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Category: GameSynth

20201126_RPGmaker_gunAction_EN2

Shooting Sequence

December 5, 2020January 15, 2021 GameSynth, Procedural Audio, Tutorial

Whether you are developing a AAA action game or a retro pixel art shooter, the weapon sounds are of primordial importance as they give

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20201203_waterAmbiences

Watery Ambiences

December 3, 2020January 15, 2021 GameSynth, Procedural Audio, Tutorial

In this post, we will examine creating some watery ambiences with a collection of wet modular patches. Of course, GameSynth has a dedicated Weather

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20201202_Japanese_horror_soundscape_EN

Japanese Horror Soundscape

December 2, 2020 GameSynth, Procedural Audio, Tutorial

Horror is a popular genre of games, especially here in Japan. This is the type of games I develop, mainly using RPG Maker. It

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20201201_elevator_EN

Old-Style Elevator

December 1, 2020January 15, 2021 GameSynth, Procedural Audio, Tutorial

In games and anime, we often introduce new and original machines such as spaceships and robots, which offer a lot of potential for creative

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20201118_GameSynth_Debris_Generator

Black Friday – Cyber Monday Sale!

November 25, 2020November 30, 2020 Alto, AudioBot, DSP Anime, DSP Fantasy, DSP Motion, DSP Retro, DSP Sci-Fi, Event, GameSynth, News, Procedural Audio

It is finally the time for Tsugi’s once-a-year, half-price sale! Until December 6th, all of our sound design tools and audio workflow solutions are

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20201118_GameSynth_Debris_Generator4

Patch Anatomy #8 – Debris

November 24, 2020November 27, 2020 GameSynth, Procedural Audio, Tutorial

Although GameSynth is often showcased creating deliberate sounds, it’s equally capable of creating exciting experimental sounds. In this patch anatomy, we will investigate using

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20201029_Water_Swish

Patch Anatomy #7 – Water Swish

October 29, 2020November 2, 2020 GameSynth, Procedural Audio, Tutorial

Synthesizing water can be tricky. It’s neither particularly noisy, nor is it incredibly harmonic. Fortunately, GameSynth has several modules available for designing convincingly watery

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20201019_creaky_hinges

Patch Anatomy #6 – Creaky Hinge

October 19, 2020October 19, 2020 GameSynth, Procedural Audio, Tutorial

The sound of hinges and floorboards creaking in media is often tied to a visible, interactive event (such as opening a door). This interaction

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2020029 Patch Anatomy 5

Patch Anatomy #5 – Charged Shot

September 30, 2020 GameSynth, Procedural Audio, Tutorial

One of the great strengths of following a procedural approach to sound design is the potential for creating interrelated control. Any individual signal can

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20200820_Dynamic_Impacts

Patch Anatomy #4 – Impacts!

September 21, 2020November 10, 2020 GameSynth, Procedural Audio, Tutorial

In this Patch Anatomy, we are going to look at creating a dynamically performable impact SFX generator. By using the velocity of a Meta

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