{"id":5198,"date":"2022-04-14T01:26:20","date_gmt":"2022-04-14T01:26:20","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=5198"},"modified":"2022-04-14T01:48:35","modified_gmt":"2022-04-14T01:48:35","slug":"natural-environments-2","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2022\/04\/14\/natural-environments-2\/","title":{"rendered":"Natural Environments 2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"http:\/\/procedural-audio.com\/blog\/2022\/04\/05\/natural-environments-12\/\"><img decoding=\"async\" src=\"  http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2021\/nav\/prev1.png\" alt=\"\"><\/a>\n<\/div>\n<div class=\"blog-author\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/08\/AxelSpeller2-2.png\" alt=\"Axel Speller\" \/><\/div>\n<div class=\"blog-author\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/07\/NicolasFournel-1.png\" alt=\"NicolasFournel\" \/><\/div>\n<p>In the <a href=\"http:\/\/procedural-audio.com\/blog\/2022\/04\/05\/natural-environments-12\/\">first part<\/a> of this tutorial dedicated to the procedural sound design of natural environments, we learned how to generate ambient sounds, such as the seaside, forest grounds, or a waterfall with <a href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a>. We also created patches that simulate the sounds of various birds and insects. In this second part, we will focus on the movement of larger animals. As a reminder, here is the final video.<\/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\/all2.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\/header3.png'); background-position: right center; background-repeat: no-repeat; background-size: contain;\">Tiger movements<\/h2>\n<p>The tiger movements are composed of 3 distinct patches: the footsteps, the rustling grass, and a low growl.<\/p>\n<p><strong>Footsteps \u2013<\/strong> Two <strong>Footsteps<\/strong> modules with slightly different settings are used to get a more interesting sound.<\/p>\n<div class=\"twocol clearfix\">\n<div class=\"left\">\nThe first one uses the <em>Grass Surface<\/em> with <em>Dress shoes<\/em> \u2013 it is a fancy tiger \u2013 for a sharp sound, while the second one uses the <em>Leaves Surface<\/em> to add some rustling during the release of the sound. Random ranges have been assigned to the <em>Pitch<\/em> and <em>Scuff<\/em> parameters to create variations while the <strong>Gait<\/strong> module triggers the footsteps at a slow pace.\n<\/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;\">\n<em>During a walk cycle, animal footsteps can have different intensities. The Value output of the <strong>Gait<\/strong> module will send the amplitude of the events triggered. This is convenient to generate more natural footsteps.<\/em>\n<\/div>\n<\/div>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/10.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/10.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><!-- -------------------------------------------------------------------- --><\/p>\n<p><strong>Grass Rustle \u2013<\/strong> While on the move, the tiger passes through the vegetation. Like for the <a href=\"http:\/\/procedural-audio.com\/blog\/2022\/04\/05\/natural-environments-12\/\">forest ambience<\/a>, a <strong>Leaves<\/strong> module is used as the primary sound source, but with more <em>Fluctuation<\/em> this time. Using a <strong>Rain<\/strong> module may seem surprising, but selecting the <em>Grass Material<\/em> for the drip impacts will produce convincing vegetation rustle. A <strong>Granular Noise<\/strong> with low <em>Density<\/em> going through an <strong>EQ<\/strong> will complete the rustling in the high-range frequencies. Since this sound will be mixed with the Forest ambience, it is pitched down a bit to prevent too much overlapping. Finally, a <strong>Perlin Noise<\/strong> generator is used to create a random but natural movement for the rustling, by modulating the main amplitude of the patch.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/11.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/11.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><strong>Tiger Growl \u2013<\/strong> The <strong>Animal<\/strong> module conveniently includes a <em>Tiger<\/em> mode with which we can create a slow and growly sound by setting low <em>Modulation<\/em> and <em>Pitch <\/em>values. The <strong>Noise Bands<\/strong> module is used for the breathy part while the <strong>Chaos<\/strong> module adds some low-end. The <strong>Formant Filter<\/strong> plays a key role: by modulating the <em>Morphing<\/em> parameter, it is possible to switch between two set of formants, simulating the inspiration \/ expiration phases of the breathing cycle.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/12.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/12.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\/header4.png'); background-position: right center; background-repeat: no-repeat; background-size: contain;\">Crocodile entering water<\/h2>\n<p><strong>Footsteps \u2013<\/strong> A <strong>Footsteps<\/strong> module with its<em> Surface<\/em> set to <em>Carpet<\/em> and followed by an <strong>EQ<\/strong> simulates dirt, while the triggering is again provided by a <strong>Gait<\/strong> module. A <strong>Rain<\/strong> module is used to add some muddiness. Its <em>Amplitude<\/em> is controlled by an <strong>Envelope Follower<\/strong> fed by the <strong>Footsteps<\/strong> output. This ensures the two sound sources glue well together.