{"id":5390,"date":"2022-05-31T01:02:18","date_gmt":"2022-05-31T01:02:18","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5390"},"modified":"2022-06-08T04:52:25","modified_gmt":"2022-06-08T04:52:25","slug":"procedural-foley-sound-design-2","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/05\/31\/procedural-foley-sound-design-2\/","title":{"rendered":"Procedural Foley Sound Design 2\/2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"https:\/\/tsugi-studio.com\/blog\/2022\/05\/24\/procedural-foley-sound-design-1\/\"><img decoding=\"async\" src=\"  https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2021\/nav\/prev1.png\" alt=\"\"><\/a>\n<\/div>\n<div class=\"blog-author\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2020\/08\/AxelSpeller2-2.png\" alt=\"Axel Speller\"><\/div>\n<div class=\"blog-author\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2020\/07\/NicolasFournel-1.png\" alt=\"NicolasFournel\"><\/div>\n<p>This is the second part of our blog on the design of realistic Foley sound effects using procedural audio. We are back in the kitchen and <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/05\/24\/procedural-foley-sound-design-1\/\">after slicing vegetables<\/a> it is time to cook and serve! First, here is a reminder of the final result. Again, this is 100% sound synthesis, with no samples used.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynth_Cooking_Video_Twitter_EN.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynth_Cooking_Video_Twitter_EN2.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain;letter-spacing: 0.05em;color: rgb(255, 255, 255);background-color: rgb(0, 0, 0); background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/bg4.jpg');\">Cooking<\/h2>\n<p>The most interesting part of the video is arguably when the chef is cooking in the frying pan, as not only the sound must be realistic, but it must also perfectly match the movements on the screen (thankfully it is a benefit of using procedural audio). Four different patches have been designed for this section.<\/p>\n<p><strong>Oil Sizzle \u2013<\/strong> This patch uses a <strong>Fire<\/strong> module as the main sound source. The signal is dived in 3 branches. In the first one, the signal goes through a <strong>Flanger<\/strong>, creating the main rumbling sound. The second one sends the signal through a <em>Highpass<\/em> <strong>EQ Filter<\/strong> that emphasizes the crackles. The last branch creates a resonant hiss by controlling a filtered <strong>Noise<\/strong> by the amplitude of the fire (via an <strong>Envelope Follower<\/strong>), and sending the result through a <strong>Tube<\/strong> module. \u00a0The second and third branches are mixed together and sent through a <strong>Biquad Filter<\/strong> whose <em>cutoff<\/em> modulation reflects the variations in intensity of the fire in the video.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo07-OilSizzle.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo07-OilSizzle.jpg\" alt=\"\"><\/a><\/p>\n<p><strong>Pan and Ladle \u2013<\/strong>The handling of the pan on the burner and the ladle use similar patches (which makes sense since the main object of the interaction is the pan in both cases).<\/p>\n<p>For the pan, a <strong>Noise Bands<\/strong> module with several large bands in the mid frequencies is used to generate the main body of the sound, while a <strong>Sine Bank<\/strong> module adds a low frequency bump. The <strong>Noise Bands<\/strong> module is also connected to two <strong>EQ Filters<\/strong> configured as <em>Bandpass<\/em> and <em>Lowpass<\/em>. Their <em>cutoff frequencies<\/em> are modulated by a <strong>Perlin\u00a0Noise<\/strong> to simulate the characteristic bouncing sound associated with the metallic, dome-shaped object that is the pan. Once mixed, all these signals are sent to a <strong>Spectral Delay<\/strong> used as a resonator thanks to its low <em>Delay<\/em> and high <em>Feedback <\/em>values.<\/p>\n<p>A <strong>Gait<\/strong> module triggers the <strong>Noise Bands<\/strong> and <strong>Sine Bank<\/strong> modules to generate all the impacts. It also triggers a <strong>Sample &amp; Hold<\/strong> module controlled by a <em>Random<\/em> <strong>LFO<\/strong>. This allows for the randomization of the amplitude of the impacts each time the <strong>Gait<\/strong> module triggers a sound.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo08-PanHit.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo08-PanHit.jpg\" alt=\"\"><\/a><\/p>\n<p>The main differences in the ladle patch are that the <strong>Noise Bands<\/strong> have a slightly higher pitch, and the third branch is reduced to a single <em>Bandpass<\/em> <strong>EQ Filter<\/strong>. In addition, more emphasis is put on the mid-frequency bands of the <strong>Spectral Delay<\/strong>, which also has slightly lower <em>Delay<\/em> and <em>Feedback<\/em> values, creating a lighter and less resonating sound than for the pan.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo09-LadleHit.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo09-LadleHit.jpg\" alt=\"\"><\/a><\/p>\n<div class=\"twocol clearfix\">\n<div class=\"left\">\n<p>A similar patch simulates the short friction between the pan and the ladle. The <strong>Gait<\/strong>, <strong>LFO<\/strong> and <strong>Sample &amp; Hold<\/strong> modules have been removed to give the control of the patch to a longer <strong>Envelope<\/strong>. Its duration and its curve have been randomized to create a new variation each time.