[PD] Rainy days

marius schebella marius.schebella at gmail.com
Sat Jan 12 01:58:30 CET 2008

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?

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
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