{"id":6176,"date":"2023-06-20T01:07:33","date_gmt":"2023-06-20T01:07:33","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=6176"},"modified":"2023-06-27T05:42:40","modified_gmt":"2023-06-27T05:42:40","slug":"sonic-shapes","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2023\/06\/20\/sonic-shapes\/","title":{"rendered":"Sonic Shapes"},"content":{"rendered":"<p>From <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/05\/24\/procedural-foley-sound-design-1\/\">realistic foley sounds<\/a> to over-the-top <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/07\/19\/over-the-top-sci-fi-weapons\/\">sci-fi weapons<\/a>, <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a> can be used to create a wide range of sounds. In this post, we examine how easy it is to add sound effects to abstract animations or motion designs, especially with the new synchronized video playback!<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/gsabstract\/video.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/gsabstract\/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\/2023\/03\/sonicshapes\/header-bg1.png');\">Lines<\/h2>\n<p>The video depicts a sequence of geometric shapes in motion. It was decided to characterize them with various tonal sounds.<\/p>\n<p>The first shape is a series of rising lines:<\/p>\n<ul>\n<li>A <em>pulse<\/em> <strong>Oscillator<\/strong> and a <strong>Sine Bank<\/strong> are used as generators.<\/li>\n<li>After modulating their <em>amplitude<\/em> by a short <strong>Envelope<\/strong> (160ms), a soft tonal sound is produced.<\/li>\n<li>A <strong>Sequencer<\/strong> triggers the generators while also controlling the <em>pitch<\/em> of the <strong>Oscillator<\/strong>, creating an arpeggio. Here, video playback makes it easy to synchronize the events in the <strong>Sequencer<\/strong>.<\/li>\n<li>An <strong>EQ Filter<\/strong> &#8211; with a gradually opening <em>frequency &#8211;<\/em> soften the sound while adding some movement.<\/li>\n<li>A bit of noise is added by the <strong>Degrader<\/strong>, and the final <strong>Delay<\/strong> extends the release of the sound, adding more notes to the ones produced by the <strong>Sequencer<\/strong>.<\/li>\n<\/ul>\n<p>The same patch is used when the lines change direction towards the border of the screen, with a couple of changes:<\/p>\n<ul>\n<li>A <strong>Pitch Shifter<\/strong> is inserted before the <strong>Delay<\/strong> to make the sound one octave higher.<\/li>\n<li>After the <strong>Delay<\/strong>, the signal is split in stereo, each channel going through a <strong>Spectral Delay<\/strong>, producing a much wider sound.<\/li>\n<\/ul>\n<p>Later in the video, we will also have lines going down. That patch follows the same logic:<\/p>\n<ul>\n<li>A <em>triangular<\/em> <strong>Oscillator<\/strong> is triggered by a <strong>Sequencer<\/strong>, but this time with a descending pitch sequence (it is actually the sequence of the first patch, but inverted).<\/li>\n<li>In addition, a <strong>Modes<\/strong> module is periodically triggered by a <strong>Clock<\/strong> and modulated by <strong>Flanger<\/strong> and <strong>Chorus<\/strong> modules to generate a chiming sound that emphasizes the motion.<\/li>\n<li>The final <strong>Spectral<\/strong> <strong>Delay<\/strong> helps blending these two layers together.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 01 Lines.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 01 Lines.png\" alt=\"\"><\/a><\/p>\n<div class=\"tips\">\n<p>\n<span>Tip:<\/span> It is possible to export the Sequencer&#8217;s data in CSV format, which can be opened in a spreadsheet program. Precise editing and reordering of the events and their values becomes much easier.<br \/>\nAlternatively, the GameSynth command line also comes with a function to process a CSV containing a series of notes and convert it into a sequence file that can be loaded by the Sequencer module. <\/p>\n<\/div>\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\/2023\/03\/sonicshapes\/header-bg2.png');\">Spiral<\/h2>\n<p>The sound for the spiral\u2019s motion is generated with the following patch:<\/p>\n<ul>\n<li>The sound sources are <strong>Chaos<\/strong> and <strong>Sine Bank<\/strong> modules whose <em>pitch<\/em><em>es<\/em> are rising. A <strong>Chorus<\/strong> with a low <em>LFO rate<\/em> adds some modulation to the output of the <strong>Sine Bank<\/strong>.<\/li>\n<li>An accelerating <strong>LFO<\/strong> controls the <em>amplitude<\/em> of the mixed signal to create the rotating motion.<\/li>\n<li>This module is also connected to a <strong>Panner<\/strong>, spreading the signal in the stereo field before a pair of <strong>Spectral Delay<\/strong><strong>s<\/strong> extend the release of the sound.<\/li>\n<li>Finally, a <strong>Resonator<\/strong> emphasizes frequency bands that blend with the tones of the other patches.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 02 Spiral.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 02 Spiral.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\/2023\/03\/sonicshapes\/header-bg3.png');\">Crosses<\/h2>\n<p>For the popping sound of the crosses, a physical modeling approach was used:<\/p>\n<ul>\n<li>Using a <strong>Noise<\/strong> module and a very short <strong>Envelope<\/strong>, we created a burst that feeds a <strong>Comb<\/strong> <strong>Filter<\/strong>.<\/li>\n<li>By simultaneously triggering the bursts and changing the <em>delay<\/em> of the <strong>Comb<\/strong> <strong>Filter<\/strong> with a <strong>Sequencer<\/strong>, an arpeggio synchronized to the popping of the crosses was generated.