the patch and totally mute the <em>Siren<\/em>. We also adjust the <em>Tone<\/em> in the <em>Rumble<\/em> section, using a higher pitch to boost that sci-fi vibe.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog01-City-FuturisticCityEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog01-City-FuturisticCityEN.jpg\"><br \/>\n<\/a><\/p>\n<p>Since we are relatively high above the city, we also add some light wind. The <strong>Planet Biome<\/strong> patch is great to generate elements-based sounds. We simply mute everything but the <em>Wind<\/em>, and since we are in a hi-tech urban environment, we also turn down the <em>Vegetation<\/em>, while boosting the <em>Air<\/em> and <em>Whistling<\/em> parameters. Finally, we slightly lower the default <em>Wind Power<\/em>. Planet Biome is one of the many new patches available in DSP Sci-Fi 1.1, do not forget to <a href=\"http:\/\/procedural-audio.com\/Download\/DSP%20Sci-Fi%201.1%20Update%20Setup.exe\">download the free update<\/a> if you haven\u2019t done it yet.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog02-City-PlanetBiomeEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog02-City-PlanetBiomeEN.jpg\"><br \/>\n<\/a><\/p>\n<p>To add some activity, we add a <strong>Transport Ship<\/strong> passby. To make it sound a bit distant (and avoid too much overlap with the wind layer), we lower the <em>Engine Noise<\/em> and completely mute the <em>Deflectors<\/em>. For a longer ambience &#8211; or in a game situation -, random ranges could be assigned to the <em>Tone Pitch<\/em> and <em>Modulation<\/em> parameters, and we could generate several variations that would be randomly triggered at runtime. Generating vehicle passbys in DSP Sci-Fi is very simple, and adding sounds with the Transport Ship but also <strong>Speeder Bike<\/strong>, <strong>Flying Car<\/strong> or <strong>Patrol Car<\/strong> patches, all in the <em>Vehicles<\/em> category, is an easy way to improve your futuristic soundscapes.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog03-City-TransportShipEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog03-City-TransportShipEN.jpg\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog04-City-ReaperBreakdown.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog04-City-ReaperBreakdown.jpg\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Control Room<\/h2>\n<p>We are now in a control room with an operator interacting with a terminal. First, we create a <em>Roomtone<\/em> with the <strong>Bridge<\/strong> patch of the <em>Ambiences<\/em> category. The default patch is slightly modified to make everything a bit higher pitch-wise, but we really lower the volume of the <em>Bleeps<\/em>, <em>Radar<\/em> and <em>Telemetry<\/em> components, to not interfere with the UI sounds of the terminal.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog05-UI-BridgeEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog05-UI-BridgeEN.jpg\"><br \/>\n<\/a><\/p>\n<p>These basic beeps are generated using the <strong>Select Click<\/strong> patch of the <em>Interfaces<\/em> category. Keeping only the <em>Osc<\/em> section &#8211; with a touch of delay &#8211; we create a few variations at different pitches. Then, in the same patch we add a layer by using the <em>Modes<\/em> section. We select a smooth envelope to complement the beep sound that has a faster attack. To emphasize the end of the typing sequence we also add a sound generated with the <strong>Zoom Swipe<\/strong> patch (including some modulation) and then a <strong>Confirm Cancel<\/strong> sound which is also a mix of <em>Modes<\/em> and <em>Osc<\/em> sections. Finally, we use the <em>Switch<\/em> section of the <strong>Panel<\/strong> patch to add some sense of physicality when the operator is touching the screen.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog06-UI-BeepsEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog06-UI-BeepsEN.jpg\"><br \/>\n<\/a><\/p>\n<p>Since this is a control room, we conclude our sound design by adding some voices coming from the intercom system. Several patches from the <em>Lifeforms<\/em> category offer a speech mode that is perfectly suited for this task. Here, we choose the <strong>Insectoid<\/strong> patch with a high <em>Pitch<\/em>, and we randomize its <em>Vocalization<\/em> parameter to be able to generate different speech patterns. To simulate a lo-fi intercom speaker, we can process the rendered files in our favorite DAW with a basic band-pass filter and a bit of reverb.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog07-UI-InsectoidEN.mp4\" data-lity=\"data-lity\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog07-UI-InsectoidEN.jpg\"><br \/>\n<\/a><\/p>\n<p>Note that in order to optimize your workflow, all the tools of the DSP series let you select an external editor (e.g., Audacity) in the Settings window. Then, each time to press the Edit button, the sound will be rendered and open in that editor. It makes it immediate to add some post-processing to the generated sounds.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog08-UI-ReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog08-UI-ReaperBreakdown.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>This concludes the first part of our post on sound design for a sci-fi movie or animation. We have seen how the various patches of DSP Sci-Fi can be used to create convincing futuristic ambiences. In the <a href=\"http:\/\/procedural-audio.com\/blog\/2021\/12\/14\/designing-sounds-for-a-sci-fi-movie-2\/\">second part<\/a>, things will get a bit more hectic, with some blaster action, explosions, and a spaceship!<\/p>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspscifi.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/09\/learn-more-about-dspmotion.png\" alt=\"DSP Sci-fi\"><\/a><br \/>\n<br \/>\n<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 Sci-Fi can generate all the sounds you need (spaceships, blasters, aliens, robots, UI\u2026) for your science-fiction project. In this 2-part post, we will<\/p>\n","protected":false},"author":1,"featured_media":4623,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[15,18,12],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4620"}],"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=4620"}],"version-history":[{"count":11,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4620\/revisions"}],"predecessor-version":[{"id":4751,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4620\/revisions\/4751"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/4623"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4620"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4620"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4620"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}