{"id":4627,"date":"2021-11-29T09:15:12","date_gmt":"2021-11-29T09:15:12","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4627"},"modified":"2022-01-06T09:41:18","modified_gmt":"2022-01-06T09:41:18","slug":"gamesynth-full-action-sequence-2","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2021\/11\/29\/gamesynth-full-action-sequence-2\/","title":{"rendered":"GameSynth Full Action Sequence 2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/16\/gamesynth-full-action-sequence-13\/\"><img decoding=\"async\" src=\"  http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/prev1.png\" alt=\"\"><\/a><br \/>\n  <a class=\"next\" href=\"http:\/\/procedural-audio.com\/blog\/2021\/12\/08\/gamesynth-full-action-sequence-3\/\"><img decoding=\"async\" src=\"  http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/next3.png\" alt=\"\"><\/a>\n<\/div>\n<p><a class=\"gs2020-1-sales-banner\" 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\/2021\/11\/GameSynth_Blog_Header_Sale.jpg\" alt=\"GameSynth\"><\/a><\/p>\n<p>In the first part of this series, we learned how to design the sound effects for an assault robot, a soldier taking cover, and a background warfare ambience. All sounds were created in <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a>, using only sound synthesis and not a single sample (although GameSynth is a powerful sample mangler in its own right!).<\/p>\n<p>This time, we will start with a bang \u2013 literally. But first, here is the full video again (reminder: all the patches are available for download at the bottom of this post).<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/sample.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/sample.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Explosions and Debris<\/h2>\n<p>We left the action with the soldier running for cover. A good idea, as this next sequence is all about big explosions and debris. There are many ways to design such sounds in the <em>Modular<\/em> model, and this time we will choose a differently technique than in the previous post to generate the explosion sounds.<\/p>\n<p>For the first one, a low-frequency impact layer is created by mixing three <strong>Noise<\/strong> modules, with different <em>lowpass<\/em> values and different <strong>Envelopes<\/strong> driving their <em>amplitudes<\/em>. Adding <strong>Chirp<\/strong> and <strong>Oscillator<\/strong> modules make the sound even more impactful. To add more high-frequency content, the <strong>Thunder<\/strong> module is used once again, slightly filtered to soften it a bit. Finally, the burning sound associated with the explosion is generated by combining the <strong>Fire<\/strong> and <strong>Noise Bands<\/strong> modules, which makes for a good whoosh layer.<\/p>\n<p>The second explosion patch is simpler, relying on a single <strong>Thunder<\/strong> module as the sound source. However, more processing modules are used afterwards to create a bigger sound. The idea here is to create two similar branches in the patch, that will be connected to a <strong>Stereo<\/strong> output. By setting their parameters slightly differently, and by using different <strong>Envelope<\/strong> <em>durations<\/em>, a stereo effect is created, which contributes greatly in making the explosion sound bigger.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction13-Explosions.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction13-Explosions.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>After the detonations, big concrete blocks come crashing on the ground. The <strong>Friction<\/strong> and <strong>Granular Noise<\/strong> modules are used to create low and high frequency layers. Simply by changing the <em>duration<\/em> of the <strong>Envelope<\/strong>, several variations can be generated, matching the different block sizes.\u00a0 For the smaller blocks, a more resonant patch is used, created by keeping the <strong>Friction<\/strong> module only. Modulating a <strong>Friction<\/strong> module by a short <strong>Envelope<\/strong> is indeed a good way to generate nice impacts!<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction14-ConcreteImpacts.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction14-ConcreteImpacts.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>Smaller debris sounds are added to complement the main impacts: <strong>Rocks<\/strong> and <strong>Granular Noise<\/strong> modules are processed by a <strong>Spectral Delay<\/strong> which allows for the simulation of denser debris without having to add more generators. Linking the <em>density<\/em> parameter of our two generators with a <strong>Meta Parameter<\/strong> makes it possible to easily generate several sound variations.<\/p>\n<p>Finally, another dust patch is created. Instead of using the <em>Whoosh<\/em> model like in the previous post, <strong>Rain<\/strong> and <strong>Leaves<\/strong> modules are added. Once heavily filtered, they lead to a lighter, grittier sound that is well suited for smaller debris.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction15-RockSlides.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction15-RockSlides.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction16-ExplosionsandDebrisReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction16-ExplosionsandDebrisReaperBreakdown.