DSP Anime Documentation
DSP Anime Documentation
Contents
Introduction ..............................................................................................................................................................2
Categories and sounds .............................................................................................................................................3
Parameters ...............................................................................................................................................................7
Commands ................................................................................................................................................................8
Settings .................................................................................................................................................................. 10
Export towards game middleware ........................................................................................................................ 12
Keyboard shortcuts ............................................................................................................................................... 21
Troubleshooting .................................................................................................................................................... 22
Support .................................................................................................................................................................. 23
User Manual
Introduction
DSP Anime is part of the Dynamic Sound Packs (DSP) from Tsugi, an innovative series of tools to create sound
effects for your game, animation or movie.
By contrast with conventional sound libraries using fixed recordings, the dynamic sound packs are synthesizing
sound effects in real-time using procedural audio models. Many variations can therefore be generated. For
example, the “Impact” sound model in DSP Anime can generate 5 million of different impact sounds, with
various materials, sizes and resonance levels.
Once created, the sounds can be saved or exported to game middleware such as Unity® from Unity
Technologies, GameMaker: Studio from YoYo Games, Wwise from Audiokinetic, ADX2 and ADX2 LE from CRI
Middleware and FMOD Studio from Firelight Technologies. DSP Anime will create all intermediary objects such
as events, cues, containers, banks and even scripts automatically.
Thanks to its many sound categories and extensions, DSP Anime allows you to recreate not only the sound
effects most commonly associated with Anime and visual novels, but also the ones used in all types of games
from RPGs to open world and casual games.
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DSP Anime offers several categories of sound models, arranged vertically on the left of the window: Magic,
Fighting, Events, Facial Expressions and Moves (more categories are available as free add-ons). When a
category is selected, the sound models available in this category are displayed at the top of the window. The
types of sound models for each category are listed below:
Magic:
Spell
Protection
Transformation
Event
Fighting:
Punch
Combo
Block
Skill
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Events:
Turnabout
Insight
Climax
Comical
Face:
Blink
Disappointment
Relief
Surprise
Upset
Moves:
Big Move
Tiny Move
Run
Dodge
Vanish
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Free extension packs can be downloaded from here: http://www.tsugi-studio.com/?page_id=1194
After the installation, small triangular arrows at the bottom-left of the screen (close to the Tsugi logo) will allow
you to access the new categories.
Pets:
Tart
Chocolat
Gouda
Rillette
Droid
Locations:
Classroom
Office
Park
Ramen
Station
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Elements:
Electricity
Fire
Rock
Water
Wind
Foley:
Impact
Contact
Footsteps
Clothing
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Parameters
Clicking on one of the sound models will display its parameters. To change a parameter, simply click on the
little dot and drag it.
These parameters are very easy to understand. For example the speed parameter of a sound could be slow,
medium, fast or furious. In reality, these are “meta” parameters which behind the scenes modify many settings
of an advanced software synthesizer. For example, the speed parameter aforementioned could change the
cutoff frequency of a filter, the attack of an envelope and the pitch of an oscillator, all at the same time. If you
are not familiar with these terms, don’t worry, since the goal is indeed to not have to know them! The aim of
the Dynamic Sound Packs series is to hide that complexity while allowing the audio creator to design
interesting sounds.
Random range
Clicking on the dot and moving the mouse vertically enables the selection of a random range. If the Random
button is pressed when you hit play, the parameters will be randomized inside the boundaries of that range.
This feature is very useful to quickly try different values and find what sounds better, but also to generate
multiple variations of a same sound, for example to avoid repetitiveness in a game.
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Commands
Play: generates the sound according to its parameters and plays it.
Auto: if this button is pressed, the sound will be played each time you release the mouse
button after changing a parameter.
Random: if this button is pressed, the play command will first apply a randomization to the
sound parameters, within the limits of their random ranges.
All: clicking on this button will set the random ranges of all sound parameters at their
maximum.
Open Sound: this command loads a previously saved sound (i.e. its category, type, parameters
and random ranges if any).
