{"id":6220,"date":"2023-04-25T02:09:34","date_gmt":"2023-04-25T02:09:34","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=6220"},"modified":"2023-04-25T02:09:34","modified_gmt":"2023-04-25T02:09:34","slug":"cinematic-sound-design","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2023\/04\/25\/cinematic-sound-design\/","title":{"rendered":"Cinematic Sound Design"},"content":{"rendered":"<p>Sound is a crucial component of any cinematic experience. It has the power to evoke emotions and add impact to the story. In this post, we explore some of the key elements involved in crafting cinematic sounds in <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a>.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/GameSynth Blog Cinematic Sound - 00 Showcase.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/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\/cinematic\/header-bg1.png');\">Whoosh<\/h2>\n<p>Although there are many ways to create whooshes in GameSynth, using the Modular model allows us to design our own whoosh generator by combining different modules. A good starting point is to use a module that produces noise, and then build the patch from there.<\/p>\n<ul>\n<li>In our case, the first layer is a <strong>Noise Bands<\/strong> module, with three wide bands in the low and mid frequencies.<\/li>\n<li>Some additional harshness is then added by a <strong>Chaos<\/strong> module.<\/li>\n<li>The last layer is a simple <em>Sine<\/em> <strong>Oscillator<\/strong> at low-frequency to boost the bass.<\/li>\n<\/ul>\n<p>Once the generators are set, controls can be added to shape the sound.<\/p>\n<ul>\n<li>As whooshes usually follow an attack-release shape, this type of curve is used in the <strong>Mappers<\/strong> connected to the generators\u2019 <em>amplitude<\/em> inputs.<\/li>\n<li>All the <strong>Mappers<\/strong> are controlled by a unique, ascending, linear <strong>Envelope<\/strong>. Using only one module makes it easier to apply variations on the duration, and to control the shape of the whole patch.<\/li>\n<\/ul>\n<p>Finally, some effects are added:<\/p>\n<ul>\n<li>The <strong>EQ Filter<\/strong> will help enhance the overall movement, its <em>frequency<\/em> being controlled by the aforementioned <strong>Envelope<\/strong> and a dedicated <strong>Mapper<\/strong>.<\/li>\n<li>Both <strong>Chorus<\/strong> and <strong>Flanger<\/strong> modules add some modulation. Depending on the type of whoosh, a <strong>LFO<\/strong> could also be used.<\/li>\n<li>Finally, a <strong>Panner<\/strong> followed by two <strong>Spectral<\/strong> <strong>Delay<\/strong><strong>s<\/strong> will produce a dense stereo effect.<\/li>\n<\/ul>\n<p>By assigning random ranges to some of the parameters, a large range of whooshes can be generated.<\/p>\n<p class=\"tips\">\nAfter some simple modifications, and the addition of a <strong>MetaParameter<\/strong> controlling both the pitch and the filter\u2019s cutoff, it is possible to import the patch in the Whoosh model and control its sound by drawing on the Sketch Pad in real-time.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/GameSynth Blog Cinematic Sound - 01 Whoosh.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/2.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\/cinematic\/header-bg2.png');\">Riser<\/h2>\n<p>Risers are used to bring tension to a scene. They build up progressively until reaching a climax.<\/p>\n<ul>\n<li>Like for the whoosh, a single <strong>Envelope<\/strong> connected to several <strong>Mappers<\/strong> controls the overall shape of the riser. In this case, the <strong>Mappers<\/strong> use various ascending curves that abruptly drop at the very end.<\/li>\n<li>A <em>Pink<\/em> <strong>Noise<\/strong> serves as the base sound for the movement. It feeds two <strong>EQ Filters<\/strong>, one of them having a higher <em>resonance<\/em> in order to generates a more tonal sound.<\/li>\n<li>A <strong>Chaos<\/strong> module progressively introduces some harshness, its <em>feedback<\/em> value constantly increasing until the end of the sound.<\/li>\n<li>The <strong>Friction<\/strong> module brings some resonances to the sound, especially at the beginning as it will then be progressively masked by the noisier layers.<\/li>\n<li>At the end of the riser, a strident sound gradually appears, generated by a <strong>Mega<\/strong> <strong>Saw<\/strong> fed to a <strong>Saturator<\/strong>.<\/li>\n<li>Finally, two <strong>Spectral<\/strong> <strong>Delay<\/strong><strong>s<\/strong> widen the sound.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/GameSynth Blog Cinematic Sound - 02 Riser.