andy, you must have relly good ears and understanding of sound synthesis and/or good tutorials. this is really nice. I got totally infected by the procedural sound creation virus... do you have more stuff like this? marius.
Andy Farnell wrote: > Something new to share for a bit of fun. It's for an exercise in the synthetic > sound design book and it's about causality in sound. Some bits are old and > maybe > you've heard them before on my site, but the final ensemble is fresh. > > The first part is a wind model. It starts with a global (world) variable for > windspeed and adds local gusts according to buildings nearby. Then objects > are > placed in the scene like telephone poles, trees and rocks. This is a new > version > that works by doing rule of thumb calculations on turbulence (critical > Reynolds number from size and texture) to guesstimate the frequency (quasi- > oscillation from vortex shedding). Thin wires whistle with a high sound and > big > buildings groan and wail with a much lower sound. > > Okay here's that... > > http://www.obiwannabe.co.uk/sounds/effect-wind3.mp3 > > Next there's rain > > If you're into graphics then the best way of thinking about this is as a > "particle system", or rather it's about statistical distributions. Normally > the rain just falls down in a regular stream and makes the sound of whatever > it hits (usually ground, leaves or puddles of water). Noise is treated to > get a certain distribution and width of clicks in a Gabor/Stockhausen sense, > some things in the scene can be simple resonantors driven by the droplets. > > http://www.obiwannabe.co.uk/sounds/effect-plainrain.mp3 > > Now, another model in my box of tricks is a window pane I've built (from > Perrys square lamina description... that's a glass laminar model made with > banded waveguides.) > > Here's a few knocks on the virtual window with a virtual stick. > > http://www.obiwannabe.co.uk/sounds/effect-knockonwindow.mp3 > > So I sit here looking out of my real window, and I guess artists mimic their > surroundings, so this sound is an insight into where I live. Tonight the rain > is lashing down and the wind is howling in the trees like a typical British > winter. I thought this would make a good example of causality. What if we > take the wind environment, put the rain particles into the wind and add a > window? Here's what it sounds like inside on a stormy day (the wind is > deliberately modulated in a periodic way to accentuate the effect). > > http://www.obiwannabe.co.uk/sounds/effect-rainywindow.mp3 > > I hope this gives something interesting about potential of procedural > audio fx with Pd, maybe this isn't the sort of thing one can do so easily > with traditional sound design. > > best 2 all, > andy > > --- > Use the source > > _______________________________________________ > [email protected] mailing list > UNSUBSCRIBE and account-management -> > http://lists.puredata.info/listinfo/pd-list > _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
