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The Procedural Audio Middleware™

GameSynth is the ultimate sound design tool for games and movies. It uses the latest advances in procedural audio to generate high-quality, fully interactive sounds. Specialized procedural models are provided for Whoosh, Impact/Contact, and Retro sounds with Motors, Voice FX and more on the way.

In addition, a visual patching system allows you to build your own procedural audio models. Create any type of sound effect (environmental, sci-fi, monsters, weapons etc.) quickly and easily, generate sound variations automatically and save them as wave files or export them to Wwise, FMOD Studio, ADX2 or Unity!

The GameSynth Engine, licensed separately, uses the binary patches exported by the tool to create sound variations at run-time, change the audio dynamically based on the game context and save tons of memory! It can be used alone or in conjunction with your game audio middleware, on PC or game consoles.

Models

GameSynth is modular and extensible. It comes with the following models: Impact / Contact, Whoosh, Retro and Modular. The Modular model allows you to create your own procedural audio models by using a visual patching system, similar to Pure Data but much easier and faster to use and including features aimed at game audio development.

GameSynth for sound designers

Models Sneak Peek

Multi-Model Example: Dragon


To keep with the demands of modern game development, GameSynth models are easy and fast to use, have innovative interfaces, and leverage the power of audio analysis to create realistic sounds if needed.

In addition to the default models, you will also be able to purchase optional models if your game needs them. For example, we will provide a vehicle engine model as an option. If you need a specific procedural audio model for your project, we can also develop it especially for you.

Impact Model

Whoosh Model

Retro Model

Modular Model


Sound Patch Examples Videos

Whoosh Patch Examples

Modular Patch Examples

Modular Patch Examples #2

Retro Patch Examples

Key Concepts

GameSynth has been designed by game audio professionals for game audio professionals. Some of the specialists in our development team have more than 20 years of experience building audio systems for AAA games and hold several patents in the field of procedural audio.
We put all the features that will allow you to design the best immersive audio possible in GameSynth:

  • Automatic Variations: it is possible to set a random range for most parameters. When triggering a sound at run-time, you can specify how much random variation you want. A new sound will automatically be generated each time within the limits you have set.
  • The Meta-Parameters offer a convenient way to control several parameters at once at run-time. For example the sound designer can define a “rolling speed” meta-parameter which will control (possibly in different ways) the pitch and the modulation of a contact sound with a single line of code.
  • Automation Curves can be set to automatically control the evolution of a parameter over time.
  • Procedural Audio Events ™ can be triggered by GameSynth in order to synchronize the animation with the sound. Examples of events are “new LFO cycle”, “end of modal damping” or “start of new envelope segment”.
  • The Procedural Audio Sketch Pad ™ allows you to control the sound by drawing with the mouse or a graphic tablet. Create whooshes intuitively. Morph between different vocal tract shapes in the Creatures model. Or load a picture and analyze the pixels under the mouse / stylus to drive the contact model. Speed, pressure and trajectories are all taken into account.
  • Scalability: each model offers settings that let you tweak the generation algorithm itself to allow more or less CPU usage. For example, you can define the maximum number of resonant modes or the type of damping envelopes used by the Impact model. Of course, the run-time is also optimized for each target platform.
  • Uniformity: instead of purchasing disparate plug-ins from various vendors and learning how they work and how to program them, GameSynth offers a uniform interface, both within the editor and at the API level. Once you know how to design sounds and program for one model, you can use all of them!

Automatic Variations

Meta-Parameters

Automation Curves

Sketch Pad


TECHNICAL BLOG

  • Using Samples in GameSynth
  • Audio Analysis in GameSynth
  • Procedural Audio LODs
  • The Roar of the Dragon
VIEW ALL

PATCH REPOSITORY

repository

Free Online Patches for GameSynth

WEBSITE


Purchase the GameSynth sound design tool and start creating amazing sounds for your games, animations and movies in just a few clicks. You can even export them directly to Wwise, FMOD, ADX2 and Unity! PURCHASE THE TOOL

Participate to the closed beta of the GameSynth engine. Licensed separately, the engine will allow you to read binary patches exported by the tool and generate sounds at run-time on PC and game consoles. JOIN THE ENGINE BETA

Copyright © Tsugi GK. All rights reserved.