great work andy, many thanx for the tutorials.<br>best wishes<br><br><div class="gmail_quote">2008/1/12 giucant <<a href="mailto:giucant@yahoo.com">giucant@yahoo.com</a>>:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Thanks Andy, great examples!<br>
<br>
Your rain is very close to fire crackle, isn't it?<br>
<br>
Maybe there are other parameters to make difference,<br>
like ambience and pulse tones...<br>
<br>
ciao<br>
j<br>
<br>
--- Andy Farnell <<a href="mailto:padawan12@obiwannabe.co.uk">padawan12@obiwannabe.co.uk</a>> ha<br>
scritto:<br>
<div><div></div><div class="Wj3C7c"><br>
> Something new to share for a bit of fun. It's for an<br>
> exercise in the synthetic<br>
> sound design book and it's about causality in sound.<br>
> Some bits are old and maybe<br>
> you've heard them before on my site, but the final<br>
> ensemble is fresh.<br>
><br>
> The first part is a wind model. It starts with a<br>
> global (world) variable for<br>
> windspeed and adds local gusts according to<br>
> buildings nearby. Then objects are<br>
> placed in the scene like telephone poles, trees and<br>
> rocks. This is a new version<br>
> that works by doing rule of thumb calculations on<br>
> turbulence (critical<br>
> Reynolds number from size and texture) to<br>
> guesstimate the frequency (quasi-<br>
> oscillation from vortex shedding). Thin wires<br>
> whistle with a high sound and big<br>
> buildings groan and wail with a much lower sound.<br>
><br>
> Okay here's that...<br>
><br>
> <a href="http://www.obiwannabe.co.uk/sounds/effect-wind3.mp3" target="_blank">http://www.obiwannabe.co.uk/sounds/effect-wind3.mp3</a><br>
><br>
> Next there's rain<br>
><br>
> If you're into graphics then the best way of<br>
> thinking about this is as a<br>
> "particle system", or rather it's about statistical<br>
> distributions. Normally<br>
> the rain just falls down in a regular stream and<br>
> makes the sound of whatever<br>
> it hits (usually ground, leaves or puddles of<br>
> water). Noise is treated to<br>
> get a certain distribution and width of clicks in a<br>
> Gabor/Stockhausen sense,<br>
> some things in the scene can be simple resonantors<br>
> driven by the droplets.<br>
><br>
><br>
<a href="http://www.obiwannabe.co.uk/sounds/effect-plainrain.mp3" target="_blank">http://www.obiwannabe.co.uk/sounds/effect-plainrain.mp3</a><br>
><br>
> Now, another model in my box of tricks is a window<br>
> pane I've built (from<br>
> Perrys square lamina description... that's a glass<br>
> laminar model made with<br>
> banded waveguides.)<br>
><br>
> Here's a few knocks on the virtual window with a<br>
> virtual stick.<br>
><br>
><br>
<a href="http://www.obiwannabe.co.uk/sounds/effect-knockonwindow.mp3" target="_blank">http://www.obiwannabe.co.uk/sounds/effect-knockonwindow.mp3</a><br>
><br>
> So I sit here looking out of my real window, and I<br>
> guess artists mimic their<br>
> surroundings, so this sound is an insight into where<br>
> I live. Tonight the rain<br>
> is lashing down and the wind is howling in the trees<br>
> like a typical British<br>
> winter. I thought this would make a good example of<br>
> causality. What if we<br>
> take the wind environment, put the rain particles<br>
> into the wind and add a<br>
> window? Here's what it sounds like inside on a<br>
> stormy day (the wind is<br>
> deliberately modulated in a periodic way to<br>
> accentuate the effect).<br>
><br>
><br>
<a href="http://www.obiwannabe.co.uk/sounds/effect-rainywindow.mp3" target="_blank">http://www.obiwannabe.co.uk/sounds/effect-rainywindow.mp3</a><br>
><br>
> I hope this gives something interesting about<br>
> potential of procedural<br>
> audio fx with Pd, maybe this isn't the sort of thing<br>
> one can do so easily<br>
> with traditional sound design.<br>
><br>
> best 2 all,<br>
> andy<br>
><br>
> ---<br>
> Use the source<br>
><br>
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<br>
<br>
<br>
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