<\/p>\n<p>Since the crocodile progressively enters the water, an extra layer built around <strong>Goo<\/strong> and <strong>Rain<\/strong> modules is added to the footsteps. <\/p>\n<div class=\"twocol clearfix\">\n<div class=\"left\">\nThe wetness is controlled by a <strong>Meta Parameter<\/strong> and the <em>Duration<\/em> of the <strong>Stutter<\/strong> module is used to trigger smaller or bigger splashes (the higher the <strong>Meta Parameter<\/strong> value is, the longer the <strong>Stutter<\/strong> gate will stay open). The <em>Triangle Shape<\/em> of the <strong>Stutter<\/strong>, along with a low <em>Duty Cycle<\/em> value, allow for an impactful envelope.\n<\/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;\">\n<em>In the rendering window of GameSynth, you can automatically generate sound variations by sweeping <strong>Meta Parameter<\/strong> values. Here, it is very convenient to quickly render footsteps with several level of wetness.<\/em>\n<\/div>\n<\/div>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/13.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/13.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><strong>Water Splash \u2013<\/strong> A specific patch was created for the main water splashes, relying on two <strong>Goo<\/strong> and a <strong>Rain<\/strong> module as main sound sources. The <strong>Goo<\/strong> modules cover different frequency ranges, while the purpose of the <strong>Rain <\/strong>module is to shape the movement of the sound. A filtered <strong>Noise<\/strong> module (whose <em>Cutoff frequency<\/em> is modulated) simulates the small ripple created by the splash. Random ranges are assigned to several parameters (especially the <strong>Envelope<\/strong> <em>Duration<\/em> and <em>Variation)<\/em> to generate different splash sounds. GameSynth makes it easy to produce many variations and to pick the best ones later.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/14.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/14.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><strong>Water Movement \u2013<\/strong> <strong>Goo<\/strong> and <strong>Rain<\/strong> modules are once again used to create the lighter water movements. This time, a <strong>Bubble<\/strong> module is also put to contribution to produce a light trickle of water. The <strong>Automation Curve <\/strong>is used to control the <em>Density\/Rate<\/em> parameters of the sound sources, imitating a gentle wave movement. The <strong>Drifter<\/strong> module following the <strong>Automation Curve<\/strong> add slight variations to the control signal, creating a more realistic sound.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/15.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/15.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p><strong>Diving \u2013<\/strong> The goal of this patch is to put more emphasis on the crocodile\u2019s diving and to complete the water movement started above. A <strong>Hail<\/strong> module has its <em>Material<\/em> set to <em>Lake <\/em>and its output is sent through a <strong>Ring Modulator<\/strong> to mask the transients and make the sound more organic. <strong>Goo<\/strong> and <strong>Granular Noise<\/strong> modules contribute to the water flow.<\/p>\n<p>The <strong>Doppler<\/strong> module emphasizes the feeling of the crocodile sinking into the water. The <em>Distance<\/em> parameter is controlled by an <strong>Envelope<\/strong> to mimic a gentle passby. To prevent a too drastic pitch modulation, the <strong>Envelope<\/strong> is set to be decreasing slowly. More effects such as <strong>Chorus<\/strong> and <strong>EQ<\/strong> are added before the output to smooth the sound.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/16.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-nature\/16.jpg\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<p>\nThis concludes our 2-part tutorial on the synthesis of natural environments with GameSynth. While these sounds are definitely more lowkey than the <a href=\"http:\/\/procedural-audio.com\/blog\/2021\/11\/16\/gamesynth-full-action-sequence-13\/\">action-packed patches<\/a> of recent tutorials, they can be used in large variety of mediums, from game to animation and videos, and show the wide range of sounds procedural design can generate.<\/p>\n<p>\nYou can download all these patches below and experiment with them to create your own soundscapes.\n<\/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 the first part of this tutorial dedicated to the procedural sound design of natural environments, we learned how to generate ambient sounds, such<\/p>\n","protected":false},"author":1,"featured_media":5201,"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\/5198"}],"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=5198"}],"version-history":[{"count":8,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/5198\/revisions"}],"predecessor-version":[{"id":5274,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/5198\/revisions\/5274"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/5201"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=5198"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=5198"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=5198"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}