{"id":6199,"date":"2023-04-13T04:26:06","date_gmt":"2023-04-13T04:26:06","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=6199"},"modified":"2023-04-25T03:33:01","modified_gmt":"2023-04-25T03:33:01","slug":"realistic-sounds-with-particles","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2023\/04\/13\/realistic-sounds-with-particles\/","title":{"rendered":"Realistic sounds with Particles"},"content":{"rendered":"<p>The <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/08\/30\/playing-with-sonic-particles\/\">Particles model<\/a>, which combines the drawing capabilities of GameSynth with an advanced granular synthesis engine, can not only be used to create innovative and otherworldly textures but also to quickly generate multiple variations of realistic sounds.<\/p>\n<p>In this post, we will see how, armed with a handheld recorder or even a smartphone, you can capture everyday sounds, and quickly produce enticing assets for your game with the Particles model.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/GameSynth Blog Video Particles Real - 00 All Patches.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/1.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\/04\/realistic-particles\/header-bg1.png');\">Foley<\/h2>\n<p>Granular synthesis is a good candidate to design cloth Foley, from short gestures to long continuous movements. Start by recording clothes made of various materials to create a palette of sounds:<\/p>\n<ul>\n<li>Select a cloth with the desired sonic character.<\/li>\n<li>Record the fabric rustle.<\/li>\n<li>Edit the recording, keeping the cleanest and most interesting parts, and exporting them as multiple files.<\/li>\n<\/ul>\n<p>These files can now be loaded in the Particles model.<\/p>\n<ul>\n<li>To get more variation, check <em>Loop<\/em> and randomize the <em>Start<\/em>, <em>Level<\/em> and <em>Lifetime <\/em><\/li>\n<li>Short <em>Rate<\/em> and <em>Lifetime<\/em> values will create sporadic movements, while longer settings will simulate a continuous motion.<\/li>\n<li>Light or heavy movements can also be created by modulating the <em>pitch<\/em> on the Sketch Pad.<\/li>\n<li>Finally, the <em>EQ<\/em> <em>Control<\/em> provides an easy way to adjust the sonic character of the clothes.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/GameSynth Blog Video Particles Real - 01 Foley_Cloth.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/2.png\" alt=\"\"><\/a><\/p>\n<p>If you live close to a park or are lucky enough to have a garden, recording some leaves \/ vegetation will offer new sound design opportunities:<\/p>\n<ul>\n<li>Set a medium-high <em>Rate<\/em> with a short <em>Lifetime<\/em> to reproduce animal movements in the bush.<\/li>\n<li>The inverse is great for environmental sounds, such as the rustle of tree leaves.<\/li>\n<\/ul>\n<p>(In this case, using a <em>LFO<\/em> with a <em>rate<\/em> below 0.5Hz will lead to more convincing results.)<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/GameSynth Blog Video Particles Real - 02 Foley_Leaves.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/3.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\/04\/realistic-particles\/header-bg2.png');\">Sword Fight<\/h2>\n<p>Ambiences composed of multiple events, such as a medieval sword fight, are easy to design in the Particles model:<\/p>\n<ul>\n<li>Record several impacts and scrapes with any knives, forks, or metal utensils you have in your kitchen.<\/li>\n<li>Edit and export each impact individually, and load them in the Particles model.<\/li>\n<li>A slow <em>Rate<\/em> is important to create a realistic timing pattern (about 6 particles per second should be enough). Make also sure that the <em>Periodic<\/em> option is not selected.<\/li>\n<li>Change the <em>weights<\/em> of the <em>Samples<\/em> to adjust the balance between impact and scrape sounds.<\/li>\n<li>Remove the Pitch modulation by the Sketch Pad to avoid generating unrealistic sounds.<\/li>\n<li>Distance attenuation can be simulated by using the <em>Filter<\/em>, <em>EQ<\/em> <em>Control,<\/em> and <em>Delay<\/em><\/li>\n<li>Finally, adding some Saturation is an easy way to get heavier impacts if the objects you recorded sound too light.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/GameSynth Blog Video Particles Real - 03 Ambience_Sword.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/4.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\/04\/realistic-particles\/header-bg3.png');\">Crowds<\/h2>\n<p>Granular synthesis also works well with crowds, especially when you want a more diffuse sound than the original recording:<\/p>\n<ul>\n<li>During the editing, try to discard easily identifiable events from the recording.<\/li>\n<li>Then, randomize the <em>Start<\/em>, use a slow <em>Rate<\/em> (3 per s) and long <em>Lifetime<\/em> (2s) and <em>Fading<\/em> (800ms) to generate a smooth and continuous sound.<\/li>\n<li>For a denser crowd, simply increase the Rate to a maximum of 15 per s.<\/li>\n<li>You can also slightly modulate the <em>Pitch<\/em> on the Sketch Pad (between -400 and 400) to change the mood of the crowd based on where you draw.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/GameSynth Blog Video Particles Real - 04 Crowds.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/5.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\/04\/realistic-particles\/header-bg4.png');\">Bubbles<\/h2>\n<p>From the generation of underwater movements to the design of a swamp environment, recording bubbles can come in handy in many cases:<\/p>\n<ul>\n<li>Simply use a straw to blow in a liquid with varying strength to produce bubbles of different sizes.<\/li>\n<li>Although water will sound more natural, using liquids with different viscosities can lead to some interesting textures.<\/li>\n<li>Edit the recordings to have a small batch of bubbles per file, and load them in the Particles model.<\/li>\n<li>Use a slow <em>Rate <\/em>for ambient sounds, and a fast <em>Rate<\/em> for liquid movements.<\/li>\n<li>The sound of a bubble has a pitch that depends on its radius. Therefore, to control the size of the bubbles, add some <em>Pitch<\/em> modulation to the Sketch Pad.<\/li>\n<li>For an underwater ambience, use a <em>Lowpass<\/em> filter and a bit of <em>Delay<\/em> to emphasize the sense of depth.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/GameSynth Blog Video Particles Real - 05 Bubbles.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/6.png\" alt=\"\"><\/a><\/p>\n<p>With the Particles model of GameSynth, imagination is truly the limit! Record or synthesize your sounds and instantly create new sonic movements, ambiences, and textures simply by drawing!<\/p>\n<p>&nbsp;<\/p>\n<p class=\"blog-picture-lity-wrap\">\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/realistic-particles\/Realistic Particles 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\" 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 loading=\"lazy\" decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/discord.png\" alt=\"discord\" width=\"521\" height=\"84\" class=\"alignnone size-full wp-image-6214\" srcset=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/discord.png 521w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/discord-150x24.png 150w, https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/discord-300x48.png 300w\" sizes=\"auto, (max-width: 521px) 100vw, 521px\" \/><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Particles model, which combines the drawing capabilities of GameSynth with an advanced granular synthesis engine, can not only be used to create innovative<\/p>\n","protected":false},"author":1,"featured_media":6211,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-6199","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\/6199","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=6199"}],"version-history":[{"count":11,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6199\/revisions"}],"predecessor-version":[{"id":6215,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6199\/revisions\/6215"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/6211"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=6199"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=6199"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=6199"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}