Phase Plant by Kilohearts is an incredible tool for game sound design โ but how do you make the most of it? Find out in this in-depth talk by Aaron Wolff from this yearโs Airwiggles AirCon audio conference:
Watch the full talk below:
Jump to a chapter
Click any chapter to jump to that moment in the player above:
0:00Introduction0:38Presentation starts: Who am I?1:06Using Phase Plant in the game audio workflow1:41Digital audio vs. synthesizers (pixels vs. vectors)2:45Phase Plant: generators, modulators & basic tones5:12Creating a wind and noise patch10:12Working with tones: R2-D2 & bird sounds13:13Practical application: synthesizing real-world sounds16:29Live demo: designing a police siren23:55Designing mechanical sounds (servo motor)33:17Overview of visualizers and meters35:06Adding clicks and impulse responses44:30Generating infinite variations45:46Q&A: Breaking real-life sonic qualities into a patch50:58Q&A: Are there any samples in the Loon sound?52:28Q&A: How do visualizers help your workflow?55:15Q&A: How does modulating modulation work?
Want more like this? Get a 100% free Airwiggles account and join more than 9000+ audio community members:
Trending sound libraries and deals right now:
Learn more about Phase Plant