Save Sound: this command saves the sound currently edited (i.e. its category, the type of the
sound and its parameters and random ranges).
Save Wave Data: this command saves the waveform corresponding to the last sound played
(i.e. the actual audio data, not the parameters). Formats supported are Wave, AIFF, MP3, Flac
and Ogg Vorbis.
Send to Audio Editor: this command launches a sound editor and opens the last played sound
in it. The path of the audio editor can be set in the Settings window.
Export to Game: this command exports the last generated waveform to a game project and
also creates all the necessary game objects and events automatically. It supports the following
game audio middleware: Wwise from Audiokinetic, FMOD from Firelight Technologies, and
ADX2 from CRI Middleware. Supported game engines are Unity® and GameMaker: Studio.
Please refer to the section about exporting towards game audio middleware for more details. If
the Random button is pressed, it is possible to export several variations of the sound at once,
based on the randomization ranges.
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In addition to these commands, you can click on the little cross ( ) at the bottom right to close the application
or on the window bar ( ) to minimize it. You can also click anywhere on the background of the window and
drag it to move it.
Finally, when clicking in the tsugi logo, information about the software is displayed. It can also take you to the
Dynamic Sound Packs page on the Tsugi web site where you can check about new available categories and
sounds to download.
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Settings
The settings window lets you set general parameters and paths which are saved in the Windows registry.
Therefore any change applied will be remembered next time the application is started.
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Default Exporter
This is where you select which game audio middleware to export to (ADX 2, FMOD Studio, Wwise or
GameMaker).
ADX2 path
This is the path to the AtomCraft tool for the ADX2 game audio middleware from CRI Middleware. This tool will
be started automatically after export if the "Run AtomCraft tool once exported" box is checked.
Wwise path
This is the path to the Wwise authoring tool. It will be used while exporting data towards Wwise. DSP Anime
will try to locate and select the most recently installed version of Wwise present on the machine and set this
path accordingly.
GameMaker path
This is the path to the GameMaker tool. It will be used while exporting data towards the GameMaker
middleware. There is no default path here because GameMaker usually installs itself in the “C:\Users\your
name\GameMaker-Studio” folder.
Unity projects
This is the folder where DSP Anime will first look to export to Unity projects (see the section on the Unity
exporter).
Number of variations
This is the number of variations of the sound (from 1 to 10) to generate when the Random button is pressed.
This is used when exporting towards game audio middleware. Once the name for the audio file is chosen, a
suffix will be added with an index for each variation generated.
Enable animation
When this box is checked, a text corresponding to the sound generated is briefly animated when playing a
sound. Such a text is also called onomatopoeia.
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This section of the documentation is a bit more technical but you only need to read it if you are planning on
exporting the sounds you create towards game audio middleware. Here we explain the settings for each of the
3 main game audio middleware on the market as well as for Unity® and GameMaker: Studio.
ADX2
ADX2 from CRI Middleware is the most popular game audio middleware in Japan. The Assets Organization
section describes where the sounds should be inserted in the project, while the Object Parameters section is
used to define their playback behavior.
ADX2 Project
This is the path of the ADX2 - compatible project file (with an .atmcproj extension).
Version
This is the version of ADX2 you want to export to. Please select the version of the middleware tool you have
installed on your machine.
Work Unit
This is the work unit within which the sound objects should be created. If the work unit materials are managed
locally, then the audio files will be copied in the materials folder of the work unit. Otherwise they will be copied
into the global materials folder of the project.
Material Subfolder
This is an optional material subfolder in the Work Unit’s or project’s material folder.
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Cue Sheet Folder
This is the cue sheet folder within which the sound objects should be created.
Cue Sheet
This is the cue sheet to which the sound objects should be added. It can be an existing one or a new one.
Cue Folder
This is an optional cue folder where the cues can be created instead of at the root of the cue sheet. It can be an
existing folder one or a new one.
Objects created
This combo box lets the user select what type of objects should be created. 3 modes are available:
- “Materials only”: in this mode, the waveforms are copied into the project and will appear in its
Materials root folder, but no high level objects are created.
