{"id":6534,"date":"2023-09-05T00:50:07","date_gmt":"2023-09-05T00:50:07","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=6534"},"modified":"2023-09-05T01:27:33","modified_gmt":"2023-09-05T01:27:33","slug":"creating-materials","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2023\/09\/05\/creating-materials\/","title":{"rendered":"Creating Sound Materials"},"content":{"rendered":"<p>Sounds for materials such as metal, wood, stone, glass, etc&#8230; are used in every game project, be it for simple impacts, friction, and debris, or as part of more complex mechanisms.<\/p>\n<p>Thanks to its procedural audio engine, <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a> can generate all these types of sounds, including as many variations and interactions as needed. Procedural audio is also a very convenient technique to create sounds for imaginary materials, or for giant objects that would otherwise be difficult to record!<\/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\/08\/materials\/header-bg1.png');\">Metal, Glass, Wood<\/h2>\n<p>There are several ways to simulate resonant materials such as metal, glass and wood in GameSynth, but at the most basic level, they all involve mixing resonant modes together.<\/p>\n<p>The <strong>Impact<\/strong> model, for instance, comes with some handy preset buttons that will create a new material of a specific type when pressed, including all the resonant modes required. (In the Impact model, these modes can also later be used to create contact\/friction sounds after defining a surface.)<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 01 Impact Model.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot1.jpg\" alt=\"\"><\/a><\/p>\n<p>The Impact model also allows you to create a resonant material from the analysis of an existing sample. This is a great way to get an understanding of the modes distribution for the different types of materials: simply drop your favorite samples from your sound library and observing the results.<\/p>\n<p>The <strong>Modular<\/strong> model \u2013 GameSynth\u2019s patching environment &#8211; can mimic the <strong>Impact<\/strong> model with its <strong>Modes<\/strong> module, with the added advantage of being able to combine it with many other types of synthesis, control, and processing modules.<\/p>\n<p>Here are some guidelines to recreate the most common materials:<\/p>\n<p><b>Wood<\/b><\/p>\n<ul>\n<li>4 to 10 <em>modes<\/em>.<\/li>\n<li><em>Pitch<\/em> between 100 and 300 Hz, <em>Spread<\/em> between 200 and 450 Hz.<\/li>\n<li><em>Damping<\/em> between 3 and 5.<\/li>\n<\/ul>\n<p><b>Metal<\/b><\/p>\n<ul>\n<li>6 to 10 <em>modes<\/em>.<\/li>\n<li><em>Pitch<\/em> from 10 to 1000 Hz, <em>Spread<\/em> at 1000 Hz.<\/li>\n<li><em>Damping<\/em> below 2.<\/li>\n<\/ul>\n<p><b>Glass<\/b><\/p>\n<ul>\n<li>1 to 4 <em>modes<\/em>.<\/li>\n<li><em>Pitch<\/em> above 2500 Hz and <em>Spread<\/em> at 1000 Hz.<\/li>\n<li><em>Damping<\/em> below 1.<\/li>\n<\/ul>\n<p>For contact\/friction sounds, the <strong>Friction<\/strong> module also comes with <em>Material<\/em> presets for <em>Metal<\/em>, <em>Glass<\/em> and <em>Wood<\/em>.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 02 Modular Metal Wood Glass.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot2.jpg\" alt=\"\"><\/a><\/p>\n<p>Finally, for metallic sounds in particular, other modules of the patching environment can be used to simulate specific types of interactions, like the <strong>Gear<\/strong> and <strong>Clang<\/strong> modules.<\/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\/08\/materials\/header-bg2.png');\">Plastic<\/h2>\n<p>Resonant plastic impacts can also be created with the <strong>Impact<\/strong> model and the <strong>Modes<\/strong> module, although it is better to use them for objects that are not too hard, such as containers.<\/p>\n<ul>\n<li>In these cases, the <em>pitch<\/em> should be relatively low, with a high <em>damping<\/em>.<\/li>\n<li><em>Modulation<\/em> can be added &#8211; at a slow <em>rate &#8211;<\/em> to simulate the elasticity of the object.<\/li>\n<\/ul>\n<p>For harder plastics, however, using the <strong>Modular <\/strong>is the must:<\/p>\n<ul>\n<li>The <strong>Impact<\/strong> module usually gives good results if the <em>Mode frequency<\/em> is not set too high.<\/li>\n<li>Resonances (e.g., in plastic pipes) can easily be added with a <strong>Comb Filter<\/strong>, by setting the <em>damping<\/em> between 400 and 1000 Hz.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 03 Plastic.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot3.jpg\" 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\/08\/materials\/header-bg3.png');\">Rock<\/h2>\n<p>Rock sounds such as debris can be created with the <strong>Rocks<\/strong> module, which can mix stones of different sizes. For a more gravel-like sound, it can be combined with the <strong>Granular Noise<\/strong> module.<\/p>\n<p>To create rock impacts, multiple modules can be stacked.<\/p>\n<ul>\n<li><strong>Impact<\/strong> and <strong>Chirp<\/strong> modules will be great to build the initial transient.<\/li>\n<li>Using a <strong>Granular<\/strong> <strong>Noise<\/strong> with its <em>amplitude<\/em> controlled by a short decreasing <strong>Envelope<\/strong> will be a good sweetener, as well as a <strong>Rock<\/strong> module with a short <em>duration<\/em>.<\/li>\n<\/ul>\n<p>As for the metal, glass and wood materials, a <em>Rock<\/em> material is also available in the <strong>Friction<\/strong> module, to generate contact sounds.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 04 Rock.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot4.jpg\" 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\/08\/materials\/header-bg4.png');\">Ceramic<\/h2>\n<p>Ceramic objects sound somewhere between rock and glass materials. They should exhibit the weight and noisiness of rock, with some of the resonance of glass (i.e., similar pitch, but with a much more pronounced <em>damping<\/em>).