{"id":5480,"date":"2022-07-05T00:59:18","date_gmt":"2022-07-05T00:59:18","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5480"},"modified":"2022-07-05T00:59:18","modified_gmt":"2022-07-05T00:59:18","slug":"cartoon-sound-effects-2","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/07\/05\/cartoon-sound-effects-2\/","title":{"rendered":"Creating Cartoon Sound Effects 2\/2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n  <a class=\"prev\" href=\"https:\/\/tsugi-studio.com\/blog\/2022\/06\/28\/cartoon-sound-effects-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>In the second part of this tutorial, we will learn to design more cartoonish sound effects using procedural audio, including a laughing rabbit. Yes, you read that right: we will synthesize a laughing rabbit in <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\" target=\"blank\">GameSynth<\/a>. Really, what more could you ask for? First, let\u2019s check the final video once again.<\/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 video2.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\/bg3.jpg');\">Falling in the pit<\/h2>\n<p>Objects and characters falling down are the bread-and-butter of comical effects in cartoons. Sound-wise, they often rely on long descending sweeps followed by exaggerated impacts. For the falling boy, we opted for a whistle-like sweep sound.<\/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\">Whistle Sweep<\/strong><\/p>\n<ul>\n<li>The main branch of the patch softens the sound of a <em>Pulse<\/em> <strong>Oscillator<\/strong> with a <em>Lowpass<\/em> <strong>EQ Filter<\/strong>.<\/li>\n<li>The second branch sends a <strong>Noise<\/strong> signal through a <strong>Bandpass<\/strong> and a <strong>Tube<\/strong> to simulate the air exhaled when whistling.<\/li>\n<li>The actual sweep is performed by modulating the pitch of the <strong>Oscillator<\/strong>, <strong>EQ<\/strong> <strong>Filters<\/strong> and a <strong>Frequency Shifter<\/strong> by an <strong>Envelope<\/strong>.<\/li>\n<li>Finally, <strong>Cabinet<\/strong> and <strong>Delay<\/strong> modules add some resonances to make the sound more organic.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 04 Falling Sweep.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 04 Falling Sweep.png\" alt=\"\"><\/a><\/p>\n<p>The impacts are often over-the-top: explosions, punches or gunshots are often used. Classic percussion sounds can also be added for emphasis.<\/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\">Impact<\/strong><\/p>\n<ul>\n<li><strong>Chirp<\/strong> and <strong>Blip<\/strong> modules are combined and send through a <strong>Chorus<\/strong> to create a powerful initial impact.<\/li>\n<li>They are then made even louder with an <strong>EQ (3 bands)<\/strong> enhancing the <em>low<\/em> and <em>mid<\/em> bands.<\/li>\n<li><strong>Reverb<\/strong> and <strong>Spectral Delay<\/strong> modules add more tail to the sound. They also soften its high frequencies.<\/li>\n<li>The final <strong>Clipper<\/strong> adds some saturation while keeping the sound loud.<\/li>\n<li>To increase the comedic effect, a \u201cCymbal\u201d patch was also created, which consists of a short <strong>Noise<\/strong> signal going through three <strong>Comb Filters<\/strong> creating the resonances.<\/li>\n<\/ul>\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\">One of the many ways to produce impact sounds in GameSynth is to send short impulses through filters that emphasize frequencies specific to a particular material. Adding resonator-based modules such as Tube, Comb Filter etc. will lead to more complex sounds. Don\u2019t forget the dedicated Impact model too!<\/div>\n<p><\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 05 Falling Impact.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 05 Falling Impact.png\" alt=\"\"><\/a><\/p>\n<p>After the impact, the rabbit, finding the whole situation hilarious, begins to laugh hysterically (we know you have been waiting for this part!). GameSynth comes with various modules to simulate character or animal reactions. In this case, we went with the most basic ones.<\/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\">Rabbit Laughing<\/strong><\/p>\n<ul>\n<li>First, a <strong>Glottis<\/strong> module followed by a <strong>Formant Filter<\/strong> produces the vocal timbre of this distinguished member of the <em>Leporidae family.<\/em><\/li>\n<li>Then, a <strong>LFO<\/strong> (and its own modulators) shapes up the laughing sound. In short, by using <strong>Envelope<\/strong>, <strong>Mapper<\/strong> and <strong>Arithmetic<\/strong> modules, we ensure that the rhythm of the laughing increases while its pitch decreases.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 06 Rabbit Laughing.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 06 Rabbit Laughing.png\" alt=\"\"><\/a><\/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>The audio transition between the surface and the bottom of the pit was generated simply by drawing on the Sketch Pad of the <strong>Whoosh<\/strong> model. GameSynth offers many specialized synthesizers with very intuitive interfaces, so don\u2019t hesitate to use them to create sounds even faster! <\/p>\n<\/div>\n<div class=\"right graphic\">\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 11 Whoosh.