{"id":5213,"date":"2024-10-01T06:43:19","date_gmt":"2024-10-01T06:43:19","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5213"},"modified":"2024-10-01T07:30:29","modified_gmt":"2024-10-01T07:30:29","slug":"design-sounds-from-noise-source-2","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2024\/10\/01\/design-sounds-from-noise-source-2\/","title":{"rendered":"Designing sounds from Noise 2\/2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"https:\/\/tsugi-studio.com\/blog\/2024\/09\/17\/design-sounds-from-noise-source-1\/\"><img decoding=\"async\" src=\"  https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2021\/nav\/prev1.png\" alt=\"\"><\/a>\n<\/div>\n<p>This 2-part tutorial is a gentle introduction to modular patching focusing on the Noise module of the <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a>\u2019s patching environment. After generating room tones and whooshes in the first part, we will now design some impacts and environmental sounds.<\/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=\"\" \/><br \/>\n<\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Impacts<\/h2>\n<p>A <strong>Noise<\/strong> module can be used to create impact sounds when controlled by a short <strong>Envelope<\/strong>.<\/p>\n<p><strong>Foley Impacts \u2013<\/strong> This patch generates typical Foley impacts, that could be used as layers for footsteps or object interactions for instance. Both <strong>ADSR<\/strong> envelopes are shorter than 500ms. One is driving the lowpass <strong>EQ Filter<\/strong>\u2019s <em>frequency<\/em>, while the other controls the global amplitude of the signal. The benefit of using <strong>ADSR<\/strong> modules is to be able to assign random ranges to specific segments (whereas <strong>Envelope<\/strong> modules have a general <em>variation<\/em> parameter). In this case, a random range is assigned to the <em>release<\/em> to add variation to the duration. A bigger sound is achieved thanks to the <strong>Compressor<\/strong> and <strong>Saturator<\/strong> modules, which also have random ranges, generating more amplitude variations.<\/p>\n<p class=\"gamesynth2022-noise\">\nDid you know? Although we are exclusively using the <strong>Noise<\/strong> module in this tutorial, <strong>Granular Noise<\/strong> and <strong>Noise Bands<\/strong> modules are also available in the patching environment. Check them out!<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 08 - Foley Impacts.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/8.jpg\" alt=\"\" \/><\/a><\/p>\n<p><strong>Clap \u2013<\/strong> Claps can be created using a similar technique. The signal path is slightly more complicated as several filters are used to shape the sound. No modulation is used on the filters this time: \u00a0the <strong>Chorus<\/strong> effect will indeed apply a global modulation, thus simplifying the patch. Adding random ranges on the <em>mid and high gains<\/em> of the <strong>EQ (3 bands)<\/strong> module and on the resonance (<em>Q) of the bandpass <\/em><strong>EQ Filter<\/strong> will produce nice tone variations.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 09 - Clap.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/9.jpg\" alt=\"\" \/><\/a><\/p>\n<p><strong>Tonal Impacts \u2013 <\/strong>Even though we are using a <strong>Noise<\/strong> module as a sound source, nothing prevents us from designing something a bit more tonal. For this patch, the <strong>Envelope<\/strong> is set to a very short <em>duration<\/em> (50ms). An <strong>EQ (3 bands)<\/strong> is used to lower the high frequencies, while a <strong>Comb Filter<\/strong> will create the tonal resonances. By adjusting its <em>delay<\/em>, the overall tone of the sound can be modified. Adding a final <strong>Delay<\/strong> module will allow us to generate interesting UI sounds with this patch!<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 10 - Tonal Impacts.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/10.jpg\" alt=\"\" \/><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"max-width: 670px;\">Environmental Sounds<\/h2>\n<p>Let\u2019s finish with patches that are a bit more complex, to explore all the possibilities offered to us by the <strong>Noise<\/strong> module.<\/p>\n<p><strong>Wind \u2013<\/strong> This patch is a bit similar to the <a href=\"https:\/\/tsugi-studio.com\/blog\/2024\/09\/17\/design-sounds-from-noise-source-1\/#whoosh\">whoosh patch<\/a> from the first part of the tutorial. The <strong>Noise<\/strong> module is sent through different <strong>EQ Filters<\/strong> configured in parallel. They are set up as <em>lowpass<\/em>, <em>bandpass<\/em> and <em>highpass<\/em> filters. This allows for the independent modulation of different frequency bands by <strong>Perlin Noise<\/strong> modules. \u00a0Perlin noise is a special type of noise used to create pseudo-random control signals, rather than audio sources. It works well for natural sounds, such as wind. The <strong>Mapper<\/strong> modules are here to keep these modulations within useful ranges.