The Procedural Audio Middleware™

GameSynth is Tsugi’s multi-platform procedural audio middleware. Create amazing sound effects quickly and easily, generate sound variations automatically at run-time, change the sound dynamically based on the game context and save tons of memory!

You can use GameSynth alone or in conjunction with your current game audio middleware. You can also purchase the tool separately and use it as a powerful sound design application to generate sound assets and save them as wave files.

Key Concepts

Modular and Extensible

GameSynth is modular and extensible. In addition to the basic procedural audio models, new models will be regularly released by Tsugi and our partners. You only need to purchase the models your games require.

Synchronization with the Game

Since the sound is synthesized in real-time, all its aspects can be controlled from the game parameters, offering a much greater interactivity than with samples. GameSynth can even send back sound synthesis events to drive the animation!

Standalone or with Middleware

GameSynth includes both a sound design tool (usable independently) and a run-time engine. Its API can be used alone or in conjunction with the game audio middleware of your choice.

Memory and CPU friendly

GameSynth patches take only a few hundred bytes, orders of magnitude less than samples, saving memory and transfer times. Its highly-optimized engine keeps the CPU cost low.

Automatic Sound Variations

To fight repetitiveness, random sound variations can be automatically generated both in the tool and at run-time, thanks to random ranges specific to each parameter.


GameSynth models can be used on a wide range of platforms and include settings to fine- tune their algorithms for these devices (max number of modes, type of envelope interpolation etc.).

Basic Models

GameSynth comes with the 4 procedural audio models described below. More models will be regularly released by Tsugi and our partners.
Some will even be free, like the upcoming VoiceFX model,
that will allow you to apply all kinds of vocal effects (monsters, aliens, robots...) at run-time!



The Whoosh model can be used to generate all kinds of aerial sounds; from projectile passbys to a tornado and from a sword slicing through the air to whistling wind.


Impact / Contact

Create impact and contact sounds (rolling, sliding, scratching etc.) with this model by designing materials and surfaces. You can even use a picture to modulate the texture of a surface!



This visual patching system comes with dozens of modules and can virtually recreate any sound. Check the presets to see how to synthesize water, fire, electricity, explosions, monsters and much, much more!



Recreate the iconic sound effects of the previous generations of consoles with this classic subtractive synthesizer (oscillators, arpeggiator, filters, LFOs, envelopes and effects).

Key Features

Automation Curves

Automation Curves can be assigned to automatically control the evolution of one or several parameters over time. Especially useful for cutsecenes and other scripted events.


The Meta Parameters offer a convenient way to control several parameters at once at run-time. For example, a “rolling speed” meta-parameter could control (possibly in different ways) the pitch and the modulation of a contact sound with a single line of code.

Random Ranges

Assign a Random Range to any parameter. When triggering the sound at run-time, the general amount of random variation for the patch can be specified. A new sound will automatically be generated each time within the limits you set for each parameter.

Procedural Audio Sketch Pad™

Control of the sound by drawing with the mouse or a graphic tablet. Create whooshes intuitively, design complex modulations in the Retro 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.

Procedural Audio Events™

Procedural Audio Events ™ can be triggered by GameSynth in order to synchronize the animation with the sound. Example of synthesis events could be “new LFO cycle”, “end of modal damping”, “start of new envelope segment” etc…


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!


Models Sneak Peek Full Procedural Audio Dragon Model Whoosh Patch Examples Modular Patch Examples #1 Modular Patch Examples #2 Retro Patch Examples

In order to offer an optimal support to our beta-testers, please note that the number of participants is limited.


Feel free to contact us if you have question about GameSynth!


Copyright © 2017 Tsugi GK. All rights reserved.