- “One cue per sound”: in this mode, in addition to adding the waveforms to the materials, a new cue
sheet is created. For each sound file, a new cue that contains a single track is added to the cue sheet.
- “One cue for all sounds”: this mode is similar to the previous one, except that only one cue is added to
the new cue sheet, and a new track is added to that cue for each sound file.
Cue type
This parameter describes how the tracks contained in a cue will be played. All the options offered by ADX2 are
available: Polyphonic, Sequential, Shuffle, Random, Random no repeat, Switch and Combo sequential.
Voice behavior
This parameter describes the behavior of a voice when it becomes silent. All the options offered by ADX 2 are
available: Normal, Voice stop, Virtual voice, Virtual voice retrigger.
Volume
This is the default volume of a cue, from 0.0 to 1.0.
Rnd Volume
This is the range of random variation for the volume of a cue, from 0.0 to 1.0.
Pitch
This is the default pitch of a cue, from -1200 to + 1200 cents.
Rnd Pitch
This is the range of random variation for the pitch of a cue, from 0 to 1200 cents.
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Wwise
Wwise is a game audio middleware developed by Audiokinetic. This exporter generates work units, the basic
objects handled by a Wwise project.
Version
This is the version of Wwise you want to export to. Please select the version of the authoring tool you have
installed on your machine.
Container name
This is the name of the container that will be created in the work unit, and which will reference all the files
from the input list.
Container type
This is the type of the container: ActorMixer, Switch, Blend, Sequence and Random containers are supported,
as well as simple sounds and sounds in a folder.
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Default voice pitch
This is the pitch variation that will automatically be assigned to all the sounds in the work unit (between -2400
cents and +2400 cents).
FMOD Studio
This exporter lets you export audio files towards FMOD Studio, the newest game audio middleware from
Firelight Technologies.
Version
This is the version of FMOD Studio you want to export to. Please select the version of the middleware tool you
have installed on your machine.
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Export Mode
You can choose what type of events will be generated. There are 4 possibilities:
- No event: in this mode, only audio assets and their related files will be generated.
- Single Sound Events: in this mode, a Single Sound Event will be created for each audio file.
- Multi Sound Events: in this mode, only one Multi Sound Event is created, which will reference all the
audio files exported.
- Scatterer Sound Event: this is similar the Multi Sound Event (i.e. a unique event referencing all the
audio files). Scatterer Sounds are used for granular purposes.
Destination Bank
This is the name of the existing bank to which the event(s) generated will be added.
Event Folder
This is the name of the existing folder in which the events will be created.
Name
If the mode is MultiSound Event or Scatterer Sound Event, this is the name of the event that will be created. If
the mode is SingleSound Events, each event created will have the same name than the audio file it corresponds
to.
Volume
This is the default volume of the sounds created, between -80 dB and +10 dB.
Pitch
This is the default pitch (or rather detune) of the sounds created, from -24 to +24 semitones.
Looping
This box determines if the event must loop or not.
Clip Color
This is the color of the event clip as it appears on the time line. Choices are the same than in FMOD Studio: Blue,
Cyan, Magenta, Green, Yellow, and Red.
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GameMaker: Studio
This exporter lets you export audio files towards GameMaker: Studio, the game creation tool from YoYo Games.
Please note that if you are using the old free version of GameMaker you will be limited to a maximum of 10
sounds per game. Therefore, although DSP Anime will export all the sounds correctly, if you reach that limit the
extra sounds will not appear in your GameMaker project.
GameMaker Project
This is the path of the GameMaker project to which you want to add the sounds. It has a .gmx extension.
Version
This is the version of GameMaker you want to export to. Please select the version of the tool you have installed
on your machine.
Audio Group
In version 1.4.1474, GameMaker introduced audio groups. You can assign your sounds to an audio group if
your project has some.
Attributes
The attributes section lets you select how you want your game to encode and read the audio data. Typically,
uncompressed data will take more memory but also less CPU cycles since no decoding will be required.
