{"id":4957,"date":"2024-03-11T16:21:03","date_gmt":"2024-03-11T07:21:03","guid":{"rendered":"https:\/\/blog.criware.com\/?p=4957"},"modified":"2024-03-11T16:21:03","modified_gmt":"2024-03-11T07:21:03","slug":"rock-debris","status":"publish","type":"post","link":"https:\/\/blog.criware.com\/index.php\/2024\/03\/11\/rock-debris\/","title":{"rendered":"Rock Debris"},"content":{"rendered":"<p>Debris are often related to the physics of the game. When designing the corresponding sound effects, extra care must be given to ensure that the feel and the impact of the debris carefully match the action. In this tutorial, we show how we can design dynamic debris sounds in Atom Craft.<\/p>\n<div style=\"max-width: 700px; margin: 0 auto; margin-bottom: 20px; border: 1px solid #aaa;\">\n<div style=\"width: 800px;\" class=\"wp-video\"><video class=\"wp-video-shortcode\" id=\"video-4957-1\" width=\"800\" height=\"423\" preload=\"metadata\" controls=\"controls\"><source type=\"video\/mp4\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/Video_RockDebris.mp4?_=1\" \/><a href=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/Video_RockDebris.mp4\">https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/Video_RockDebris.mp4<\/a><\/video><\/div>\n<\/div>\n<h1 style=\"font-size: 150%; font-weight: bold; margin-top: 40px;\">Asset Creation<\/h1>\n<p>For this example, we are going to create one-shot debris sounds of variable density.<\/p>\n<p>Let\u2019s first prepare our sound materials:<\/p>\n<ul>\n<li>We will need continuous debris sounds of several densities, from light to heavy.<\/li>\n<li>Depending on the sounds, you can make several variations and\/or layers to create a richer texture.<\/li>\n<li>Make sure that each sound loops.<\/li>\n<\/ul>\n<p>Render the sounds and import them in Atom Craft. \u00a0Set the <em>Override loop information Flag<\/em> to <em>True<\/em> for all the Materials.<\/p>\n<h1 style=\"font-size: 150%; font-weight: bold; margin-top: 40px;\">Implementation<\/h1>\n<p>As always, we will start with the creation of the Cue:<\/p>\n<ul>\n<li>Create a <strong>Polyphonic Cue<\/strong>.<\/li>\n<li>Set its <em>Voice Behavior<\/em> property to <em>Voice Stop<\/em>.<\/li>\n<li>Create a <strong>Track<\/strong> for each density of debris.<\/li>\n<li>For every Track, set the <em>Volume Random Range<\/em> to 0.10 and the <em>Pitch Random Range<\/em> between 100 and 500 (depending on the sound).<\/li>\n<li>Based on whether you want variations or layers, you should also add the appropriate <strong>Sub-Sequences<\/strong> on the tracks (Random for variations or Polyphonic for layers).<\/li>\n<li>Drag and drop the Materials on their respective Track or Sub-Sequence.<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/01-Debris-Cue-1.png\" alt=\"01 - Debris Cue\" width=\"1621\" height=\"545\" class=\"alignnone size-full wp-image-4966\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/01-Debris-Cue-1.png 1621w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/01-Debris-Cue-1-300x101.png 300w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/01-Debris-Cue-1-768x258.png 768w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/01-Debris-Cue-1-1024x344.png 1024w\" sizes=\"auto, (max-width: 1621px) 100vw, 1621px\" \/><\/p>\n<p>Once this is set, the Cue will play a continuous rumble, but we need a way to stop it.<\/p>\n<ul>\n<li>On the Cue\u2019s timeline, create a <strong>Sequence End Marker<\/strong>.<\/li>\n<li>Set its position at around 300 ms.<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/02-End-Marker-1.png\" alt=\"02 - End Marker\" width=\"785\" height=\"317\" class=\"alignnone size-full wp-image-4967\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/02-End-Marker-1.png 785w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/02-End-Marker-1-300x121.png 300w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/02-End-Marker-1-768x310.png 768w\" sizes=\"auto, (max-width: 785px) 100vw, 785px\" \/><\/p>\n<p>Although the Cue now stops, it does so too abruptly, and it is necessary to add a release to the sound. This is where AISAC comes into play: it will be used to change the density of the debris.<\/p>\n<ul>\n<li>Create an <strong>AISAC Control<\/strong> called Debris.<\/li>\n<li>Using this Control, add an <strong>AISAC<\/strong> on each Track with both a <em>Volume<\/em> and an <em>EG &#8211; Release Time<\/em> graphs:\n<ul>\n<li>When the Control value is close to 0, the release on each track should be short, with only the lightest sounds heard.<\/li>\n<li>As the Control value increases, the release time should become progressively longer, while the heavier should become louder.<\/li>\n<li>As a general rule, the release time of lighter sounds should always be longer than that of heavy sounds. This simulates what is happening naturally with debris, with big rock impacts being followed by lighter stone movements.<\/li>\n<\/ul>\n<\/li>\n<li>Finally add an AISAC on the root of the Cue with a <em>Bandpass \u2013 Cutoff Low<\/em> graph. Cut the low frequency when close to 0 to make the sound even lighter.<\/li>\n<\/ul>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/03-AISAC-Release-1.png\" alt=\"03 - AISAC Release\" width=\"1147\" height=\"600\" class=\"alignnone size-full wp-image-4968\" srcset=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/03-AISAC-Release-1.png 1147w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/03-AISAC-Release-1-300x157.png 300w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/03-AISAC-Release-1-768x402.png 768w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/03-AISAC-Release-1-1024x536.png 1024w, https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/03-AISAC-Release-1-390x205.png 390w\" sizes=\"auto, (max-width: 1147px) 100vw, 1147px\" \/><\/p>\n<p>With the release and volume set this way, short and light debris will be triggered when the AISAC has a low value, and long and heavy debris will play for higher values.<\/p>\n<p>Check out the demo session below and create your own Debris generator!<\/p>\n<div style=\"max-width: 800px; margin: 0 auto; margin-bottom: 20px; text-align: center;\">\n<a style=\"display: block; border: 1px solid #ccc; padding: 20px; max-width: 100%; margin: 0 auto;\" href=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2024\/02\/AtomCraft_Project_RockDebris.zip\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-1813\" style=\"display: block; margin: 0 auto;\" src=\"https:\/\/blog.criware.com\/wp-content\/uploads\/2018\/06\/zip.png\" alt=\"zip\" width=\"80\" height=\"78\">AtomCraft_Project_RockDebris.zip<\/a>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Debris are often related to the physics of the game. When designing the corresponding sound effects, extra care must be<\/p>\n","protected":false},"author":2,"featured_media":4976,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"colormag_page_container_layout":"default_layout","colormag_page_sidebar_layout":"default_layout","footnotes":""},"categories":[5,7],"tags":[],"class_list":["post-4957","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-adx","category-tutorials"],"aioseo_notices":[],"_links":{"self":[{"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/posts\/4957","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/comments?post=4957"}],"version-history":[{"count":5,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/posts\/4957\/revisions"}],"predecessor-version":[{"id":4974,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/posts\/4957\/revisions\/4974"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/media\/4976"}],"wp:attachment":[{"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/media?parent=4957"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/categories?post=4957"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.criware.com\/index.php\/wp-json\/wp\/v2\/tags?post=4957"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}