{"id":5231,"date":"2022-05-13T13:20:12","date_gmt":"2022-05-13T13:20:12","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5231"},"modified":"2022-05-13T13:20:12","modified_gmt":"2022-05-13T13:20:12","slug":"creative-use-of-the-engines-plug-in","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/05\/13\/creative-use-of-the-engines-plug-in\/","title":{"rendered":"Creative Use of the Engines Plug-in"},"content":{"rendered":"<p>GameSynth\u2019s <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth-enginesplugin.html\">Engines plug-in<\/a> allows for the physically accurate modeling of engines, from racing cars to trucks, and from sedans to sports bikes. It offers an intuitive interface to control the model, literally as if you were driving it!<\/p>\n<p>In this post we will go one step further, and see how loading engine patches in other GameSynth models opens the door to new sound design possibilities, like creating realistic vehicle pass-by in no time with the Whoosh model, or designing futuristic spaceships in the Modular patching environment!<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 30px; padding: 22px 18px; max-width: 670px; background-image: url('https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/whoosh-bg.png'); background-position: right center; background-repeat: no-repeat; background-size: contain;\">Realistic Pass-by<\/h2>\n<p><a class=\"litymp3\" href=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/GameSynth Engine and Whoosh Blog.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/GameSynth Engine and Whoosh Blog.jpg\" alt=\"GameSynth Engines and whoosh\" \/><\/a><\/p>\n<p>First let\u2019s generate some steady sounds with the Engines plug-in. This means that we will not use the Sketch Pad to control the engine, but rather meta-parameters that will later be referenced by the Whoosh model.<\/p>\n<p>Here is the breakdown:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Choose a vehicle model<\/li>\n<li>Set the <em>Throttle<\/em> to its maximum value to ensure the engine load will be at its fullest<\/li>\n<li>Create a <em>Meta-Parameter<\/em> called \u201cRPM\u201d with a fade-out curve, and assign it to the vehicle\u2019s RPM meter<\/li>\n<li>Create another <em>Meta-Parameter<\/em> called \u201cSpeed\u201d with a triangular-shaped curve, and assign it to the vehicle\u2019s speed meter<\/li>\n<li>Play the patch and make sure that the <em>Meta Parameters<\/em> are working correctly<\/li>\n<li>While playing, tweak the engine properties in the <em>Mixer<\/em> panel to your liking<\/li>\n<li>Save the resulting patch<\/li>\n<\/ul>\n<p style=\"margin-top: 20px;margin-bottom: 20px;\"><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/01-Metaparameters.png\" class=\"blog-picture-lity\" data-lity><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/01-Metaparameters.png\" alt=\"Meta Parameters\" width=\"800\" height=\"445\" class=\"alignnone size-full wp-image-5335\" \/><\/a><\/p>\n<p>It is time to switch to the Whoosh model. Before playing the sound, let\u2019s set up a few things:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>First, change the <em>Envelope<\/em> to <em>Exponential Attack-Release<\/em> (last preset in the list), which is more suitable for a pass-by<\/li>\n<li>Then, keep only one <em>Deflector<\/em>, move it to the left so it covers the low frequencies and set the <em>Deflectors Level<\/em> around 0.10<\/li>\n<li>Finally, make sure the <em>LFO Amount<\/em> is set to 0%<\/li>\n<\/ul>\n<p style=\"margin-top: 20px;margin-bottom: 20px;\"><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/02-Whoosh Settings.png\" class=\"blog-picture-lity\" data-lity><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/02-Whoosh Settings.png\" alt=\"Meta Parameters\" width=\"800\" height=\"445\" class=\"alignnone size-full wp-image-5335\" \/><\/a><\/p>\n<p>Once this is done, load the Engine patch.<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Go in the <em>Patch<\/em> tab in the <em>Sound sources<\/em> section to load the patch<\/li>\n<\/ul>\n<p>Now the <em>Meta-Parameters<\/em> we set up earlier should be available in the drop-down menu.<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>For the <em>Sketchpad X Destination<\/em>, select the \u201cSpeed\u201d meta-parameter<\/li>\n<li>Similarly, for the <em>Sketchpad Y Destination<\/em>, select the \u201cRPM\u201d meta-parameter<\/li>\n<li>Set the <em>Patch Level<\/em> to 1<\/li>\n<\/ul>\n<p style=\"margin-top: 20px;margin-bottom: 20px;\"><img loading=\"lazy\" decoding=\"async\" style=\"max-width: 647px;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/03-Whoosh Sound source.png\" alt=\"Meta Parameters\" width=\"800\" height=\"445\" class=\"alignnone size-full wp-image-5335\" \/><\/p>\n<p>Now you can literally draw your pass-by sound on the Sketch Pad!<\/p>\n<p>Experiment with different drawings and durations. Depending of the type of engine, you can use the <em>EQ<\/em> on specific frequencies and adjust the <em>Saturation<\/em> parameter to generate more aggressive sounds.<\/p>\n<p>You can also come back to the Engine model at any time, tweak the sound or change the vehicle type. Once you save the patch, these changes will automatically be reflected in the Whoosh model.<\/p>\n<p>Finally, you can adjust the <em>variation <\/em>parameters<em> (Pitch<\/em>, <em>Duration, Movement<\/em> or <em>Deflectors) <\/em>to instantly generate hundreds of vehicles pass-by!