{"id":5451,"date":"2022-06-28T01:02:36","date_gmt":"2022-06-28T01:02:36","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5451"},"modified":"2022-07-05T01:09:27","modified_gmt":"2022-07-05T01:09:27","slug":"cartoon-sound-effects-1","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/06\/28\/cartoon-sound-effects-1\/","title":{"rendered":"Creating Cartoon Sound Effects 1\/2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n<a class=\"next\" href=\"https:\/\/tsugi-studio.com\/blog\/2022\/07\/05\/cartoon-sound-effects-2\/\"><img decoding=\"async\" src=\"  https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2021\/nav\/next2.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>Procedural audio is a particularly effective technique when designing sounds for animations. In this post, we will see how <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\" target=\"blank\">GameSynth<\/a>\u2019 specialized modules and the import of animation curves make it easy to create expressive and perfectly synchronized sounds for a cartoon video.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog video.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog video.png\" 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: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/bg1.jpg');\">Characters\u2019 Motion<\/h2>\n<p>The movements of the boy and the rabbit in the video are quite bouncy. Although <em>pitch<\/em> modulation is an efficient way to evocate bounciness, GameSynth also offers some generators that will help us to highlight this trait, such as <strong>Bubble,<\/strong> <strong>Sine Bank <\/strong>and <strong>Plucked String<\/strong>.<\/p>\n<p><strong style=\"\n    border-left: 5px solid #000;\n    padding-left: 10px;\n    font-family: oswald;\n    text-transform: uppercase;\n    letter-spacing: 0.05em;\n    margin-top: 30px;\n    display: block;\n    color: #222;\n\">Jumping Rabbit<\/strong><\/p>\n<ul>\n<li>The naturally bouncy but harsh sound generated by a<strong> Plucked String<\/strong> module is sent through an <strong>EQ Filter <\/strong>to smooth it (the filter\u2019s cutoff is driven by the generator\u2019s amplitude envelope).<\/li>\n<li>A <strong>Pitch Shifter <\/strong>modulated by an <strong>Envelope<\/strong> gradually increases the pitch<strong>.<\/strong><\/li>\n<li>Both the <em>pitch<\/em> of the <strong>Plucked String<\/strong> and the <strong>Pitch Shifter<\/strong> are also controlled by a <strong>Meta Parameter<\/strong>, allowing us to export several sound variations with an increasing pitch in a single click.<\/li>\n<li>To accentuate the rabbit movements, a second patch was created around a <strong>Sine Bank <\/strong>module, whose pitch quickly goes up and down.<\/li>\n<\/ul>\n<p style=\"\n    text-shadow: 0px 0px 6px #000;\n    background-color: #2a624d;\n    color: #fff;\n    padding: 30px;\n\tbackground-image:url(https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/bg-wood.jpg);\n\">It is possible to automatically render sound variations by sweeping the value range of a Meta-Parameter instead of using random ranges.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 01 Rabbit Jumping.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 01 Rabbit Jumping.png\" alt=\"\"><\/a><\/p>\n<p><strong style=\"\n    border-left: 5px solid #000;\n    padding-left: 10px;\n    font-family: oswald;\n    text-transform: uppercase;\n    letter-spacing: 0.05em;\n    margin-top: 30px;\n    display: block;\n    color: #222;\n\">Running Boy<\/strong><\/p>\n<ul>\n<li>To differentiate it from the rabbit, the running sound effect for the boy uses a <em>Saw<\/em><strong> Oscillator<\/strong> for generator, followed by a <strong>Bandpass <\/strong>filter modulated by an <strong>LFO<\/strong>.<\/li>\n<li>A <strong>Footsteps<\/strong> module is mixed with a <strong>Bubble<\/strong> generator &#8211; sent through a <strong>Chorus<\/strong> &#8211; to produce a bouncier sound for the boy\u2019s steps.<\/li>\n<li>Finally, to give it more identity, an <strong>Impact<\/strong> module generates a mallet-like sound. Often heard in cartoons, it will be used again later for comical effect (when the boy tries to run over the pit).<\/li>\n<\/ul>\n<p>\nNote that the sound effect for the boy\u2019s blinking eyes was created with a similar technique, using <em>pitch<\/em>-modulated <strong>Sine Bank<\/strong> and <strong>Bubble<\/strong> modules.\n<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 02 Boy Running.