{"id":5208,"date":"2024-09-17T06:28:59","date_gmt":"2024-09-17T06:28:59","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5208"},"modified":"2024-10-01T07:30:11","modified_gmt":"2024-10-01T07:30:11","slug":"design-sounds-from-noise-source-1","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2024\/09\/17\/design-sounds-from-noise-source-1\/","title":{"rendered":"Designing sounds from Noise 1\/2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n<a class=\"next\" href=\"https:\/\/tsugi-studio.com\/blog\/2024\/10\/01\/design-sounds-from-noise-source-2\/\"><img decoding=\"async\" src=\"  https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2021\/nav\/next2.png\" alt=\"\"><\/a>\n<\/div>\n<p>Although they allow you to create any sound you can imagine, the 130+ modules available in <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth\u2019s<\/a> patching environment can be a bit overwhelming at times! If you just discovered GameSynth or sound synthesis, focusing on a single module at a time can help. This is what we will be doing in this 2-part tutorial, by showing you how to design different patches using the <strong>Noise<\/strong> module as our unique sound generator!<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog Overview.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog Overview.png\" alt=\"GameSynth Nature\" \/><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Noise 101<\/h2>\n<div class=\"twocol clearfix\">\n<div class=\"left\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/Noise 101_2.jpg\" alt=\"\" \/><\/div>\n<div class=\"right\">First, let\u2019s check what this <strong>Noise<\/strong> module is all about. It can generate three types of noises. <em>White<\/em> noise contains all frequencies. It is a great sound source that can be sculpted by subtractive synthesis. <em>Pink<\/em> noise offers a more natural sound, and is a good choice to design water sounds for instance. Finally, Brownian noise generates lower frequencies, ideal to create rumble sounds and room tones.<\/div>\n<\/div>\n<p class=\"gamesynth2022-noise\">Although these 3 types of noises are arguably the most useful for sound synthesis, there are actually <a href=\"https:\/\/en.wikipedia.org\/wiki\/Colors_of_noise\">many colors of noise<\/a>!<\/p>\n<p>For convenience, the <strong>Noise<\/strong> module also includes lowpass and highpass filters to further constrain its spectral range if needed.\u00a0 The modulation inputs provide a way to adjust the amplitude of the signal generated, as well as the cutoff frequencies of the lowpass and highpass filters.<\/p>\n<p>Because of its versatility, the <strong>Noise<\/strong> module is a basic building block in many patches, and learning all about it will help you design more complex patches once you combine it with other modules.<\/p>\n<p>In the rest of this tutorial, we will use the <strong>Noise<\/strong> module as the only sound source, first starting with simple patches including a few modules, and then ramping up to more elaborate designs.<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Warming Up<\/h2>\n<p><strong>Room Tone \u2013<\/strong> Room tones correspond to the natural noise produced by our environment. Although this is probably something that should not be too loud, it is often the base layer of many ambiences. Often, it is simply filtered noise. To achieve this, let\u2019s connect a <strong>Noise<\/strong> module to two <strong>EQ Filter<\/strong> modules with slightly different <em>frequencies<\/em> (around 300 Hz) to create a small stereo effect. Simply by adjusting the <em>frequency<\/em> of the filters and selecting different <em>types<\/em> of noise, it is possible to generate a large palette of tones.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 01 - Roomtone.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/1.jpg\" alt=\"\" \/><\/a><\/p>\n<p><strong>Designed Ambience \u2013<\/strong> By replacing the filters in the first patch by more advanced processors such as <strong>Resonator <\/strong>and <strong>Reverb<\/strong> modules, eerie ambiences can be designed. The <strong>Resonator<\/strong> will put the emphasis on specific frequencies and add resonances to the sound. This will help create an ethereal feeling, especially after increasing the <em>Wet\/Dry mix<\/em> to around 90%.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 02 - Designed Amb.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/2.jpg\" alt=\"\" \/><br \/>\n<\/a><\/p>\n<p><strong>Ventilation \u2013<\/strong> To create a sound similar to a fan, a periodic modulation can be applied by an <strong>LFO. <\/strong>First, the <strong>Noise<\/strong>\u2019s integrated lowpass filter is set around 110 Hz to simulate a low rumble, and then the output of the <strong>LFO<\/strong> is connected to the <strong>Noise<\/strong> <em>amplitude<\/em>. Selecting the <em>TwoSines <\/em>shape will produce a good rotating sound, and an extra <strong>Formant Filter<\/strong> will muffle the sound even more. Connecting the <strong>LFO<\/strong> to its <em>morphing input <\/em>will also improve the rotation effect.<\/p>\n<p class=\"gamesynth2022-noise\">\nThere are many shapes available for the <strong>LFO<\/strong>, and the <strong>Formant Filter<\/strong> module offers many vowel settings. Simply by adjusting these two parameters, it is possible to create a large variety of fan-like sounds!\n<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 03 - Ventilation.