{"id":5703,"date":"2022-10-20T00:49:38","date_gmt":"2022-10-20T00:49:38","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5703"},"modified":"2022-10-20T02:08:14","modified_gmt":"2022-10-20T02:08:14","slug":"tank-battle","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/10\/20\/tank-battle\/","title":{"rendered":"Tank Battle Sound Design"},"content":{"rendered":"<div class=\"blog-author\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2021\/09\/AxelSpeller2-3.png\" alt=\"AxelSpeller\"><\/div>\n<p>The latest version of the <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth-enginesplugin.html\">GameSynth Engines plug-in<\/a> comes with a new Tank model. In this post, we will combine it with patches created in the modular environment (turret, cannon, explosion&#8230;) to design the soundscape of a tank battle, as shown below.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/GameSynth Tank Blog Video 00 Full.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/1.jpg\" alt=\"Tank\"><br \/>\n<\/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\/10\/tank_game\/bg1.jpg');\">Tank Engine<\/h2>\n<p>Let\u2019s start by designing the tank&#8217;s engine:<\/p>\n<ul>\n<li>Select the <strong>Armored Tank<\/strong> vehicle in the Engines model.<\/li>\n<li>Then, choose the <strong>Tiger I<\/strong> model in the combo-box for the engine&#8217;s type.<\/li>\n<li>In the Mixer panel, set <em>Pulse Loop 1<\/em> to 1.50, <em>Order Comp<\/em> to 2.40, <em>Gear Noise<\/em> to 2.70. and lower the <em>Master<\/em> level to -1.60.<\/li>\n<\/ul>\n<p>We are now ready to drive. The vehicles of the Engines plug-in are fully controllable, simply by \u201cdriving\u201d them on the Sketch Pad. It is especially convenient when following the movement of a vehicle in a movie. In just a couple of attempts, we were able to make the sound for the whole sequence in a single drawing, all in sync with the video.<\/p>\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\/10\/tank_game\/bg.jpg);\n\">While drawing, it is possible to use keyboard shortcuts to shift gears. Use Q and A to shift a gear up or down, respectively.\n<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/GameSynth Tank Blog Video 01 Tank Driving_2.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/2.jpg\" alt=\"Tank\"><br \/>\n<\/a><\/p>\n<p>A second patch &#8211; using the same vehicle type &#8211; was used to create short sound variations of the engine revving up. It is put to contribution when we need a bit more aggressiveness (e.g., when the tank climbs over a wreck, or restarts after shooting the other tank). The tank parameters in the Mixer panel were modified to put the emphasis on the cylinders and complement the previous sound:<\/p>\n<ul>\n<li><em>Track Noise<\/em>, <em>Starter<\/em> and <em>Idling Noise<\/em> were lowered to their minimum value.<\/li>\n<li><em>Gear Noise<\/em> and <em>Pulse Loop 2<\/em> were set around -15.<\/li>\n<li><em>Pulse Loop<\/em> 1 and <em>Order Comp<\/em> were increased to 4.<\/li>\n<\/ul>\n<p>Several rev up sounds were produced by drawing on the Sketch Pad. By switching to a higher gear, it was easy to create smoother acceleration sounds.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/GameSynth Tank Blog Video 02 Engine Accent.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/3.jpg\" alt=\"Tank\"><br \/>\n<\/a><\/p>\n<p>Although the enemy tank only appears briefly, it has its own sound:<\/p>\n<ul>\n<li>Create a new tank patch and change the engine&#8217;s type to <strong>T-34\/85<\/strong>, in order to differentiate the two tanks.<\/li>\n<li>Set <em>Pulse Loop 2<\/em> and <em>Gear Noise<\/em> to 7, and lower the level of the <em>Track Noise<\/em> to -16<\/li>\n<li>By drawing on the Sketch Pad, rev up the engine to 2000 RPM, then slowly decelerate to follow the movement of the enemy tank.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/GameSynth Tank Blog Video 03 Ennemy Tank.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/4.jpg\" alt=\"Tank\"><br \/>\n<\/a><\/p>\n<p>We are done with the Engines plug-in. Let&#8217;s now switch to the Modular model to design the remaining sounds.<\/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\/10\/tank_game\/bg2.jpg');\">Turret Rotation<\/h2>\n<p>Let\u2019s start by designing the sound of the turret rotating.<\/p>\n<ul>\n<li>The turret\u2019s motor is a combination of the <strong>Motor<\/strong> module and a sine <strong>Oscillator<\/strong> whose pitch is modulated. The signal then goes through a <strong>Chorus<\/strong>.<\/li>\n<li>A <strong>Gear<\/strong> module adds another mechanical component, its rate being also modulated.<\/li>\n<li>A filtered <strong>Noise<\/strong> is combined with a <strong>Steam<\/strong> module to put more emphasis on the rotational movement, while a <strong>Clang<\/strong> module adds more impact to the sound.<\/li>\n<\/ul>\n<p>A variation of this patch was used for the second rotation of the turret:<\/p>\n<ul>\n<li>The attack of the <strong>Envelope<\/strong> was smoothed and the <strong>Clang<\/strong> module was removed, thus leading to a slower movement at the beginning of the sound.<\/li>\n<li>The <strong>Motor<\/strong>\u2019s <em>speed<\/em>, <strong>Oscillator<\/strong>\u2019s <em>pitch<\/em>, and <strong>Gear<\/strong>\u2019s <em>rate<\/em> parameters were also lowered to make the movement slower.<\/li>\n<li>Finally, the overall duration of the sound was extended from 2 to 3 seconds.