{"id":4635,"date":"2021-12-08T09:11:04","date_gmt":"2021-12-08T09:11:04","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4635"},"modified":"2022-01-06T09:40:04","modified_gmt":"2022-01-06T09:40:04","slug":"gamesynth-full-action-sequence-3","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2021\/12\/08\/gamesynth-full-action-sequence-3\/","title":{"rendered":"GameSynth Full Action Sequence 3"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/29\/gamesynth-full-action-sequence-2\/\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/prev2.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>This is the final post of our series about the sound design of a full action sequence using procedural audio techniques in <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a>.<\/p>\n<p>After synthesizing sounds for footsteps, clothes, firearms, explosions, debris, and more in the previous posts, we will now have some fun with robotic and mechanical sounds. But first, let\u2019s watch the full video again.<\/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;\">Climbing up the Mecha<\/h2>\n<p>The sequence for which we are designing the sounds this time starts at 0:32, with a robot walking and climbing on a big mecha. The footsteps and legs movements are generated by patches from the assault robot in <a href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/16\/gamesynth-full-action-sequence-13\/\">part 1<\/a> that have been slightly modified. The footsteps were adjusted to sound more mechanical, while the <strong>Envelopes<\/strong> of the original servo patch (and their <em>durations) <\/em>were modified to match a wider range of movements during the climbing section.<\/p>\n<p>The <a href=\"http:\/\/procedural-audio.com\/blog\/2018\/03\/19\/creating-sounds-from-analysis\/\">analysis-resynthesis feature<\/a> of the <em>Impact<\/em> model was used to generate the impact sounds on the metallic ladder. After sourcing a metal hit sound that exhibited the right resonances, we simply dropped the sample on the <em>Impact Resonance<\/em> panel to extract its resonant modes and resynthesize the sound. The <em>tuning<\/em> and <em>damping<\/em> parameters were adjusted to fit our needs, and a couple of noise bands were added in the <em>Impact Noise<\/em> section to increase the realism. After assigning random ranges to the parameters, several variations were generated and synchronized with the footsteps of the robot.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction23-LadderImpact.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction23-LadderImpact.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>Another patch was created for the robotic hands grabbing the ladder. The <strong>Patch Player<\/strong> module was used to import our <em>Impact<\/em> patch in the <em>Modular<\/em>, where it was combined with <strong>Gear<\/strong> and <strong>Gun Foley<\/strong> modules to add more mechanical articulations to it. Once again, after assigning a random range to the <em>pitch <\/em>parameter, several variations were automatically rendered and synchronized with the robotic hands in the video.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction24-HandGrab.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction24-HandGrab.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>Finally, the <strong>Beam<\/strong> module was used to create buzzy sounds as the robot passes lights while climbing into the mecha. It is easy to generate a large range of sounds simply by adjusting the parameters of this module, so we used the random button (in the module toolbar) to find some interesting sounds that we layered together. A <strong>Chorus<\/strong> module and a <strong>Ring Modulator<\/strong> were added to modulate the sound.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction25-MechaHum.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction25-MechaHum.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction26-ClimbingUptheMechaReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction26-ClimbingUptheMechaReaperBreakdown.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Mecha initialization<\/h2>\n<p>Arrived at the top, the robot enters the cockpit and engages the startup sequence. The robotic movement patches created in the previous section are still used, to which we added the sound of the robot sitting down, simply by mixing two <strong>Noise Bands<\/strong> modules with sharp <strong>Envelopes<\/strong> and some extra filtering.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction27-RobotSitting.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction27-RobotSitting.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>The command panel uses layered <strong>Motor<\/strong> and <strong>Gear<\/strong> modules to get a nice mechanical feel. The sound ends with the <strong>Gun Foley<\/strong> module that helps confirming the action with a satisfying clicking sound. More feedback is added in the form of an AI voice. A <strong>Mega Saw<\/strong> module &#8211; whose <em>amplitude<\/em>, <em>pitch<\/em> and <em>detune<\/em> inputs are deeply modulated \u2013 creates the base for the voice, with is further processed by <strong>Ring Modulator<\/strong>, <strong>Vocoder<\/strong> and <strong>Degrader<\/strong> modules to generate a more assertive robotic voice.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction28-ControlPanel.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction28-ControlPanel.