Compressed data can save memory but the sounds will need to be uncompressed at run-time. Also data can be
streamed (i.e. read from disk instead of memory) or not. By default, these attributes are set to Uncompressed –
Not Streamed, which is usually good for the type of short sound effects generated by DSP Anime.
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Sample Rate
This is the final sample rate of the sounds in your game (the default value is 44100 Hz). Although DSP Anime
sounds will always be exported in 16-bit, stereo, 44100 Hz, GameMaker can encode the final game assets
differently if you wish.
Bit Rate
This is the final bit rate of the sounds in your game (the default value is 192 kbps).
Bit Depth
This is the final bit depth of the sounds in your game (it can only be 8-bit or 16-bit and the default is 16-bit).
Type
You can also choose whether the final sound should be mono, stereo or 3D. If you plan on using the audio
emitter functions in GameMaker to create 3D sound effects, you should indicate this here, otherwise choose
mono or stereo.
Unity®
This exporter lets you export audio files towards Unity 5.x from Unity Technologies.
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Resources Folder
This is the folder where DSP Anime will export the audio files (which will become Unity audio assets). The
corresponding .meta files will also be generated based on your sound settings. This folder must be located
under the Assets\Resources folder of your Unity project. If you don’t have a Resources folder in your project
yet, you will have to create one.
Version
This is the version of Unity you want to export to. Please select the version of the middleware you have
installed on your machine.
3D
This flag determines if the sounds will be played as 2D or 3D sources by the script. It has no meaning if the
script is not generated.
Loop
This flag determines if the sounds will be played as one-shots or as loops by the script. It has no meaning if the
script is not generated.
Load Type, Compression Format, Quality, Sample Rate Setting, Sample Rate
These parameters correspond to the audio settings of the same name in Unity. Please refer to your Unity
documentation for further information.
Write Script
If this box is checked, DSP Anime will generate a script to play the sound assets.
Script Path
This is the folder where DSP Anime will save the script. It should belong to the same project than the resources
folder you specified.
Type of Script
You can specify in what language DSP Anime should generate the script (C# and JavaScript). If you generate
several scripts in JavaScript for the same project, make sure that you keep only one of the PlayingMode enum
definitions. Otherwise, since Unity does not support namespaces in JavaScript, it will complain that the enum is
being defined several times.
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Notes about the script
The script generated by DSP Anime should be used as a starting point and customized based on the actual
requirements of your game. However, it already allows some interesting behaviours. For example, if you
generate several sounds, it will be possible to specify how they will be selected during playback. Three modes
are available: sequential, shuffle (i.e. random with no repetitions) and totally random. In addition, the playback
volume and pitch can be randomized, as shown on the next picture.
The playback is triggered by calling the PlaySFX() function of the script. An audio source object is created each
time a sound is started. These audio sources are automatically destroyed when the sound has finished playing.
However, if you want to play a large number of sounds, it is recommended to create a pool of audio sources
and reuse them, while adding instances limiting to the script.
In the case of looping sounds, the StopLoops() function of the script must be called to actually destroy the
sound sources.
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Keyboard shortcuts
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Troubleshooting
Two versions of DSP Anime are installed on your system, a 32-bit version and a 64-bit version. Please make
sure you run the version that corresponds to your system. You can check if your system is 32-bit or 64-bit in
Control Panel - > System (look at the System Type line).
Some files required by DSP Anime are missing on your computer. If you install these two packs from Microsoft,
you will be able to save your sounds:
Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package MFC Security Update:
http://www.microsoft.com/en-us/download/details.aspx?id=26368
Pick the version that corresponds to your system: x86 for 32-bit and x64 for 64-bit.
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Support
If you have any question or issue with this software, support is available through the following email address:
support@tsugi-studio. In all cases, please make sure to indicate your hardware configuration and your
operating system.
Information about updates and add-ons can be found on the Dynamic Sound Packs page on Tsugi’s web site:
www.tsugi-studio.com.
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