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 padawan12@obiwannabe.co.uk 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
PD-list@iem.at 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