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>To create the sound of the hatch, the <strong>Motor<\/strong> and <strong>Machine<\/strong> modules were combined. The <strong>Machine<\/strong> <em>throttle<\/em> parameter increases to simulate the movement. A <strong>Noise<\/strong> module was also added to simulate the type of air release that usually goes well with this kind of mechanism. The locking sound is made by combining a <strong>Clang<\/strong> module with a <strong>Gun Foley<\/strong> module, the following <strong>Spectral Delay<\/strong> creating resonances in the low frequencies that make it sound bigger.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction29-Hatch.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction29-Hatch.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>The sound of the Mecha\u2019s engine build-up is provided by two patches. The first one generates a turbine-like sound and consists of a <em>Pulse<\/em> <strong>Oscillator<\/strong> feeding a <strong>Ring Modulator<\/strong> controlled by a <strong>Noise Bands<\/strong> module. The resulting harsh noise is processed by a <strong>Pitch Shifter<\/strong> and softened by an<strong> EQ<\/strong>. The second patch simulates the engine rumble. A <em>Sine<\/em> <strong>Oscillator<\/strong> module going through a <strong>Chorus<\/strong> provides the main engine sound while a <strong>Sine Bank<\/strong> module adds a noisier component to the rumble.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction30-Initialization.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction30-Initialization.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction31-MechaInitializationReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction31-MechaInitializationReaperBreakdown.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Mecha Movements<\/h2>\n<p>The last sequence of the video shows the mecha getting ready for battle. The previous turbine and engine patches are still playing during this sequence to give a sense of continuity.<\/p>\n<p>However, a new reactor patch comprised of three layers is added to the mix. The first layer is a resonant noise created by a <strong>Granular Noise<\/strong> sent through a <strong>Ladder Filter<\/strong> and mixed with another filtered <strong>Noise<\/strong>. The second layer is based on a heavily processed <strong>Motor<\/strong> module whose output goes through a <strong>Biquad Filter<\/strong>, a <strong>Chorus<\/strong> and finally a <strong>Frequency Shifter<\/strong> to give it a bit more of a sci-fi vibe. Finally, the third layer of the patch consists in a saturated <strong>Noise<\/strong> module that adds a harsher component to the final sound. An upward <strong>Envelope<\/strong> on a <strong>Pitch Shifter<\/strong> and a <strong>LFO<\/strong> on the global amplitude finish to shape the sound and to create some movement. Combined together, the turbine, engine, and reactor patches produce a great build-up sound for the mecha.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction32-Turbine.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction32-Turbine.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>To simulate the movement of the mecha\u2019s arms, <strong>Machine<\/strong>, <strong>Motor<\/strong> and <strong>Gear<\/strong> modules were mixed together, generating a very mechanical sound. The <strong>Envelopes<\/strong> controlling the <strong>Motor<\/strong>\u2019s <em>speed<\/em> and the <strong>Machine<\/strong>\u2019s <em>throttle<\/em> were then adjusted to create sound variations corresponding to each movement.<\/p>\n<p>In order to add even more weight to the arms, mechanical clacks were added at the end of each motion. They were synthesized by mixing several <strong>Gun Foley<\/strong> modules with a <strong>Clang<\/strong> module, all randomly retriggered over a short period of time with a <strong>Distribution<\/strong> module. By adding random ranges to many of the patch\u2019s parameters, a large number of variations could be automatically generated and we simply selected the best ones. This is a very useful technique to quickly create interesting sounds with GameSynth!<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction33-MechaServo.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction33-MechaServo.jpg\" alt=\"\"><br \/>\n<\/a><br \/>\n<a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction34-MechaMovementsReaperBreakdown.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/gamesynth20211105\/GameSynthBlogAction34-MechaMovementsReaperBreakdown.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>This concludes our 3-part series, in which we designed all the sound effects for a full action sequence in GameSynth, using only sound synthesis and no samples! We hope that it gave you some inspiration to create your own patches in GameSynth, as procedural audio continues to revolutionize the way interactive sound content is produced for games, animations and beyond!<\/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><\/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>This is the final post of our series about the sound design of a full action sequence using procedural audio techniques in GameSynth. After<\/p>\n","protected":false},"author":1,"featured_media":4711,"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\/4635"}],"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=4635"}],"version-history":[{"count":11,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4635\/revisions"}],"predecessor-version":[{"id":4890,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4635\/revisions\/4890"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/4711"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4635"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4635"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4635"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}