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The Procedural Audio Middleware™

GameSynth is Tsugi’s upcoming multi-platform procedural audio middleware. Create amazing sound effects quickly and easily, generate sound variations automatically at run-time, change the sound dynamically based on the game context and save tons of memory!

You can use GameSynth alone or in conjunction with your current game audio middleware. You can also purchase the tool separately and use it as a powerful sound design application to generate sound assets and save them as wave files.

Models

GameSynth is modular and extensible. You only purchase the models that you need. Some of the first models planned are: Impacts / Contacts, Creatures, Whooshes, Retro-Gaming etc…


To keep with the demands of modern game development, GameSynth models are easy and fast to use, have innovative interfaces, and leverage the power of audio analysis to create realistic sounds if needed.

We will offer a visual patching system later as well, with which you will be able to create your own models, but if you need a specific procedural audio model for your project, we can also develop it specially for you.

Impact Model

Whoosh Model

Retro Model

Visual Patching

Key Concepts

GameSynth has been designed by game audio professionals for game audio professionals. Some of the specialists in our development team have more than 20 years of experience building audio systems for AAA games and hold several patents in the field of procedural audio.
We put all the features that will allow you to design the best immersive audio possible in GameSynth:

  • Automatic Variations: it is possible to set a random range for most parameters. When triggering a sound at run-time, you can specify how much random variation you want. A new sound will automatically be generated each time within the limits you have set.
  • The Meta-Parameters offer a convenient way to control several parameters at once at run-time. For example the sound designer can define a “rolling speed” meta-parameter which will control (possibly in different ways) the pitch and the modulation of a contact sound with a single line of code.
  • Automation Curves can be set to automatically control the evolution of a parameter over time.
  • Procedural Audio Events ™ can be triggered by GameSynth in order to synchronize the animation with the sound. Examples of events are “new LFO cycle”, “end of modal damping” or “start of new envelope segment”.
  • The Procedural Audio Sketch Pad ™ allows you to control the sound by drawing with the mouse or a graphic tablet. Create whooshes intuitively. Morph between different vocal tract shapes in the Creatures model. Or load a picture and analyze the pixels under the mouse / stylus to drive the contact model. Speed, pressure and trajectories are all taken into account.
  • Scalability: each model offers settings that let you tweak the generation algorithm itself to allow more or less CPU usage. For example, you can define the maximum number of resonant modes or the type of damping envelopes used by the Impact model. Of course, the run-time is also optimized for each target platform.
  • Uniformity: instead of purchasing disparate plug-ins from various vendors and learning how they work and how to program them, GameSynth offers a uniform interface, both within the editor and at the API level. Once you know how to design sounds and program for one model, you can use all of them!

Automatic Variations

Meta-Parameters

Automation Curves

Sketch Pad

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