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/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\/cinematic\/header-bg3.png');\">Impact<\/h2>\n<p>Impacts too can be generated in many ways in GameSynth. The Modular model itself offers several modules useful for cinematic sound design: <strong>Modes<\/strong>, <strong>Impact<\/strong>, <strong>Clang<\/strong>, or even <strong>Thunder<\/strong> and <strong>Gunshot<\/strong> if you need more powerful options. For example, here is how to create a simple, dark impact:<\/p>\n<ul>\n<li><strong>Impact<\/strong> and <strong>Oscillator<\/strong> modules at low frequencies are combined to create the initial strike.<\/li>\n<li>Their output is sent through a <strong>Compressor<\/strong> and a <strong>Spectral<\/strong> <strong>Delay<\/strong> to give more substance to the sound.<\/li>\n<li>On a separate branch, a <em>Pink<\/em> <strong>Noise<\/strong> is fed to an <strong>EQ<\/strong> <strong>Filter<\/strong> configured in <em>lowpass<\/em>. Its long release creates a noisy tail &#8211; like a fake reverb &#8211; which makes the sound even bigger.<\/li>\n<li>Everything is glued by another lowpass, a <strong>Clipper<\/strong> and a <strong>Saturator<\/strong>.<\/li>\n<li>A <strong>Ring<\/strong> <strong>Modulator<\/strong> adds a gritty tone, resulting in an eerier sound.<\/li>\n<li>Finally, a stereo effect is created by using an <strong>Allpass<\/strong> <strong>Filter<\/strong> on one of two identical outputs.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/GameSynth Blog Cinematic Sound - 03 Impact.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/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\/cinematic\/header-bg4.png');\">Stinger<\/h2>\n<p>Stingers are also used to mark moments of tension, but are subtler than a riser. Here is a way to make some synthetic, Blade Runner-esque sound:<\/p>\n<ul>\n<li>To start with a harsher sound, three slightly detuned <em>Saw<\/em> <strong>Oscillators<\/strong> are used.<\/li>\n<li>An<strong> Allpass<\/strong> <strong>Filter<\/strong> controlled by a <strong>LFO<\/strong> smooth the sound while adding some modulations.<\/li>\n<li>An <strong>EQ<\/strong> <strong>Filter<\/strong>, controlled by an <strong>Env<\/strong> <strong>Follower<\/strong> then progressively opens as the <em>amplitude<\/em> of the generators raise, adding emphasis to the movement.<\/li>\n<li>A <strong>Wavefolder<\/strong> adds harmonics when the amplitude reaches its maximum.<\/li>\n<li><strong>Meta Parameter<\/strong><strong>s<\/strong> on the <em>amplitude<\/em> and <em>pitch<\/em> of the <strong>Oscillators<\/strong> allow for a precise control of the sound of the patch.<\/li>\n<li>An additional <strong>Dr<\/strong><strong>ifter<\/strong> slowly changes the pitch over time creating more tension.<\/li>\n<li>Once again, a couple of <strong>Spectral<\/strong> <strong>Delay<\/strong><strong>s<\/strong> are used to create a stereo space.<\/li>\n<\/ul>\n<p class=\"tips\">\nThe Spectral Delay module can be used in many ways. By randomizing the bands, it can transform any sound into a granular texture. It can also be used as a resonator to create huge metallic sounds. Here, we used a pair of modules with different settings to produce interesting stereo effects (this is so useful that we created a dedicated template for this, accessible via the Import modules command of the context menu).<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/GameSynth Blog Cinematic Sound - 04 Stinger.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/5.png\" alt=\"\"><\/a><\/p>\n<p>Cinematic sounds are often more abstract, leaving a lot of room for experimentations. With its unique generators and advanced modulation capabilities, GameSynth is the ideal tool to design such sounds. In addition to the four examples described in this post, we encourage you to browse the Repository and search for the \u201cCinematic\u201d tag for even more epic sound design!<\/p>\n<div style=\"height:30px;\"><\/div>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/cinematic\/Cinematic_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 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>Sound is a crucial component of any cinematic experience. It has the power to evoke emotions and add impact to the story. In this<\/p>\n","protected":false},"author":1,"featured_media":6237,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-6220","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\/6220","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=6220"}],"version-history":[{"count":13,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6220\/revisions"}],"predecessor-version":[{"id":6234,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6220\/revisions\/6234"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/6237"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=6220"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=6220"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=6220"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}