<\/p>\n<\/div>\n<div class=\"right decoration\" style=\"color: #fff;background-color: #3e4146;background-image: none; padding: 3% 4% 3%; font-size: 15px;\">\n<em>A single procedural audio patch can generate sounds for many types of interactions, while keeping the same sonic signature. Simply by changing the way the patch is triggered and how its overall amplitude is controlled, various impact and friction sounds could be generated.<\/em>\n<\/div>\n<\/div>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo10-PanandLadleFriction.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo10-PanandLadleFriction.jpg\" alt=\"\"><\/a><\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain;letter-spacing: 0.05em;color: rgb(255, 255, 255);background-color: rgb(0, 0, 0); background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/bg5.jpg');\">Serving<\/h2>\n<p>The last shot of the video shows the plate ready to be served with the staff ringing the bell on the counter.<\/p>\n<p><strong>Plate \u2013<\/strong> The handling of the plate on the counter is again divided in two patches: impact and movement. The impact patch has several branches. In the first one, an <strong>Impact<\/strong> module is mixed with a <strong>Friction<\/strong> module whose <em>Material<\/em> is set to <em>Glass.<\/em> The resulting signal goes through a <strong>Spectral Delay<\/strong> which acts as a resonator, and gives a ceramic feel to the sound. The second branch uses another <strong>Impact<\/strong> module to simulate the wood of the counter. The final branch relies on a <strong>Noise Bands<\/strong> module with bands in the lower frequencies to create a noisy bump. It is then sent to an <strong>EQ<\/strong><strong>\u00a0(5<\/strong><strong>\u00a0bands)<\/strong> to accentuate some of the frequencies in the low-end. <strong>EQ Filter<\/strong> modules are used to keep the sound in the 200 Hz to 500 Hz range. Once these 3 branches combined, a <strong>Pitch Shifter<\/strong> module randomizes the global <em>Pitch<\/em> of the patch, and a final <strong>EQ<\/strong><strong>\u00a0(5<\/strong><strong>\u00a0bands)<\/strong> boosts the low end while dampening higher frequencies.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo11-PlateHit.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo11-PlateHit.jpg\" alt=\"\"><\/a><\/p>\n<p>For the plate sliding on the counter, two <strong>Friction<\/strong> modules with <em>Material<\/em> set to <em>Rock<\/em> and <em>Wood <\/em>are used. \u00a0The movement is created by an <strong>Envelope <\/strong>controlling the <em>pitch<\/em> of the <em>Wooden<\/em> <strong>Friction<\/strong>. A noisy layer generated by a <strong>Noise Bands<\/strong> module (with a slightly longer <em>duration<\/em>) makes it more realistic. Finally, the <strong>EQ<\/strong><strong>\u00a0(5<\/strong><strong>\u00a0bands)<\/strong> helps create more wood-like resonances in the final sound.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo12-PlateFriction.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo12-PlateFriction.jpg\" alt=\"\"><\/a><\/p>\n<p><strong>Counter Bell \u2013<\/strong> The bell sound at the end of the video consists of a short noisy impact &#8211; unsurprisingly generated by an <strong>Impact<\/strong> module &#8211; and a resonant section composed of 4 harmonics.<\/p>\n<p>The individual harmonics are output by <strong>Modes<\/strong> modules of increasing <em>frequency<\/em> and <em>damping<\/em>. A <strong>Chorus<\/strong> effect with a slow <em>LFO rate<\/em> then modulates the resonant section.<\/p>\n<p>The second harmonic has an extra fade-in via an <strong>Automation Curve<\/strong> so that all harmonics don\u2019t appear simultaneously, for more realism. Using the <strong>Arithmetic<\/strong> module connected after the <strong>Automation<\/strong>, the signal is <em>multiplied<\/em> by a <em>sine<\/em> <strong>LFO<\/strong>, which modulates the harmonic\u2019s amplitude even further.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo13-CounterBell.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/GameSynthCookingBlogvideo13-CounterBell.jpg\" alt=\"\"><\/a><\/p>\n<p>This concludes our 2-part tutorial about realistic Foley sound design using procedural audio techniques. We hope this has whet your appetite to create realistic patches with GameSynth for your games and movies!<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/05\/gamesynth-foley\/Foley_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 is the second part of our blog on the design of realistic Foley sound effects using procedural audio. We are back in the<\/p>\n","protected":false},"author":1,"featured_media":5393,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-5390","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\/5390","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=5390"}],"version-history":[{"count":14,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5390\/revisions"}],"predecessor-version":[{"id":5414,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5390\/revisions\/5414"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5393"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5390"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5390"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5390"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}