<\/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\/10\/tank_game\/bg.jpg);\n\">It may become cumbersome to change the global duration of a patch as more generators and control signals are added, and must be adjusted individually. The <strong>Match durations<\/strong> function of the context menu will allow you to change the duration of all the selected modules at once.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/GameSynth Tank Blog Video 04 Turret Rotation.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/5.jpg\" alt=\"Tank\"><br \/>\n<\/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\/10\/tank_game\/bg3.jpg');\">Tank Cannon<\/h2>\n<p>Three different patches were used for the cannon shot. The first one focuses on the mechanical aspect:<\/p>\n<ul>\n<li>A <strong>Gun Foley<\/strong> with the <em>Remove Clip<\/em> action selected gives its metallic component to the sound.<\/li>\n<li>In another branch of the patch, a <strong>Noise<\/strong> module goes through a <strong>LMS Filter <\/strong>with a <strong>Gunshot<\/strong> module used as <em>reference<\/em>.<\/li>\n<li>It is then mixed with the dry signal of the same <strong>Gunshot<\/strong> to create the initial air burst before the detonation.<\/li>\n<li>The two branches of the patch converge and are sent through a <strong>Comb Filter<\/strong>, adding the characteristic tube effect of the tank cannon.<\/li>\n<\/ul>\n<p>The detonation is produced by the second patch:<\/p>\n<ul>\n<li>A compressed <strong>Gunshot<\/strong> sound is mixed with a <em>sine<\/em> <strong>Oscillator<\/strong> set around 50 Hz to give more presence in the low end.<\/li>\n<li>The resulting signal is sent through an <strong>EQ Filter<\/strong> which boosts the frequencies around 110Hz. A <strong>Flanger<\/strong> adds a bit of modulation, and a <strong>Saturator<\/strong> makes the whole sound even louder.<\/li>\n<\/ul>\n<p>The final patch is a fast whoosh simulating the explosive shell passing by before hitting its target:<\/p>\n<ul>\n<li>It relies on a <strong>Noise Bands<\/strong> and a <strong>Steam <\/strong>module going through an <strong>EQ Filter<\/strong> configured as a <em>lowpass<\/em>.<\/li>\n<li>The <strong>Noise Bands\u2019<\/strong> <em>pitch<\/em> and the <em>frequency<\/em> of the <strong>EQ Filter<\/strong> are modulated by an <strong>Envelope<\/strong> to simulate the pass-by effect.<\/li>\n<li>The effect is further enhanced with a <strong>Flanger<\/strong> module.<\/li>\n<li>A <strong>Saturator<\/strong> makes the sound sharper before the final <strong>Delay<\/strong> adds a bit of release to the sound.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/GameSynth Tank Blog Video 06 Cannon.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/6.jpg\" alt=\"Tank\"><br \/>\n<\/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\/10\/tank_game\/bg4.jpg');\">Debris and environmental sounds<\/h2>\n<p>For the sounds of the explosions and debris resulting from the shots, we relied on the extensive collection of procedural patches in the GameSynth <a href=\"https:\/\/tsugi-studio.com\/blog\/2021\/02\/25\/procedural-patch-repository\/\">Repository<\/a>, adapting them to our needs. For instance, we used one part of the <em>Explosion<\/em> patch, simply adjusting the \u201cdistance\u201d meta-parameter for the two explosions occurring in the video.<\/p>\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\/10\/tank_game\/bg.jpg);\n\">The repository contains 1000+ procedural audio models. If you want to create a new model but don\u2019t know exactly where to start, you can drop a similar audio file on its window, and the 8 closest models will be listed, giving you a lot of patching ideas!<\/p>\n<p>The different types of debris use patches like <em>Tree Impact<\/em>, <em>Metal Box Falling<\/em>, <em>Dumpster Impact<\/em> or <em>Meteor Impact <\/em>from the Repository<em>. <\/em>For more information, check out our <a href=\"https:\/\/tsugi-studio.com\/blog\/2021\/11\/29\/gamesynth-full-action-sequence-2\/\">action blog<\/a>, in which we covered the design of these types of sounds extensively.<\/p>\n<p>The same goes for environmental sounds. The fire from the burning cars was based on the <em>Fireplace<\/em> patch, with an added component for the smoke coming from the <em>Flowing Sand<\/em> patch. Finally, when the tank rolls over the destroyed car at the beginning of the sequence, we mixed several variations generated by the <em>Thunder Sheet<\/em> and <em>Steel Tension <\/em>patches.<\/p>\n<p>To learn more about each patch, you can download them below.<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/10\/tank_game\/Tank_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-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>The latest version of the GameSynth Engines plug-in comes with a new Tank model. In this post, we will combine it with patches created<\/p>\n","protected":false},"author":1,"featured_media":5704,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6,23],"tags":[],"class_list":["post-5703","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\/5703","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=5703"}],"version-history":[{"count":31,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5703\/revisions"}],"predecessor-version":[{"id":5747,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5703\/revisions\/5747"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5704"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5703"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5703"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5703"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}