[PD] Rainy days
brunotarin at gmail.com
Fri Jul 11 18:35:08 CEST 2008
great work andy, many thanx for the tutorials.
2008/1/12 giucant <giucant at yahoo.com>:
> 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...
> > 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.
> > 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,
> > andy
> > ---
> > Use the source
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