great work andy, many thanx for the tutorials.
best wishes
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
>
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