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/3.jpg\" alt=\"\" \/><br \/>\n<\/a><\/p>\n<p><strong>Distant Helicopter \u2013<\/strong> By modulating a filter\u2019s <em>frequency<\/em> instead of the <em>amplitude <\/em>of the <strong>Noise<\/strong> module, the sound of a distant helicopter can be simulated. In this case, the <strong>Noise<\/strong>\u2019s <em>type<\/em> is set to <em>Brownian<\/em> and its output connected to an <strong>EQ Filter<\/strong> with a <em>Bell<\/em> shape. By lowering the <em>gain<\/em> of the filter, a notch is created in the spectrum, and when its center <em>frequency<\/em> is modulated by the <strong>LFO<\/strong> (via a <strong>Mapper<\/strong> module to adjust the range), a typical rotor sound is generated. The <strong>EQ (3 bands)<\/strong> and the <strong>Spectral Delay<\/strong> modules are used to adjust the feeling of proximity and space.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 04 - Distant Helicopter.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/4.jpg\" alt=\"\" \/><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\" id=\"whoosh\">Whoosh<\/h2>\n<p>Whooshes are one of the categories of effects typically relying on noisy sound sources.<\/p>\n<p><strong>Swish \u2013 <\/strong>Creating realistic short whooshes can easily be done by quickly modulating filters. First, the <strong>Noise<\/strong> module is connected to two <em>bandpass<\/em> <strong>EQ Filters <\/strong>in parallel, with different resonance (<em>Q<\/em>) settings. Then, the <strong>Envelope<\/strong> that controls the <strong>Noise<\/strong> <em>amplitude<\/em> is also used to drive the filters <em>frequency<\/em> (via <strong>Mapper<\/strong> modules that set a different range for each filter). Once random ranges have been assigned to the <strong>Envelope\u2019s<\/strong> <em>duration<\/em>, the <em>Output Max<\/em> of the <strong>Mapper<\/strong>, and the <em>lowpass<\/em> <strong>EQ Filter<\/strong>\u2019s <em>frequency<\/em> (after the second <em>bandpass<\/em>) many sound variations can easily be created.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 05 - Whoosh.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/5.jpg\" alt=\"\" \/><br \/>\n<\/a><\/p>\n<p><strong>Magic Whoosh \u2013 <\/strong>Stylized whooshes can be designed by adding effect processors to the signal path. In this patch, two <strong>Noise<\/strong> modules are used. They each focus on a different frequency range and send their output through various processors. A <strong>Flanger<\/strong> is usually great to emphasize movement (experiment with different <em>LFO rate <\/em>values), while a <strong>Delay<\/strong> will help create a longer release. Note that this patch divides into parallel branches. One of them circumvents the effects and is mixed back into the main branch: this compensates for the loss of intensity due to the effects chain. For more examples of noise-based, stylized whooshes, check out our <a href=\"https:\/\/tsugi-studio.com\/blog\/2021\/04\/08\/anime-swish\/\">Anime Swish blog<\/a>.<\/p>\n<p class=\"gamesynth2022-noise\">\nTo find out the many ways you can use a Noise module, visit the patch repository, select the Modular model, and press the \u201cSearch Module\u201d button (or press Alt+M twice).  Then select the Noise module, and all patches using it will be listed!\n<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 06 - Magic Whoosh.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/6.jpg\" alt=\"\" \/><br \/>\n<\/a><\/p>\n<p class=\"gamesynth2022-noise\">\nTo find out the many ways you can use a Noise module, visit the patch repository, select the Modular model, and press the \u201cSearch Module\u201d button (or press Alt+M twice). Then select the Noise module, and all patches using it will be listed!\n<\/p>\n<p><strong>Cloth Foley \u2013<\/strong> While technically not a whoosh, cloth Foley can be simulated using a similar technique. A <em>pink<\/em> <strong>Noise<\/strong> is sent to an <strong>EQ Filter<\/strong> configured as a <em>bandpass<\/em>, whose central <em>frequency<\/em> is modulated to mimic the movement. As the pink noise by itself does not sound like cloth, two <strong>EQ (5 bands)<\/strong> are used to shape the sound and get something closer to a friction sound. This time, instead of an <strong>Envelope<\/strong>, a <strong>Meta Parameter<\/strong> is used to drive both the filters and the overall amplitude, the <strong>Drifter <\/strong>module slightly randomizing the movement.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 07 - Cloth Friction.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/7.jpg\" alt=\"\" \/><br \/>\n<\/a><\/p>\n<p>This concludes the first part this tutorial about the design of patches around the Noise module. Don\u2019t miss the second part, in which we will create patches for impacts and environmental sounds.<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/Noise patches.zip\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/download-patches2022.png\" alt=\"download-patches\" \/><\/a><\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.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>Although they allow you to create any sound you can imagine, the 130+ modules available in GameSynth\u2019s patching environment can be a bit overwhelming<\/p>\n","protected":false},"author":1,"featured_media":5212,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-5208","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-procedural-audio","category-tutorial","category-gamesynth"],"_links":{"self":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5208","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/comments?post=5208"}],"version-history":[{"count":5,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5208\/revisions"}],"predecessor-version":[{"id":7176,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5208\/revisions\/7176"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5212"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5208"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5208"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5208"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}