{"id":5259,"date":"2022-04-21T02:43:45","date_gmt":"2022-04-21T02:43:45","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=5259"},"modified":"2022-04-21T03:11:02","modified_gmt":"2022-04-21T03:11:02","slug":"patch-anatomy-steam-train","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2022\/04\/21\/patch-anatomy-steam-train\/","title":{"rendered":"Patch Anatomy: Steam Train"},"content":{"rendered":"<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 this new installment of our \u2018Patch Anatomy\u2019 series &#8211; in which we dissect advanced GameSynth patches &#8211; we examine the synthesis of a steam train, complete with engine, steam and whistle sounds. All aboard the choo-choo train!<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/01 Steam Train Patch2.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/01 Steam Train Patch.png\" alt=\"GameSynth\" \/><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Engine<\/h2>\n<p>A <strong>Gear<\/strong> module is used to generate the repetitive, mechanical sound characteristic of an engine. Its amplitude is modulated by a <strong>LFO <\/strong>with a <em>Saw Up shape<\/em> and a different frequency, creating small variations in the rhythm of the engine. <strong>Cross-Synthesis<\/strong> with a <strong>Thunder<\/strong> module makes it a real steam engine sound by combining the mechanical clanging with the release of the thunderclap.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/02 Engine.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/02 Engine.png\" alt=\"GameSynth\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Whistle<\/h2>\n<p>The whistle uses the new <strong>Horn<\/strong> module (introduced in GameSynth 2022) for generator, which gives its slow <em>pitch<\/em> and <em>amplitude attack<\/em> to the sound. The characteristic timbre of the whistle is built by sending the output of the <strong>Horn<\/strong> through a <strong>Frequency Shifter<\/strong>. An additional <strong>Reverb<\/strong> gives more presence to the sound, almost like if the train was coming out of a tunnel.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/03 Whistle.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/03 Whistle.png\" alt=\"GameSynth\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Steam<\/h2>\n<p>The sound of the steam is based on two eponymous modules. The first one goes through a <strong>Reverb<\/strong> that gives it a longer tail while the second one, slightly delayed by a <strong>Time Shifter<\/strong>, is equalized with an <strong>EQ 5 bands<\/strong> to have more presence in the low frequencies. Mixed together, the two <strong>Steam<\/strong> modules create a denser sound.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/04 Steam.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/04 Steam.png\" alt=\"GameSynth\"><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Logic<\/h2>\n<p>Speed control is achieved via a <strong>Meta-parameter<\/strong>.\u00a0 Its range is constraint by a <strong>Mapper<\/strong> module, whose output drives the <em>Speed<\/em> input of the <strong>Gear<\/strong> module, thus controlling the whole engine.<\/p>\n<p>When the speed is too low, the train stops and steam is released. To achieve this, the value of the meta-parameter is compared to a low threshold in the <strong>Crossings<\/strong> module. The <em>Triggering mode<\/em> is set to \u2018<em>Once, decreasing value<\/em>\u2019 so that the train will stop only once, and only if it is decelerating.<\/p>\n<p>The output of the <strong>Crossings<\/strong> module triggers the <strong>Steam<\/strong> modules, but also activates a <strong>Mute<\/strong> module placed after the engine section of the patch, effectively shutting down the engine.<\/p>\n<p><a class=\"litymp3\" href=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/05 Logic.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/05 Logic.png\" alt=\"GameSynth\"><br \/>\n<\/a><\/p>\n<p>You can download the Stream Train patch below. The GameSynth patch repository includes several other train patches, check them out!<\/p>\n<p><a class=\"download-patches\" href=\"http:\/\/procedural-audio.com\/web\/web\/images\/gamesynth_jp_blog\/gamesynth-steam-train\/Steam Train.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 this new installment of our \u2018Patch Anatomy\u2019 series &#8211; in which we dissect advanced GameSynth patches &#8211; we examine the synthesis of a<\/p>\n","protected":false},"author":1,"featured_media":5263,"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\/5259"}],"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=5259"}],"version-history":[{"count":16,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/5259\/revisions"}],"predecessor-version":[{"id":5301,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/5259\/revisions\/5301"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/5263"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=5259"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=5259"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=5259"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}