{"id":754,"date":"2018-03-08T02:36:15","date_gmt":"2018-03-08T02:36:15","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=754"},"modified":"2018-03-26T00:55:19","modified_gmt":"2018-03-26T00:55:19","slug":"gamesynth-1-0-release","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2018\/03\/08\/gamesynth-1-0-release\/","title":{"rendered":"GameSynth Released!"},"content":{"rendered":"<p>We are thrilled to announce the release of <a href=\"http:\/\/www.procedural-audio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a>, <strong>the ultimate sound design tool for games and movies<\/strong>!<\/p>\n<p>GameSynth uses the latest advances in <strong>procedural audio<\/strong> to generate<strong> high-quality, fully interactive sound effects<\/strong>. Creating hundreds of variations of a sound is done in just a few clicks, perfect to fight repetitiveness in a game, or to bring more diversity to the audio of a movie (bullets, Foley etc.).<\/p>\n<p><iframe loading=\"lazy\" width=\"670\" height=\"376\" src=\"https:\/\/www.youtube.com\/embed\/BR9HMekar0k?rel=0\" frameborder=\"0\" allow=\"autoplay; encrypted-media\" allowfullscreen><\/iframe><\/p>\n<p>Among the first procedural models available are: <strong>Whoosh, Impact \/ Contact and Retro<\/strong>. Many other models (including <strong>Voice Effects and Motors<\/strong>) are coming soon, both from Tsugi and from our partners. GameSynth also offers a <strong>visual patching environment<\/strong> allowing sound designers to create their own models.<\/p>\n<p><img decoding=\"async\" loading=\"lazy\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2018\/03\/gamesynth7.png\" alt=\"gamesynth7\" width=\"800\" height=\"310\" class=\"alignnone size-full wp-image-762\" srcset=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2018\/03\/gamesynth7.png 800w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2018\/03\/gamesynth7-150x58.png 150w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2018\/03\/gamesynth7-300x116.png 300w, http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2018\/03\/gamesynth7-768x298.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/p>\n<p>GameSynth\u2019s user interface lets you <strong>analyze existing samples to create realistic procedural sound effects<\/strong>, and use a mouse or tablet to draw whooshes, create contact sounds and more. The tool provides the sound designers with many <strong>features specifically aimed at games and movies<\/strong>, such as random ranges, meta-parameters, automation curves, or synthesis events. The sounds generated can also be exported automatically towards a game middleware such as <strong>Wwise, FMOD Studio, ADX2 or Unity<\/strong>.<\/p>\n<p><!--\n\n\n<div style=\"background-color: #ff7c3d00; padding: 25px; margin-bottom: 35px; font-size: 115%; border: 3px dotted #ff7c3d; margin-top: 35px;\">\n<strong>Until the end of GDC18 (March 23rd),<\/strong> the GameSynth tool is available at US $290 (regular price $390 US). In order to benefit from this <strong>25% launch discount<\/strong>, enter \u201c<strong>GSLaunch<\/strong>\u201d for the coupon in Tsugi's <a href=\"http:\/\/www.procedural-audio.com\/web\/en\/store.html\">online store<\/a>.\n<\/div>\n\n\n--><\/p>\n<p>The GameSynth engine, licensed separately, can read the patches authored in the tool and generate audio at run-time in a game. Used as a <strong>standalone audio engine or in conjunction with your game audio middleware<\/strong>, it offers numerous advantages over sample playback, such as the run-time generation of sound effect variations, deeper audio interactivity due to its direct access to the synthesis parameters, as well as a drastic reduction of the audio memory footprint.<\/p>\n<p>Do not hesitate to apply <a href=\"http:\/\/procedural-audio.com\/web\/en\/gamesynthbeta\/index.html\">here<\/a> to join the beta of the GameSynth engine if you are interested.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We are thrilled to announce the release of GameSynth, the ultimate sound design tool for games and movies! GameSynth uses the latest advances in<\/p>\n","protected":false},"author":1,"featured_media":755,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6,15,2],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/754"}],"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=754"}],"version-history":[{"count":21,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/754\/revisions"}],"predecessor-version":[{"id":889,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/754\/revisions\/889"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/755"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=754"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=754"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=754"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}