{"id":5157,"date":"2022-04-05T01:09:38","date_gmt":"2022-04-05T01:09:38","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=5157"},"modified":"2022-04-14T01:44:55","modified_gmt":"2022-04-14T01:44:55","slug":"natural-environments-12","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2022\/04\/05\/natural-environments-12\/","title":{"rendered":"Natural Environments 1"},"content":{"rendered":"<div class=\"blog-pagenation\">\n<a class=\"next\" href=\"http:\/\/procedural-audio.com\/blog\/2022\/04\/14\/natural-environments-2\/\"><img decoding=\"async\" src=\"  http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/next2.png\" alt=\"\"><\/a>\n<\/div>\n<div class=\"blog-author\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/AxelSpeller2-2.png\" alt=\"Axel Speller\">\n<\/div>\n<div class=\"blog-author\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/07\/NicolasFournel-1.png\" alt=\"NicolasFournel\">\n<\/div>\n<p>In recent tutorials, we have learned how to design the sounds for a full <a href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/16\/gamesynth-full-action-sequence-13\/\">action sequence<\/a> &#8211; complete with explosions and giant robots \u2013 and for <a href=\"http:\/\/procedural-audio.com\/blog\/2022\/01\/27\/medieval-weapons-in-gamesynth-part-1\/\">medieval weapons<\/a>, from a simple sword to the mighty catapult!<\/p>\n<p>But <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a> is equally apt to create the quieter and more organic sounds of natural environments, which will undoubtedly come in handy in many games, animations and videos.<\/p>\n<p>In this two-part tutorial, we will show you how we generated all the sounds in the short video below, entirely procedurally, without using a single sample!<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/all.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/all.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-image: url('http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/header1.png'); background-position: right center; background-repeat: no-repeat; background-size: contain;\">Natural Ambiences<\/h2>\n<p>In the GameSynth patching environment, the modules derived from the Weather model, such as <strong>Wind<\/strong>, <strong>Rain<\/strong> or <strong>Leaves<\/strong> are really helpful to design natural ambiences. The video is divided in 4 sections, and we will now describe how we created the background effects for each of them.<\/p>\n<p><strong>Seaside \u2013<\/strong> To simulate the distant movement of the ocean, two <strong>Wind<\/strong> generators and one <strong>Rain<\/strong> generator are sent through <strong>Biquad Filters<\/strong>. Only the <em>Low<\/em> and <em>Mid<\/em> layers of the <strong>Wind<\/strong> generators are used. For the <strong>Rain<\/strong> module, we only set the <em>Far<\/em> and <em>Close Shower<\/em> as this is for the general ambience.<\/p>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<div class=\"twocol clearfix\">\n<div class=\"left\">To create the wave movements, a looping <strong>Automation<\/strong> <strong>Curve<\/strong> controls both the <em>Amplitude<\/em> of the <strong>Wind<\/strong> and the <strong>Rain<\/strong>, and the <em>Frequency<\/em> of the filters. The stereo effect is created by using a <strong>Scale Offset<\/strong> before one of the <strong>Biquad Filter <\/strong>modules to create a slight difference between the 2 channels, while the final <strong>Delay<\/strong> modules widen the stereo image.<\/div>\n<div class=\"right decoration\" style=\"background-image: url('http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/bg.jpg'); color: #fff;\">Procedural audio is especially useful when designing ambiences, as always-evolving sounds of any duration can be generated, without resorting to looping points, crossfades and so on.<\/div>\n<\/div>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/1.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/1.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><br \/>\n<!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><\/p>\n<p><strong>Waterfall \u2013<\/strong> Two<strong> Rain<\/strong> modules are used as the main generators. A constant wash is created by passing the first one through a <strong>Frequency Shifter<\/strong>, while the second one simulates turbulent water with louder and denser <em>Drips<\/em> settings. An extra <strong>Goo<\/strong> module gives more texture. An <strong>Automation Curve<\/strong> follows the camera movement and controls the <em>amplitude<\/em> and <em>density\/rate<\/em> of the <strong>Rain<\/strong> modules, making the waterfall sound increasingly distant.<\/p>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<div class=\"twocol clearfix\">\n<div class=\"right\">The low and high frequencies of the sound are adjusted with an <strong>EQ (5 bands)<\/strong> module. This gives a much louder sound, reinforced by the stereo effect created by a couple of <strong>Spectral Delay<\/strong> with slightly different <em>Delay<\/em> and <em>Amplitude <\/em>settings.<\/div>\n<div class=\"left decoration\" style=\"background-image: url('http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/bg.jpg'); color: #fff;\"><em>Adjusting the Amplitude bands of the <strong>Spectral Delay<\/strong> is another way to reinforce specific frequencies.<\/em><\/div>\n<\/div>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/2.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/2.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><br \/>\n<!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><\/p>\n<p><strong>Forest \u2013<\/strong> The base for the forest ambience patch is a <strong>Noise Bands<\/strong> module focusing on the 100-200Hz range and using a light <em>Amplitude fluctuation<\/em> to make the sound feel more natural. The signal then goes through two <strong>Reverb<\/strong> modules to add a sense of space.<\/p>\n<p>The <strong>Leaves<\/strong> module creates the expected rustling sound. While the module is set to mostly use <em>Close<\/em> and <em>Small leaves<\/em>, a <strong>Pitch Shifter<\/strong> at -900 cents, as well as a <strong>Lowpass Filter<\/strong> to lower the overall frequency range of the sound, set a darker tone for the forest.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/3.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/3.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><br \/>\n<!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><\/p>\n<p><strong>Watering hole \u2013<\/strong> For this quieter soundscape, <strong>Rain<\/strong> and <strong>Goo<\/strong> are used as sound sources, with the <em>Rate<\/em> and <em>Density<\/em> parameters set very low on both modules, in order to simulate slow water movements. A distant rumble &#8211; created by a <em>Brownian <\/em>type of <strong>Noise <\/strong>\u2013 completes the sound generators.