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 11 - Wind.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/11.jpg\" alt=\"\" \/><\/a><\/p>\n<p><strong>River \u2013<\/strong> To create the swirls of the water flow, <strong>Perlin Noise<\/strong> modules are again put to contribution. One of them modulates the <em>frequency<\/em> of a <strong>Ladder Filter<\/strong>. By setting the filter\u2019s <em>resonance<\/em> to around 2, and quickly modulating its <em>frequency<\/em>, water-like sounds can be generated. An <strong>EQ (3 bands)<\/strong> is used to soften the sound, especially in the high frequencies. A separate branch of the patch sends the output of the <strong>Noise<\/strong> module through a <em>lowpass<\/em> <strong>EQ Filter<\/strong>, cutting frequencies around 2000Hz: this will create the continuous rumble of the river and make it sound more powerful.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 12 - River.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/12.jpg\" alt=\"\" \/><\/a><\/p>\n<p><strong>Fire \u2013<\/strong> This patch combines many of the techniques previously described in this tutorial. It is divided in three branches, each one using a different <em>type<\/em> of noise. The <em>Brownian<\/em> branch will generate the low rumble of the fire. Its <em>amplitude<\/em> is modulated by a <strong>Perlin Noise<\/strong> to produce a livelier sound. A <em>highpass<\/em> <strong>EQ Filter<\/strong> set at 60Hz helps managing the lower frequencies.<\/p>\n<p>The second branch uses <em>white<\/em> noise to synthesize the burning sound. The <strong>Noise<\/strong>\u2019s module <em>lowpass<\/em> input is modulated by a <em>random<\/em> <strong>LFO<\/strong> in order to mimic a typical flame sound. Different intensities can be achieved by adjusting the <em>max output<\/em> of the <strong>Mapper<\/strong> processing the signal from the <strong>LFO<\/strong>.<\/p>\n<p>Finally, the crackles are simulated with <em>pink<\/em> noise being sporadically triggered by a <strong>Distribution<\/strong> module. As these sounds are extremely short, the <strong>Envelope<\/strong> is set to the minimum <em>duration<\/em> (0.01s) and the <em>Impulse<\/em> preset is used, further shortening the actual duration to around 1 or 2ms. A bit of <em>variation<\/em> is set in the <strong>Envelope<\/strong> to make the crackles sound less repetitive, thus more natural.<\/p>\n<p>The position of the crackles in the stereo field is randomized. To achieve this, the signal from the <em>random<\/em> <strong>LFO<\/strong> is also sent to a <strong>Sample &amp; Hold<\/strong> module. When triggered by the <strong>Distribution<\/strong> module, it will capture the current value of the <strong>LFO<\/strong>, which will be used to set the <em>panning<\/em> parameter of a <strong>Panner <\/strong>module. Each crackle will therefore sound like it is coming from a different position. Finally, <strong>Reverb<\/strong> modules add a sense of space to the crackles.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/GameSynth Noise Blog 13 - Fire.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-noise\/13.jpg\" alt=\"\" \/><\/a><\/p>\n<p>We hope this tutorial gave you some inspiration to experiment and create new sounds with noise sources. You can download all the patches below.<\/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>This 2-part tutorial is a gentle introduction to modular patching focusing on the Noise module of the GameSynth\u2019s patching environment. After generating room tones<\/p>\n","protected":false},"author":1,"featured_media":5209,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-5213","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\/5213","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=5213"}],"version-history":[{"count":9,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5213\/revisions"}],"predecessor-version":[{"id":7175,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5213\/revisions\/7175"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5209"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5213"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5213"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5213"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}