Audio Dialog Tool
UbisoftWe created a powerful dialogue tool for Ubisoft’s pirate-themed adventure game: Skull and Bones. It analyzes and process audio files as they are received, based on various sets of rules.
WEBSITETsugi is the leading provider of procedural audio technology and content.
We offer services encompassing all
the facets of procedural audio,
from the research and development of innovative tools and engines to the creation
of specific sound models.
Our experienced team of engineers, UI designers and sound creators has already helped
many companies,
from game and animation studios to TV channels, museums, software developers and industrial manufacturers.
Tell us what type of sounds you want to design for your project, and we will create a procedural sound tool adapted to your needs.
We design procedural engines that improve audio interactivity while drastically reducing memory footprint.
We create procedural audio content for your games, animations, embedded devices and more!
We created a powerful dialogue tool for Ubisoft’s pirate-themed adventure game: Skull and Bones. It analyzes and process audio files as they are received, based on various sets of rules.
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We have developed several music analysis tools using advanced DSP techniques to synchronize music and gameplay in video games
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We developed PokeSynth, a procedural sound design tool for the creation of the Pokémon cries in Pokémon Scarlet & Violet and future titles.
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We developed a library interfacing with Unreal Engine which transforms recorded dialogue in real-time, based on the emotions of the character. Presented at Cedec 2021 in Tokyo.
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We developed an API for the real-time generation of creature vocalizations based on emotions, presented at CEDEC in Tokyo.
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We developed a special version of the GameSynth Engine plug-in which was used in a driving simulator presented at ITS in Singapore.
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We created procedural models to simulate the sounds of engine parts failures. Generating many variations automatically allowed for training a detection system.
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We developed a procedural sound design tool specialized in the creation of whooshes and other aerial sounds, used during the development of the Monster Hunter game franchise.
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We conducted research on procedural audio models for cinematic creature sound design for the renowned studio founded by George Lucas.
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We developed procedural audio models to generate explosion sounds for use in game production.
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We developed a mixing engine for video games. The loudness and spectral content of the sound sources are adjusted in real time based on audio analysis and various rule sets..
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Before partnering with SDL to create the GameSynth Engines plug-in, we ported Max/MSP patches to C++ to create a real-time car engine synthesis library.
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For more than a decade, we have supported one of Japan’s leading game middleware companies, contributing across technical, marketing, and business domains.
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We developed “World of Sound”, a Unity demo consisting of a series of interactive scenes and mini-games showcasing the audio and video features of the CRIWARE SDK.
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The first R&D project of Tsugi was the continuation of the development of the Spark procedural audio tool for Sony Worldwide Studios.
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We designed the sound effects for the animation film ‘Bandai’ produced by this Japanese TV channel. Traditional sound work and procedural audio technologies were combined.
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DataSpace is licensed to sound, animation, and game studios. It allows for the classification and query of sounds based on their perceptual features.
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