<\/p>\n<p>A couple of <strong>Spectral Delay<\/strong> modules with slightly different settings offer a now familiar way to distribute the sound in the stereo field.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/4.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/4.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><br \/>\n<!-- -------------------------------------------------------------------- -------------------- ----------------------------------------><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-image: url('http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/header2.png'); background-position: right center; background-repeat: no-repeat; background-size: contain;\">Birds and Insects<\/h2>\n<p>Adding some birds and insects sounds to natural ambiences is a great way to bring them to life.<\/p>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<div class=\"twocol clearfix\">\n<div class=\"right\"><strong>Seaside \u2013 <\/strong>The first bird patch uses the <strong>Animal<\/strong> module, which includes a dedicated <em>Bird<\/em> generator. Its <em>Pitch<\/em> parameter is modulated by an envelope. The <em>Variation<\/em> percentage of the <strong>Envelope<\/strong> module has been adjusted in order to generate a slightly different sound each time the <strong>Clock<\/strong> module triggers the playback. Further down in the signal path, a <strong>Chorus<\/strong> adds even more modulation over time.<\/div>\n<div class=\"left decoration\" style=\"background-image: url('http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/bg.jpg'); color: #fff;\">While several modules can be used to simulate bird songs, fast pitch modulations are the most defining characteristic. By varying the types of modulations, many different bird songs can be created.<\/div>\n<\/div>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/5.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/5.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><strong>Forest \u2013<\/strong> The next patch used for the forest is actually a simple <em>Sine<\/em> <strong>Oscillator<\/strong>. This time, the pitch modulation is done through a <strong>Pitch Shifter<\/strong>, as the modulation goes higher than the frequency range of the oscillator. It is also simpler to change the global pitch afterwards. A <em>SawUp<\/em> <strong>LFO<\/strong> creates the main rhythm, while a <em>Sine<\/em> <strong>LFO<\/strong> &#8211; which also control the SawUp<em> Amplitude<\/em> &#8211; will slightly alter the <strong>Oscillator<\/strong> <em>Pitch<\/em> over time. The <strong>Perlin<\/strong><strong>\u00a0<\/strong><strong>Noise<\/strong> on the <strong>LFO<\/strong> <em>Pitch<\/em> adds some fluctuations to the rhythm for a more natural sounding result.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/6.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/6.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p>A second bird patch has been created for the forest. Its modulation system is similar to the patch that used the <strong>Animal<\/strong> module. However, this time, a <strong>Sine Bank<\/strong> module is used as the sound source, generating only a couple of harmonics. By adjusting its <em>Spread<\/em> parameter, as well as the boundaries of the <strong>Mapper<\/strong> module, a large range of sounds can be produced. The rhythm itself comes from an accelerating <strong>Clock <\/strong>module.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/7.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/7.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><strong>Watering hole \u2013 <\/strong>This sequence uses insect patches instead of birds. In the first patch, a <strong>Noise Bands<\/strong> module is set up with very narrow <em>Bands<\/em> in the high frequencies. By modulating the following <strong>Gain<\/strong> module with a <em>Triangle<\/em> <strong>LFO<\/strong> set to 30Hz, a nice insect chirp is generated. A second <strong>LFO<\/strong> modulates the amplitude of the first one to control the overall volume. It turns out that modulation is equally important when simulating insect buzzing and clicking noises!<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/8.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/8.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p>Finally, a Cicadas chorus is created with both a <strong>Noise<\/strong> module and a <strong>Sine Bank <\/strong>module (which adds modulation in the higher frequencies). However, the main component of this patch is its effects chain. The <strong>Flanger<\/strong>, with its <em>Input<\/em> <em>Highpass <\/em>set around 4500Hz, already creates the characteristic modulation of an insect chorus. The <strong>Spectral Delay<\/strong> smooths the sound, making it sounds less synthetic. Finally, a <strong>Lowpass Filter<\/strong> around 5000Hz is applied to remove the mid-range noise that was not necessary. By adjusting the lowpass <em>Frequency<\/em> (between 4000Hz and 7000Hz), the level of aggressivity of the insect chorus can be changed.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/9.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/9.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p>This concludes the first part of our tutorial about the sound design of natural environments with GameSynth. Procedural audio is very convenient to generate ambient sounds of any duration without repetitions, or to easily create almost infinite variations of animal sounds, simply by adjusting a few parameters. In the <a href=\"http:\/\/procedural-audio.com\/blog\/2022\/04\/14\/natural-environments-2\/\">second part<\/a>, we will examine how the sounds for the movement of the bigger animals in the video \u2013 tiger and crocodile \u2013 were created.<\/p>\n<p><a class=\"download-patches\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/GameSynth_Nature_Patches.zip\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/download-patches2022.png\" alt=\"download-patches\"><\/a><\/p>\n<p><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","protected":false},"excerpt":{"rendered":"<p>In recent tutorials, we have learned how to design the sounds for a full action sequence &#8211; complete with explosions and giant robots \u2013<\/p>\n","protected":false},"author":1,"featured_media":5159,"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\/5157"}],"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=5157"}],"version-history":[{"count":8,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/5157\/revisions"}],"predecessor-version":[{"id":5273,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/5157\/revisions\/5273"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/5159"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=5157"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=5157"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=5157"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}