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 02 Boy Running.png\" 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: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/bg2.jpg');\">Animation Curves<\/h2>\n<div class=\"twocol clearfix\">\n<div class=\"left\">\n<p>Since this short cartoon video was produced in Unity, the animation curves used in the project (.anim files in Unity), could be directly imported in GameSynth and converted to automation curves.<\/p>\n<p>For instance, the animation of the boy running requires several sounds to be precisely timed. Once imported, the corresponding animation curve was processed and used to drive a Noise Bands module, simulating the friction of the clothes. GameSynth modules were extremely useful to achieve this: <\/p>\n<\/div>\n<div class=\"right\">\n<p style=\"\n    text-shadow: 0px 0px 6px #000;\n    background-color: #2a624d;\n    color: #fff;\n    padding: 30px;\n\tbackground-image:url(https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/bg-wood.jpg);\n\">GameSynth can import curves from 2D animation tools such as Sprite Studio, Live 2D, or Spine, from middleware such as Unity, Game Maker Studio, or Houdini, or from any 3D graphics package thanks to its FBX support. You can even import BHV motion capture data!<\/p>\n<\/div>\n<\/div>\n<ul>\n<li>First the <em>Velocity<\/em> was extracted by a <strong>Derivatives<\/strong><\/li>\n<li>Then, <strong>Rectifier <\/strong>and<strong> Mapper<\/strong> modules were used to keep the control curve in a usable range.<\/li>\n<li>A <strong>Smooth<\/strong> module softened the signal to remove any roughness.<\/li>\n<li>Finally, a<strong> Drifter <\/strong>module was used to add slight variations to prevent the sound from being too repetitive.<\/li>\n<\/ul>\n<p>\nCombined with a <strong>Crossings<\/strong> module, an animation curve can also trigger events. The <strong>Crossings<\/strong> module will activate its outputs whenever the input signal crosses specific values, potentially also depending on its direction. For this animation, it was configured so that a footstep sound was triggered when the signal moved over 0.9, while crossing 0.1 would play the springy sound.<\/p>\n<p>Once the sound rendered, it can directly be dropped on a track in your DAW, and it will be perfectly synchronized with the animation, without requiring any further edits.<\/p>\n<div style=\"\n    text-shadow: 0px 0px 6px #000;\n    background-color: #2a624d;\n    color: #fff;\n    padding: 30px;\n\tbackground-image:url(https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/bg-wood.jpg);\n\"><\/p>\n<div class=\"gamesynth-cartoon-2col clearfix\">\n<div class=\"left\">\n<p>Since a procedural model is used to generate the sound, any change to the animation curve during production (movement or duration), only requires a new render using the same patch. No need to record new sounds or to edit existing ones: perfect sound in no time!<\/p>\n<\/div>\n<div class=\"right graphic\">\n<p><a class=\"litymp3\" href=\"https:\/\/www.tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/gamesynth-numbers\/5.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/animation_en.png\" alt=\"GameSynth\"><br \/>\n<\/a><\/p>\n<\/div>\n<\/div>\n<\/div>\n<p><\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 03 Animation Curves.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 03 Animation Curves.png\" alt=\"\"><\/a><\/p>\n<p>This concludes the first part of our tutorial about the creation of cartoon sound effects using procedural audio. We have already discovered some very useful features for animation sound design in GameSynth. Join us for the <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/07\/05\/cartoon-sound-effects-2\/\">second part<\/a>, where we will explore more techniques from making a rabbit laugh to creating stylized impacts!<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/Cartoon_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>Procedural audio is a particularly effective technique when designing sounds for animations. In this post, we will see how GameSynth\u2019 specialized modules and the<\/p>\n","protected":false},"author":1,"featured_media":5455,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-5451","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\/5451","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=5451"}],"version-history":[{"count":35,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5451\/revisions"}],"predecessor-version":[{"id":5514,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5451\/revisions\/5514"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5455"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5451"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5451"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5451"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}