Thanks Andy, great examples! Your rain is very close to fire crackle, isn't it?
Maybe there are other parameters to make difference, like ambience and pulse tones... ciao j --- Andy Farnell <[EMAIL PROTECTED]> ha scritto: > 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 > ___________________________________ L'email della prossima generazione? Puoi averla con la nuova Yahoo! Mail: http://it.docs.yahoo.com/nowyoucan.html _______________________________________________ [email protected] mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
