{"id":4624,"date":"2021-12-14T01:47:08","date_gmt":"2021-12-14T01:47:08","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4624"},"modified":"2021-12-14T02:15:23","modified_gmt":"2021-12-14T02:15:23","slug":"designing-sounds-for-a-sci-fi-movie-2","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2021\/12\/14\/designing-sounds-for-a-sci-fi-movie-2\/","title":{"rendered":"Designing Sounds for a Sci-Fi Movie 2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/25\/designing-sounds-for-a-sci-fi-movie-1\/\"><img decoding=\"async\" src=\"  http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/prev1.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\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/11\/DSPSci-Fi_Blog_Header_Sale.jpg\" alt=\"DSPSci-Fi_Blog_Header_Sale\"><\/a>\n<\/p>\n<p>In the <a href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/25\/designing-sounds-for-a-sci-fi-movie-1\/\">first part<\/a> of this post, we used <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspscifi.html\">DSP Sci-Fi<\/a> to generate all the sounds needed for a futuristic city ambience and a computerized control room. In this part, we will go full throttle action, as our protagonist will teleport himself on the battlefield! But first, let\u2019s remind ourselves of the final video.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/sample.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/sample.png\" alt=\"GameSynth Engines Plugin video\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Teleportation<\/h2>\n<p>In the third sequence of the video, our character starts in a teleportation room. Four layers are generated for this scene. The main sound is unsurprisingly created with the <strong>Teleporter<\/strong> patch of the <em>Mechanisms<\/em> category. But to add some low-end to the sound, we also use the <strong>Cockpit Interior<\/strong> patch, with a fast acceleration and all the beeps muted.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog09-Teleportation-TeleporterEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog09-Teleportation-TeleporterEN.jpg\" alt=\"GameSynth Engines Plugin video\"><br \/>\n<\/a><\/p>\n<p>For the sound of the red vertical lasers, we use the <em>High Beam<\/em> section of the <strong>Plasma Beam<\/strong> patch, set to a high frequency and a deep modulation. We want to have distinct starting and ending sounds to add more presence to the sound. The <strong>Shield<\/strong> patch from the <em>Weapons<\/em> category is a good candidate for that as it provides activation and deactivation spark sounds which are very useful when simulating devices. In this case, we increase the <em>Spark Decay<\/em> (for a smoother starting sound), as well as the <em>Modulation Rate<\/em> and the <em>Pitch<\/em> in the <em>Shield<\/em> section to add more depth to the ending sweep.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog10-Teleportation-PlasmaEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog10-Teleportation-PlasmaEN.jpg\" alt=\"GameSynth Engines Plugin video\"><br \/>\n<\/a><\/p>\n<p>The last layer is an ambience generated with the <strong>Crew Quarters<\/strong> patch, for which we simply muted the <em>Oxygen Pump<\/em> and added a bit more modulation to the <em>Ventilation<\/em>.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog12-Teleportation-ReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog12-Teleportation-ReaperBreakdown.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Battlefield<\/h2>\n<p>We teleported ourselves just in the middle of a battlefield. Needless to say, the <strong>Explosion<\/strong> patch from the <em>Weapons<\/em> category is put to good use. By randomizing the <em>Blast Filter<\/em>, <em>Detonation Attack<\/em> and <em>Sustain Freq<\/em> parameters, we can generate many variations. For the last explosion, which is farther away, we decrease the <em>Detonation Amp<\/em> and increase the <em>Distance<\/em> parameters.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog13-Battlefield-ExplosionEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog13-Battlefield-ExplosionEN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>As for the weapons, you will notice that they all have different firing rates. After setting that specific rate in the <strong>Blaster<\/strong> patch for each of them, we assigned random ranges to every parameter in the <em>Energy<\/em> section, and then generated several variations. We simply picked the most interesting one afterwards. This is an amazingly fast method to find a good sound for your project.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog14-Battlefield-BlasterEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog14-Battlefield-BlasterEN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>An ambience based on the <strong>Planet Biome<\/strong> patch, this time using only the <em>Lava<\/em> section (with lowered\u00a0 <em>Tone<\/em> parameters for the <em>Magma<\/em> and <em>Bubbles<\/em>) completes the battlefield soundscape.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog15-Battlefield-PlanetBIomeEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog15-Battlefield-PlanetBIomeEN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog16-Battlefield-ReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog16-Battlefield-ReaperBreakdown.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Spaceship Landing<\/h2>\n<p>The video ends with the landing of an imposing spaceship. The <em>Jet Propulsion Power<\/em> and <em>Landing Gear<\/em> parameters of the <strong>Landing<\/strong> patch (from the <em>Vehicles<\/em> category) are set to their maximum values for full effect. To add more low-end, we use the <strong>Cockpit Interior<\/strong> patch again, but this time with a deceleration that matches the timing of the landing. Finally, when the spaceship hits the ground, we create a low-pitched impact of type <em>Hard<\/em> with the <strong>Metal Impact<\/strong> patch.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog17-Landing-LandingEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog17-Landing-LandingEN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>The spaceship is equipped with moving reactors that stabilize its descent.\u00a0 To design their sound, we first generated a lot of variations using the <strong>Servo Motor<\/strong> patch, which is especially useful for all types of mechanical movements. All parameters were slightly randomized, while keeping the duration relatively short, between 1 and 2 seconds. Then, we sequenced the best takes to match the animation of the reactors, and we lowered their volume in the mix so that they blend well with the engine sound.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog18-Landing-ServoEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog18-Landing-ServoEN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>To conclude, we used the <strong>Planet Biome<\/strong> patch once again for the ambiance layer. This time, both the <em>Lava<\/em> section &#8211; without the <em>Bubbles<\/em> &#8211; and the <em>Wind<\/em> section were put to contribution.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog19-Landing-PlanetBiomeEN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog19-Landing-PlanetBiomeEN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog20-Landing-ReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/scifi20211122\/DSPSci-FiBlog20-Landing-ReaperBreakdown.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>And voil\u00e0! By combining the various patches offered by DSP Sci-Fi and adjusting their parameters to your needs, you can design the sounds of any type of sci-fi project!<\/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><\/p>\n<p><\/p>\n<p>\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>In the first part of this post, we used DSP Sci-Fi to generate all the sounds needed for a futuristic city ambience and a<\/p>\n","protected":false},"author":1,"featured_media":4746,"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\/4624"}],"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=4624"}],"version-history":[{"count":10,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4624\/revisions"}],"predecessor-version":[{"id":4754,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4624\/revisions\/4754"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/4746"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4624"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4624"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4624"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}