{"id":4981,"date":"2022-01-19T06:02:58","date_gmt":"2022-01-19T06:02:58","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=4981"},"modified":"2022-01-19T06:02:58","modified_gmt":"2022-01-19T06:02:58","slug":"glitch-sound-design-in-dsp-action","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2022\/01\/19\/glitch-sound-design-in-dsp-action\/","title":{"rendered":"Glitch Sound Design in DSP Action"},"content":{"rendered":"<div class=\"blog-author\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/AxelSpeller2-2.png\" alt=\"AxelSpeller\">\n<\/div>\n<p><a href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspaction.html\">DSP Action<\/a> is the ideal tool to create harsh synthetic sounds for your cyberpunk games, glitchy animations, and abstract videos. Not only can it generate an incredible amount of digital mayhem, but you can also precisely control these usually unruly sounds by drawing with your mouse or graphic tablet, and by adjusting the many synthesis parameters provided.<\/p>\n<p>In this post, you will learn how we used DSP Action to design the sounds of an increasingly glitchy trip, starting from an opening eye and going right through the brain, up to the digital matrix! Let\u2019s check the result:<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-main.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-00.jpg\" alt=\"GameSynth Engines Plugin video\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 50px; padding: 14px 18px; max-width: 670px; background-image:url(http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction_header_bg1.jpg); background-position:right center; background-repeat:no-repeat;\">Enter the brain<\/h2>\n<p>In the initial sequence, we used the <strong>Move-Whoosh<\/strong> patch to add some emphasis on the opening on the eye and the zoom-in. In both cases we used relatively similar settings, focusing on the <em>Low<\/em> and <em>Mid<\/em> layers. The <em>Tone<\/em> parameters &#8211; and of course the drawings &#8211; are what differentiate the two sounds.<\/p>\n<p>During the zoom-in, we also added a gooey component with the <strong>Move-Gore<\/strong> patch, which will serve as a background layer once the video enters the brain.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-01-Brain-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-01-Brain-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>In order to create a build-up for the next sequence, the <strong>Start\/Stop-Riser<\/strong> patch (mostly its <em>Noise<\/em> and <em>Sub<\/em>\u00a0sections) is also put to contribution.<\/p>\n<p>For the neuronal connections, we naturally opted for a patch with an electric feel. In the <strong>Transform-Electricity<\/strong> patch, each line triggers a sound depending of its width, so lowering the <em>Line Width<\/em> in the <em>Control <\/em>section allowed us to reduce the overall loudness of the sound. After muting the <em>Bumps<\/em> layer, we were able to create electric sparks that fit nicely with the video.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-02-Neurons-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-02-Neurons-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 50px; padding: 14px 18px; max-width: 670px; background-image:url(http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction_header_bg2.jpg); background-position:right center; background-repeat:no-repeat;\">Psychedelic tunnel<\/h2>\n<p>The trip then takes us into a psychedelic tunnel. The transition effect between the two sequences -which looks like a badly recorded VHS tape &#8211; is made with the <strong>Move-Static<\/strong> patch. As this patch reacts to the acceleration in your drawing, it is really easy to create the desired effect by just scribbling on the sketch pad. To get the right effect though, we increased the <em>Sensitivity<\/em> setting a bit, and slightly raised the <em>Tones<\/em> level. The same effect (though with a different drawing) is used again for the next sequence transition.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-03-Statics-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-03-Statics-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>As the tunnel starts going forward and backward, the <strong>Transform-Synth<\/strong> patch is used to reflect the graphics getting more abstract. By drawing up and down in DSP Action, we were able to easily follow the movements in the video. In this patch, the topography of the lines also modifies the sound, so different sounds can be generated depending on where you draw on the sketch pad. Finally, when the tunnel goes backward, we emphasized the effect by using the <strong>Transform-Rewind<\/strong> patch.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-04-Tunnel-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-04-Tunnel-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 50px; padding: 14px 18px; max-width: 670px; background-image:url(http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction_header_bg3.jpg); background-position:right center; background-repeat:no-repeat;\">Glitches<\/h2>\n<p>Things are getting really glitchy toward the end of the video. To get a sense of continuity between this sequence and the previous one, we used the <strong>Start\/Stop-Pulse<\/strong> patch, adjusting the <em>Sub<\/em> and <em>Modulation<\/em> parameters. As the <em>Modulation Rate<\/em> follows the Y-axis, we drew relatively slowly during most of the sequence, only going significantly down at the end to create the final deceleration effect.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-05-Pulse-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-05-Pulse-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>Next, we used the <strong>Transform-Digital<\/strong> patch to match the glitchy effects of the vertical lines in the video. In this patch, the sounds triggered change depending on the size of the squares we draw over, which easily creates a random-glitchy effect. The <em>Tone<\/em> parameters were tweaked a bit and the drawing was done by following what was happening in the video.<\/p>\n<p>We also wanted this part to sound a bit like some processing was going on, so we added a layer with the <strong>Transform-Computation<\/strong> patch. To avoid it being too tonal, the <em>Bleep<\/em> layer was muted, and the <em>Arcs<\/em> <em>Length<\/em> was increased to make it easier to trigger multiple sounds.\u00a0 Combined with the <strong>Transform-Digital<\/strong> patch, it sounds like a dangerous virus is infecting your digital brain!<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-06-VerticalGlitch-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-06-VerticalGlitch-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><\/p>\n<p>Finally, to simulate the increasing pixelization that occurs at the end of the video, we switched to the harsher and noisier <strong>Transform-Glitch<\/strong> patch. It is controlled in the same way than the <strong>Transform-Digital<\/strong> patch but stutters a lot more, which is perfect as details on the video quickly vanish. We combined it with the <strong>Start\/Stop-Activation<\/strong> patch, drawing downward to conclude the video on a feeling of disconnection.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-07-End-EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/01\/DSPAction-Glitch-Blog-07-End-EN.jpg\" alt=\"GameSynth Engines Plugin video\"><\/a><br \/>\n<br \/>\n<a class=\"dspaction-learn-more\" href=\"http:\/\/procedural-audio.com\/web\/en\/products-dspaction.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-large wp-image-1809\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/07\/DSPAction_learn_more.jpg\" alt=\"\" width=\"521\" height=\"84\" \/><br \/>\n<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>DSP Action is the ideal tool to create harsh synthetic sounds for your cyberpunk games, glitchy animations, and abstract videos. Not only can it<\/p>\n","protected":false},"author":1,"featured_media":5006,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[22,15,12],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4981"}],"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=4981"}],"version-history":[{"count":16,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4981\/revisions"}],"predecessor-version":[{"id":5025,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/4981\/revisions\/5025"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/5006"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=4981"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=4981"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=4981"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}