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 11 Whoosh.png\" alt=\"\"><\/a><\/p>\n<\/div>\n<\/div>\n<\/div>\n<p><\/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\/bg4.jpg');\">Dizzy boy<\/h2>\n<p>After crashing down the pit, the boy is dizzy, at least until a falling plank hits him!<\/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\">Plank and Impacts <\/strong><\/p>\n<ul>\n<li>The plank sweep is produced by a <strong>Sine Bank<\/strong> with resonances brought by a <strong>Ring Modulator<\/strong>.<\/li>\n<li>The main impacts are generated by the \u201cPunch\u201d and \u201cCowbell\u201d patches. For the plank hitting the bucket and the ground, <strong>Impact<\/strong> and <strong>Modes<\/strong> modules followed by filters are used to simulate the different materials.<\/li>\n<li>A wobbly patch uses the <strong>Modes<\/strong> <em>surface<\/em> input and the internal modulation of the module for comical effect.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 07 Plank Falling.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 07 Plank Falling.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\">Dizziness<\/strong><\/p>\n<p>To evocate dizziness, two patches were layered together:<\/p>\n<ul>\n<li>The first one is a simple <strong>Noise Bands<\/strong> module with narrow bands, which is then modulated by a <strong>LFO<\/strong> and sent through a <strong>Chorus<\/strong>.<\/li>\n<li>The second creates a quick chirping sound with the <strong>Animal<\/strong> module set to <em>Bird<\/em> mode and a <strong>Pitch Shifter<\/strong> to reach higher frequencies. A combination of <strong>LFO<\/strong> and <strong>Perlin Noise<\/strong> allows for the generation of the fast, random variations applied to the <em>amplitude<\/em> and the <em>pitch<\/em>.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 08 Dizzy state.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 08 Dizzy state.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\">Transition to black<\/strong><\/p>\n<p>The video ends with a 2-step iris out effect, a popular transition in cartoons.<\/p>\n<ul>\n<li>To accompany this effect, two detuned <strong>Horn<\/strong> modules are used, with their <em>pitch<\/em> decreasing to follow the movement.<\/li>\n<li>A <strong>Pitch Shifter<\/strong> amplifies the decreasing pitch.<\/li>\n<li>A final <strong>Flanger<\/strong> adds some modulations, making the sound less dry.<\/li>\n<li>Two variations of the sound were created &#8211; with different pitches and durations &#8211; to match the two steps of the iris out effect.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 09 Ending Circle.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 09 Ending Circle.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\/bg5.jpg');\">Ambiences<\/h2>\n<p>We should also mention that a couple of ambiences were added to make the video livelier. While relatively quiet, they add context to the scenes.<\/p>\n<ul>\n<li>The forest ambience relies on the \u201cAutumnal Forest\u201d patch from the <a href=\"https:\/\/tsugi-studio.com\/blog\/2021\/02\/25\/procedural-patch-repository\/\">GameSynth repository<\/a>. The movements of the wind and the leaves are generated with <strong>Noise Bands<\/strong> and <strong>Leaves<\/strong> modules.<\/li>\n<li>Modulated<strong> Animal<\/strong> and <strong>Oscillator<\/strong> modules are used to simulate bird tweets and insect chirps. They are scattered by different <strong>Clock<\/strong> slightly randomize.<\/li>\n<\/ul>\n<p>The cavernous ambience at the bottom of the pit is generated by a simpler patch.<\/p>\n<ul>\n<li>A <strong>Noise Bands <\/strong>module is sent through an <strong>EQ Filter <\/strong>configured as a <em>lowpass<\/em>, which is modulated by a Perlin Noise for some light variation over time.<\/li>\n<li>Two <strong>Reverbs<\/strong> with different <em>Damping<\/em> values produce a small stereo effect.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 10 Ambiences.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/06\/cartoon\/GameSynth Cartoon Blog 10 Ambiences.png\" alt=\"\"><\/a><\/p>\n<p>As always, you can download all the patches described in this tutorial below. While they the tutorial was primarily aimed at animation, this style of sound design is well suited for many fun and casual games!<\/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>In the second part of this tutorial, we will learn to design more cartoonish sound effects using procedural audio, including a laughing rabbit. Yes,<\/p>\n","protected":false},"author":1,"featured_media":5491,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-5480","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\/5480","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=5480"}],"version-history":[{"count":21,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5480\/revisions"}],"predecessor-version":[{"id":5511,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5480\/revisions\/5511"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5491"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5480"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5480"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5480"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}