<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 30px; padding: 22px 18px; max-width: 670px; background-image: url('https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/module-bg.png'); background-position: right center; background-repeat: no-repeat; background-size: contain;\">Spaceship Landing<\/h2>\n<p>Via the <strong>Patch Player<\/strong> module, it is possible to use a GameSynth patch (from any model) as a sound generator in the Modular patching environment. The <em>Meta-Parameters <\/em>of the loaded patch will show up as regular parameters in the <strong>Patch Player<\/strong> module.<\/p>\n<p>The extensive collection of synthesis and processing modules available in the Modular model can then be used to transform the sound. In this case, we will load a patch created in the Engines plug-in and transform it to generate the sound of a landing Spaceship!<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/GameSynth Engine and Modular Blog.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/GameSynth Engine and Modular Blog.jpg\" alt=\"GameSynth Engines and whoosh\" \/><\/a><\/p>\n<p>Again, let\u2019s start by creating the Engine patch:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Select the Sports Bike model<\/li>\n<li>Create a new Automation curve with a 5-second decreasing curve, and drop it on the <em>RPM<\/em> meter<\/li>\n<li>Play the patch and move the<em> throttle pedal<\/em> to follow the deceleration, then stop the patch immediately to record the pedal movement<\/li>\n<li>Tweak the engine parameters in the <em>Mixer<\/em> panel and save<\/li>\n<li>In the Modular, create a new patch, add a <strong>Patch Player<\/strong> module and load the Engines plug-in patch.<\/li>\n<\/ul>\n<p style=\"margin-top: 20px;margin-bottom: 20px;\"><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/04-Engine Automation.png\" class=\"blog-picture-lity\" data-lity><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/04-Engine Automation.png\" alt=\"Meta Parameters\" width=\"800\" height=\"445\" class=\"alignnone size-full wp-image-5335\" \/><\/a><\/p>\n<p>At this point, let\u2019s add some processing to make the engine sound more futuristic.<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Insert a <strong>Gain<\/strong> module just after the <strong>Patch Player<\/strong>, controlled by a decelerating <strong>LFO <\/strong>to add some amplitude modulation.<\/li>\n<li>Split the signal in three branches, going through a <strong>Chorus<\/strong>, a <strong>Ring<\/strong><strong>Modulator<\/strong> and an <strong>EQ<\/strong><strong>\u00a0Filter<\/strong>. The <strong>Chorus<\/strong> will add even more modulation, while the <strong>Ring<\/strong><strong>\u00a0Modulator<\/strong> will create a more Sci-Fi sound. Then <strong>EQ<\/strong><strong>\u00a0Filter<\/strong> will emphasize the low frequencies when the sound slows down at the end.<\/li>\n<\/ul>\n<p style=\"margin-top: 20px;margin-bottom: 20px;\"><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/\/gamesynth-engines-trick\/05-Modular Patch 01.mp4\" class=\"litymp3\" data-lity><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/05-Modular Patch 01.png\" alt=\"Meta Parameters\" width=\"800\" height=\"445\" class=\"alignnone size-full wp-image-5335\" \/><\/a><\/p>\n<p>The Modular model also allows us to add new generators to expand the sound further. For instance, let\u2019s add a reactor sound:<\/p>\n<ul style=\"background: #f5f5f5; padding: 15px 20px 10px 20px;\">\n<li>Add a new branch with a <strong>Noise <\/strong>module going through <strong>Saturator<\/strong> and <strong>Flanger<\/strong> effects to simulate the initial, aggressive sound.<\/li>\n<li>Send the result to a <strong>Ladder<\/strong><strong>Filter<\/strong> on one side (to add a bit of resonance in the high frequencies) on to a <strong>Biquad<\/strong><strong>\u00a0Filter<\/strong> (to boost the low frequencies) on the other, before mixing them back together.<\/li>\n<li>A <strong>Pitch<\/strong><strong>Shifter<\/strong> controlled by a decreasing <strong>Envelope<\/strong> put the last touches to this spaceship landing sound.<\/li>\n<\/ul>\n<p style=\"margin-top: 20px;margin-bottom: 20px;\"><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/\/gamesynth-engines-trick\/06-Modular Patch 02.mp4\" class=\"litymp3\" data-lity><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/06-Modular Patch 02.png\" alt=\"Meta Parameters\" width=\"800\" height=\"445\" class=\"alignnone size-full wp-image-5335\" \/><\/a><\/p>\n<p>Don\u2019t hesitate to mix models like we did here with the engines plug-in, it allows to get complex results with simpler patch structures and to save a lot of time!<\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth-enginesplugin.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-engines-trick\/learn more about engines.png\" alt=\"GameSynth\" \/><\/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>GameSynth\u2019s Engines plug-in allows for the physically accurate modeling of engines, from racing cars to trucks, and from sedans to sports bikes. It offers<\/p>\n","protected":false},"author":1,"featured_media":5335,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6,23],"tags":[],"class_list":["post-5231","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-procedural-audio","category-tutorial","category-gamesynth","category-engines-plugin"],"_links":{"self":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5231","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=5231"}],"version-history":[{"count":29,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5231\/revisions"}],"predecessor-version":[{"id":5349,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5231\/revisions\/5349"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5335"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5231"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5231"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5231"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}