<\/li>\n<li><strong>Delay<\/strong> modules complete the patch, producing a stereo effect.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 03 Crosses.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 03 Crosses.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\/2023\/03\/sonicshapes\/header-bg4.png');\">Squares<\/h2>\n<p>Similar sounds are used for the motion of the squares at the end of the video:<\/p>\n<ul>\n<li>Percussive sounds generated by the <strong>Modes<\/strong> and <strong>Blip<\/strong> modules create the tonal sound marking the appearance of the square.<\/li>\n<li>The sound is then synchronized with the image using a <strong>Retrigger<\/strong><\/li>\n<li>To accompany the whole movement, a whoosh is generated with a <strong>Noise<\/strong> module, filtered with a <strong>Biquad<\/strong> <strong>Filter<\/strong> and modulated with a <strong>Chorus<\/strong>.<\/li>\n<li>On another branch of the patch, an <strong>EQ Filter<\/strong> modulated by an <strong>LFO<\/strong> emphasizes the movement.<\/li>\n<\/ul>\n<p>Finally, the video concludes with a suction sound:<\/p>\n<ul>\n<li><strong>Noise<\/strong> and <strong>Noise Bands<\/strong> modules have an <strong>Envelope<\/strong> that makes their <em>lowpass<\/em> and <em>pitch<\/em> rise and then suddenly drop at the end.<\/li>\n<li>This <strong>Envelope<\/strong> also controls two <strong>EQ Filter<\/strong> modules &#8211; one <em>lowpass<\/em> and one <em>highpass<\/em> &#8211; that progressively open up the sound.<\/li>\n<li>A <em>sine<\/em> <strong>Oscillator<\/strong> is also used to match the tone of the whole video.<\/li>\n<li>A final <strong>Flanger<\/strong> adds a bit of modulation.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 04 Squares.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 04 Squares.png\" alt=\"\"><\/a><\/p>\n<div class=\"tips\">\n<p>\n<span>Tip:<\/span> In addition to the video playback feature introduced in GameSynth 2023.1, we also used the new GameSynth API for this project.<br \/>\nIndeed, while doing the final sound editing in Reaper, we ran scripts that connect to the API to render the GameSynth patches directly on the timeline, streamlining the editing process.\n<\/p>\n<\/div>\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\/2023\/03\/sonicshapes\/header-bg5.png');\">Smaller shapes<\/h2>\n<p>Patches were also created for the smaller animated shapes appearing on the video:<\/p>\n<ul>\n<li>The sound of the bouncing yellow circles was synthesized by a <strong>Bubble<\/strong> module and a <em>sine<\/em> <strong>Oscillator<\/strong>.<\/li>\n<li>A shaker sound was designed for the yellow and blue spots that slide to the center of the screen. It mixes <strong> Noise <\/strong> and <strong>Granular<\/strong> <strong>Noise<\/strong> modules, the latter filtered to only keep the high frequencies.<\/li>\n<li>As for the white curves on the sides, the <strong>Whoosh<\/strong> model was put to contribution. The video playback function allowed us to easily replicate the movements seen in the animation when drawing on the Sketch Pad.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 05 Others.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/GameSynth Blog Abstract Shapes - 05 Others.png\" alt=\"\"><\/a><\/p>\n<p>Thanks to the ability to synchronize a video with the audio playback or drawing, designing sounds for animations has become even easier in GameSynth. Of course, if you have the original animation files, you can also import the curves directly into GameSynth to drive the sound parameters!<\/p>\n<p>Finally, if modular patching is not your cup of tea, check out <a href=\"https:\/\/tsugi-studio.com\/blog\/2020\/09\/18\/logo-sound-design-in-after-effects\/\">DSP Motion<\/a> and <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/01\/19\/glitch-sound-design-in-dsp-action\/\">DSP Action<\/a> which are also extremely well suited for this type of animations.<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/03\/sonicshapes\/Sonic_Shapes_Patches.zip\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/download-patches2023.png\" alt=\"download-patches\"><\/a><\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\" 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<p><a class=\"gs-learn-more\" href=\"https:\/\/discord.com\/invite\/hacFY2EmgF\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/discord.png\" alt=\"discord\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>From realistic foley sounds to over-the-top sci-fi weapons, GameSynth can be used to create a wide range of sounds. In this post, we examine<\/p>\n","protected":false},"author":1,"featured_media":6179,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,6],"tags":[],"class_list":["post-6176","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-procedural-audio","category-gamesynth"],"_links":{"self":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6176","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=6176"}],"version-history":[{"count":26,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6176\/revisions"}],"predecessor-version":[{"id":6292,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6176\/revisions\/6292"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/6179"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=6176"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=6176"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=6176"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}