{"id":5862,"date":"2022-12-06T04:00:50","date_gmt":"2022-12-06T04:00:50","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=5862"},"modified":"2022-12-12T11:38:07","modified_gmt":"2022-12-12T11:38:07","slug":"designing-magic-spells-12","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2022\/12\/06\/designing-magic-spells-12\/","title":{"rendered":"Designing Magic Spells 1\/2"},"content":{"rendered":"<div class=\"blog-pagenation\">\n<a class=\"next\" href=\"https:\/\/tsugi-studio.com\/blog\/2022\/12\/12\/designing-magic-spells-22\/\"><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>With many unique modules &#8211; ranging from ultra-realistic to purely synthetic &#8211; the modular synthesizer of <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a> is the perfect toolbox to create original sound effects for spells, enchantments, and any other magical occurrences.<\/p>\n<p>In the first part of this tutorial, we will focus on elemental magic, creating increasingly elaborate patches by adding control, variations and logic. The second part will see us design other types of spells.<\/p>\n<p>But before we start, here is a small collection of incantations, all designed in GameSynth.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/00 - General Magic Patches Repository.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/00 - General Magic Patches Repository.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\/12\/magic\/bg1.png');\">Elemental Magic<\/h2>\n<p>Magic spells often draw their energy from the power of the elements. Luckily, GameSynth provides specialized modules to easily generate fire, wind, water, rock, or electricity sounds, with enough synthesis and control parameters that they can be tailored to your project\u2019s requirements.<\/p>\n<p>Let\u2019s take a classic Fireball spell, for example:<\/p>\n<ul>\n<li>Start with a <strong>Fire<\/strong> module, its crackling tone set to 0.<\/li>\n<li>Control the <em>amplitude<\/em>, <em>intensity<\/em>, and <em>flame<\/em> inputs with <strong>Envelope<\/strong> Using the <em>Exponential Attack-Release<\/em> preset on the <em>amplitude<\/em> will create a characteristic whoosh effect.<\/li>\n<li>Mix two version of the <strong>Fire<\/strong>, the original one and a second one going through a <strong>Flanger<\/strong> with 70% of <em>Depth<\/em> and its <em>Input Highpass<\/em> set around 1100Hz. This will add some modulation to the medium and high frequencies without losing the original sound.<\/li>\n<li>Mix in a <em>Sine<\/em> <strong>Oscillator<\/strong> around 30 or 40Hz &#8211; using the same amplitude <strong>Envelope<\/strong> than for the <strong>Fire<\/strong> module &#8211; to add a sub-bass layer, instantly making the spell sound more powerful.<\/li>\n<li>Finally, use a <strong>Panner<\/strong> module connected to a <strong>Stereo<\/strong> output to add movement.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/01 - Fireball.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/01 - Fireball.png\" alt=\"\" \/><\/a><\/p>\n<p>With just a few modules we were able to design a powerful magic attack. The structure of this patch can be used as a base for other elemental patches. For instance, the <strong>Fire<\/strong> module could be replaced by the <strong>Rain<\/strong> or <strong>Goo<\/strong> modules to create water spells, or by the <strong>Electricity<\/strong> module for electro-magnetic powers.<\/p>\n<p style=\"text-shadow: 0px 0px 6px #000; background-color: #2a624d; color: #fff; padding: 30px; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/tips.jpg');\">Tip: You can quickly switch a module for another module of the same type via the \u2018Replace\u2019 command of the context menu. If the modules share similar inputs and outputs, their connections to the surrounding modules will be preserved.<\/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\/12\/magic\/bg2.png');\">Magic Fluctuations<\/h2>\n<p>No two fireballs should sound exactly the same! Especially in a game, it is important to create sound variations to fight repetitiveness.<\/p>\n<p>The next step is therefore to add more control signals and more variations, like in the aerial patch described below.<\/p>\n<ul>\n<li>Two generators are used: a <strong>Wind<\/strong> module with high <em>Wind Speed<\/em> and <em>Fluctuation<\/em>, with large random ranges on almost every parameter; and a <strong>Noise Bands<\/strong> module emulating a whistling wind, with random ranges on the <em>Lowest pitch<\/em> and <em>Bandwidth scale<\/em><\/li>\n<li>A <em>Sine<\/em> <strong>LFO<\/strong> whose pitch is modulated controls the global amplitude of the patch, but also the cutoff of two <strong>EQ Filters<\/strong>.<\/li>\n<li>As the signal goes through <strong>Mapper<\/strong>, <strong>Scale Offset<\/strong> or <strong>Arithmetic<\/strong> modules, small random ranges assigned to their parameters offer even more potential for variations.<\/li>\n<li>Slightly increasing the <em>Variation<\/em> parameter on the different <strong>Envelope<\/strong> modules will also change the sound generated each time the patch is triggered.<\/li>\n<li>At the end of the chain, random ranges are added to the <strong>EQ Filters<\/strong>\u2019 <em>Q<\/em> and to the <strong>Delay<\/strong> parameters to alter the tone of the patch and the placement in the stereo field, respectively.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/02 - Aerial Patch.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/02 - Aerial Patch.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\/12\/magic\/bg3.png');\">Spell Casting<\/h2>\n<p>Finally, by adding some simple logic, more elaborate spells can be designed, adding for instance an energy charge before casting the spell.<\/p>\n<ul>\n<li>In this new patch, a charging whoosh is generated via a combination of <strong>Granular Noise<\/strong> and <strong>Noise Bands<\/strong> modules, the latter with a lot of <em>amplitude fluctuation.<\/em><\/li>\n<li>Another branch of the patch tackles the magical discharge with the help of a <strong>Thunder <\/strong>module, a 60 Hz <em>sine<\/em> <strong>Oscillator<\/strong>, and a <strong>Blip<\/strong> module periodically triggered by a <strong>Clock<\/strong>.<\/li>\n<li><strong>Wavefolder<\/strong> and <strong>Spectral Delay<\/strong> effects help making the sound louder and more organic.<\/li>\n<li>An <strong>Envelope<\/strong> controls the amplitude of the charging part, and triggers the discharge section of the patch via a <strong>Crossings<\/strong> module, when the amplitude value exceeds 0.9. Changing the <em>Duration<\/em> of the <strong>Envelope<\/strong> will therefore automatically change the timing of the discharge.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/03 - Electric Charge.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/03 - Electric Charge.png\" alt=\"\" \/><\/a><\/p>\n<p>This concludes the first part of our tutorial, which focused on elemental magic. Now that we have the basics covered, we will design other types of incantations in the <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/12\/12\/designing-magic-spells-22\/\">second part<\/a>.<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/12\/magic\/Magic_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>With many unique modules &#8211; ranging from ultra-realistic to purely synthetic &#8211; the modular synthesizer of GameSynth is the perfect toolbox to create original<\/p>\n","protected":false},"author":1,"featured_media":5883,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-5862","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\/5862","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=5862"}],"version-history":[{"count":21,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5862\/revisions"}],"predecessor-version":[{"id":5923,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/5862\/revisions\/5923"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/5883"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=5862"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=5862"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=5862"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}