<\/p>\n<ul>\n<li>Favor the <strong>Impact<\/strong> Combine it if needed with another <strong>Impact<\/strong> with different <em>Mode frequency<\/em>.<\/li>\n<li>Add more weight with a <strong>Noise Bands<\/strong> module for low-frequency noise bands.<\/li>\n<li>The <strong>Noise Bands<\/strong> module can also be used to add resonances, with several narrow bands in the high frequencies.<\/li>\n<li>For small ceramic debris, a <strong>Modes<\/strong> module can be used with its <em>pitch<\/em> higher than 3.5kHz, and a <em>damping<\/em> between 4 and 5.<\/li>\n<\/ul>\n<p>Contact sounds can also be made with the <strong>Friction<\/strong> module and the <em>Rock Material<\/em>, although the <em>pitch<\/em> should be higher than 0.5 in this case.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 05 Ceramic.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot5.jpg\" 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\/08\/materials\/header-bg5.png');\">Fibers<\/h2>\n<p>The stretching of rope, leather, or rubber can be simulated with the <strong>Fracture<\/strong> module of the <strong>Modular<\/strong> model.<\/p>\n<ul>\n<li>Specific <em>Material<\/em> presets for <em>Natural Fibers<\/em> and <em>Rubber<\/em> are available.<\/li>\n<li>Layering several <strong>Fracture<\/strong> modules with different settings will help creating a denser sound.<\/li>\n<li>Adding a <strong>Noise<\/strong> or a <strong>Granular<\/strong> <strong>Noise<\/strong> module as the stretching get tighter will make everything blend nicely together.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 06 Fiber.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot6.jpg\" 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\/08\/materials\/header-bg6.png');\">Liquids<\/h2>\n<p>Generating water, mud and other fluids can be done with the <strong>Rain<\/strong> and the <strong>Goo<\/strong> modules.<\/p>\n<ul>\n<li>The <strong>Goo<\/strong> module itself will be good to make more viscous liquids while the <strong>Rain<\/strong> module is better for water sounds. Individual drops can be added with the <strong>Bubble<\/strong><\/li>\n<li>Control their <em>amplitude<\/em> with a sharp and short <strong>Envelope<\/strong> to make an impact sound.<\/li>\n<li>To add a watery layer to other sounds, use the <em>Material<\/em> presets (concrete, wood, metal, glass&#8230;) of the <strong>Rain<\/strong> module to your advantage.<\/li>\n<\/ul>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 07 Liquid.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot7.jpg\" 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\/08\/materials\/header-bg7.png');\">Going further<\/h2>\n<p>The GameSynth patch repository contains a large number of patches that can be used as learning resources or as a starting point for other patches. The repository supports UCS categories, which include common materials. Be sure to use the category filter, and search for metal, rock, wood, or glass to highlight example of patches that simulate these materials.<\/p>\n<p><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/search-categories.png\" data-lity class=\"blog-picture-lity\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/search-categories.png\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>Although we mostly focused on generators in this post, adding processors will help you create more sounds. We already mentioned the <strong>Comb Filter<\/strong>, but the <strong>Tube<\/strong>, the <strong>Cabinet<\/strong> or the different types of filters and EQ will help you refine your material sounds. The <strong>Spectral Delay<\/strong> can also help simulating bigger resonating objects. In the repository, use the <em>Search Modules<\/em> function, and look for the patches using the Spectral Delay in the Metal category for some examples.<\/p>\n<p><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/spectral-delay.png\" data-lity class=\"blog-picture-lity\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/spectral-delay.png\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>Once you are satisfied with the way your materials sound, the control and logic modules of the <strong>Modular<\/strong> model can be used to simulate various physics-based interactions such are friction, bending, sliding, breaking, etc&#8230; By combining all this, it is possible to create more advanced patches. Here is for instance a <a href=\"https:\/\/tsugi-studio.com\/blog\/2022\/02\/01\/medieval-weapons-in-gamesynth-part-2\/\">catapult patch<\/a> that uses different types of impact, friction, and rope sounds.<\/p>\n<p><a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/GameSynth Materials Blog 09 Catapult.mp4\" data-lity=\"\"><img decoding=\"async\" style=\"border: 1px solid #ccc;\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/08\/materials\/screenshot8.jpg\" alt=\"\"><\/a><\/p>\n<p>&nbsp;<\/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>Sounds for materials such as metal, wood, stone, glass, etc&#8230; are used in every game project, be it for simple impacts, friction, and debris,<\/p>\n","protected":false},"author":1,"featured_media":6543,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-6534","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\/6534","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=6534"}],"version-history":[{"count":18,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6534\/revisions"}],"predecessor-version":[{"id":6558,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6534\/revisions\/6558"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/6543"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=6534"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=6534"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=6534"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}