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Category: GameSynth

Shooting Sequence

December 5, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Watery Ambiences

December 3, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Japanese Horror Soundscape

December 2, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Old-Style Elevator

December 1, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Patch Anatomy #8 – Debris

November 24, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Patch Anatomy #7 – Water Swish

October 29, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Patch Anatomy #6 – Creaky Hinge

October 19, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Patch Anatomy #5 – Charged Shot

September 30, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Patch Anatomy #4 – Impacts!

September 21, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

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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Introducing New Physical Modules

September 2, 2020January 6, 2022 Procedural Audio, Tutorial, GameSynth

The final part of our introduction to the new modules in GameSynth 2020.1 brings with it Impact, Fracture, and Flag. These modules make use

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