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Shooting Soldier<\/h2>\n<p>Once the dust has settled, a soldier successively fires a machine gun and a handgun. This is a great opportunity to use some of the specific GameSynth modules to design more realistic weapons sounds. Both patches use the same basic logic, with a processed <strong>Gunshot<\/strong> module as the source, and <strong>Gun Foley<\/strong> as well as <strong>Bullet Casing<\/strong> modules used to add some realistic, mechanical sounding parts.<\/p>\n<p>In both cases, an <strong>Oscillator<\/strong> module provides sub-harmonics. For the machine gun, a <strong>Chirp<\/strong> module is also put to contribution in order to create more impact. Since the machine gun is an automatic weapon, a <strong>Clock<\/strong> module is used to quickly trigger several shots, while matching its <em>frequency<\/em> parameter with the firing rate in the video. For the handgun, the volume of the <strong>Gun Foley<\/strong> is dramatically increased to match the animation, which is quite exaggerated.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction17-SoldierGunshots.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction17-SoldierGunshots.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>The soldier\u2019s cloth Foley is generated by the Cloth patch that was used in the first post. However, it is slightly modified to sound a bit rougher, with more friction, notably by adding another <strong>Noise Bands<\/strong> module. In addition, the <em>Whoosh<\/em> model is used to create some swishes emphasizing the soldier\u2019s movements. The gun\u2019s jingling comes from a <strong>Gun Foley<\/strong> module. Several sound variations were generated, taking advantage of the different types of <em>actions<\/em> available in the module. They were then edited and synchronized with the gun movements.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction18-SoldierFoley.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction18-SoldierFoley.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction19-SoldierShootingReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction19-SoldierShootingReaperBreakdown.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Defective Machine<\/h2>\n<p>The next sequence zooms in on some defective machinery that has clearly been hit during the gunfight. To give the feeling of a device shutting down, a patch that heavily relies on downward <strong>Envelopes<\/strong> is created. It consists of two processed <strong>Noise<\/strong> layers and an <strong>Oscillator<\/strong> modulated by a <strong>Chorus<\/strong> to make the sound bigger. The amplitude of the whole patch is modulated by a <strong>LFO<\/strong> whose <em>frequency<\/em> slowly decreases, reinforcing the shutdown feeling.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction20-MachineDisconnection.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction20-MachineDisconnection.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>The other layers are all generated by very basic patches. If anything, they demonstrate that since GameSynth comes with many synthesis modules already oriented towards the design of sound effects for games and animations, patches are usually simpler, easier to build and to understand than with other visual patching systems. In this case, the combination of <strong>Blip <\/strong>and <strong>Electricity<\/strong> modules is sufficient to produce convincing electric sparks. For the smoke coming out of the machine, instead of using filtered <strong>Noise<\/strong>, a <strong>Steam<\/strong> module has been chosen. It creates an interesting air burst at the start of the sound. Finally, the <strong>Fire<\/strong> module is used as a single source to add a burning layer, with its crackles nicely complementing the electric sparks.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction21-SparksSteamFire.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction21-SparksSteamFire.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction22-DefectiveMachineReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction22-DefectiveMachineReaperBreakdown.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>This concludes the second part of our series on designing the sound of a full action sequence in GameSynth! In the third and final part of this blog, we will go full mecha, so bring your exoskeletons and robotic enhancers!<\/p>\n<p><a class=\"download-patches\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogActionPatches.zip\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/03\/download-patches2.png\" alt=\"download-patches\"><\/a><br \/>\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\"><\/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>In the first part of this series, we learned how to design the sound effects for an assault robot, a soldier taking cover, and<\/p>\n","protected":false},"author":1,"featured_media":4628,"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\/4627"}],"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=4627"}],"version-history":[{"count":24,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4627\/revisions"}],"predecessor-version":[{"id":4892,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4627\/revisions\/4892"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/4628"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4627"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4627"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4627"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}