[PD] Rainy days
giucant at yahoo.com
Sat Jan 12 16:03:14 CET 2008
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...
--- Andy Farnell <padawan12 at obiwannabe.co.uk> ha
> 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...
> 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.
> 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.
> 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).
> 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,
> Use the source
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