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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Posted: Sun Mar 09, 2008 12:42 pm Post subject:
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Wow, birdielicious!
There's a minor oversight in your code though. You're setting the SinOscs frequency in the loop but they're on sync mode 0 so they ignore their own frequency. Changing the sync to 2 creates a more electronic jungle. _________________ To boldly go where no man has bothered to go before. |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Kassen
Janitor
Joined: Jul 06, 2004 Posts: 7678 Location: The Hague, NL
G2 patch files: 3
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Posted: Sun Mar 09, 2008 3:44 pm Post subject:
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Isn't there a raindrop in Shakers? We could have lots of those and use the stochastic techniques from the other topic! This could be linked as well so more rain means less birds, like in nature! _________________ Kassen |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Sun Mar 09, 2008 6:13 pm Post subject:
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HaHa, now the gang is working together: nature sounds, ok. I saw the "water drops" under shakers, so perhaps to get rain the next logical thing to do is plug a shakers model into Guitar Lab and add some sliders to it. I see you can set up to 127 drops, which should be enough.
And the birds! How do you create these sounds so easily, kijjaz? Those sound like real birds and are very varied.
Although I'm kind of ho-hum on Frostburn's babbler, it is a good sign that we have at least something of voice synthesis on the table. Maybe the concept will go somewhere.
This is already shaping up to a nice recording for fighting the dreaded anxiety! |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Kassen
Janitor
Joined: Jul 06, 2004 Posts: 7678 Location: The Hague, NL
G2 patch files: 3
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Posted: Sun Mar 09, 2008 7:33 pm Post subject:
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No time to seriously ChucK now because I'm also setting up a computer but one of THE big things in rain is not just the amount of drops (though) that's a big one but also their spatial placement. _________________ Kassen |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Sun Mar 09, 2008 8:39 pm Post subject:
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This one sounds like a windy rainstorm - well, sort of. I put Impulses into a BPF "tank" to get a plunking ring, then a LPF to take the edges off, finally I send Noise inot the BPF to simulate the wind. Lots of numbers to play with that make different sounds.
Code: | // Attempt at rain sounds
// copyright 2008 Les Hall
// This software is protected by the GNU General Public License
Impulse i => BPF bpf => LPF lpf => dac;
Noise n => bpf;
bpf.Q (10);
while (true) {
lpf.freq (100*(5+maybe+maybe+maybe+maybe));
bpf.freq (100*(5+maybe+maybe+maybe+maybe));
i.next (10*(maybe+maybe+maybe+maybe));
(1+maybe+maybe+maybe+maybe) * 10::ms => now;
} |
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Posted: Mon Mar 10, 2008 12:10 am Post subject:
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Kassen wrote: | No time to seriously ChucK now because I'm also setting up a computer but one of THE big things in rain is not just the amount of drops (though) that's a big one but also their spatial placement. |
I was working on an FFT patch that could do surround sound with raw impulse data downloaded from the internet but I couldn't get the fft.transform( float[] ) to work without sucking samples. It's pretty cumbersome to use SndBufs to play the impulses to a FFT in a blackhole so I dropped that approach.
I already made a class that can simulate the time delay between ears (PointSoundSource in the library I posted in the other thread) but maybe if I added a lowpass that depends on the angle it would be more convincing...
I'll have my go with the rain when I have time. _________________ To boldly go where no man has bothered to go before. |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Mon Mar 10, 2008 6:18 pm Post subject:
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Nice rain, kijjaz, better than mine. I just ChucKed up three copies to make a good constant rain sound. Plus I really enjoy the birds. I will put them into Guitar Lab as soon as you feel they are ready for prime time (after you are done experimenting with them). For now I still have not gotten around to programming up a StifKarp for a third guitar as Frostburn suggests, so I think I'll do that next. Just let me know when you feel that your classes are ready. |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Tue Mar 11, 2008 6:29 am Post subject:
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The attached ChucK file generates the sound of ocean waves, or something like that. It's the same theme - just a noise source with varying filter parameters. In this case I use two filters and sum them at the dac, driving one as sine and the other as cosine. That way the sound is of two overlapping waves. Waves reappear every ten seconds.
Also I made a quick audio file of the birds with a very much quieted ocean, attached for your listening pleasure. Enjoy!
Description: |
Some passable ocean waves, not bad really. |
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Download |
Filename: |
OceanWaves1.ck |
Filesize: |
709 Bytes |
Downloaded: |
452 Time(s) |
Description: |
birds + ocean waves, so soothing... 16 seconds long. |
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Download |
Filename: |
OceanBirds.mp3 |
Filesize: |
239.59 KB |
Downloaded: |
1216 Time(s) |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Tue Mar 11, 2008 12:50 pm Post subject:
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Well done, guys! I tried them both together and they sounded great! Frostburn, your coding style is very advanced - my stuff is way more basic than that. You're passing ugens as function parameters and ChucKing / unChucKing with method calls - fancy stuff. I did notice some CPU burden from one or the other, but not sure which one (I'm on a 3 year old Mac, so I'm slow by today's standards). kijjaz, take your time, whenever you've done your experimenting and neatened it up into a reusable class, I'll plug it into Guitar Lab. In fact, I'm thinking of having multiple rain effects, multiple ocean sounds, etc. since there seems to be an abundance of them. Now I'm off to plug in Frostburn's Shakers rain. Shall I put your nick on the credits button now Frostburn? |
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Posted: Tue Mar 11, 2008 1:37 pm Post subject:
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Inventor wrote: | Well done, guys! I tried them both together and they sounded great! Frostburn, your coding style is very advanced - my stuff is way more basic than that. You're passing ugens as function parameters and ChucKing / unChucKing with method calls - fancy stuff. I did notice some CPU burden from one or the other, but not sure which one (I'm on a 3 year old Mac, so I'm slow by today's standards). kijjaz, take your time, whenever you've done your experimenting and neatened it up into a reusable class, I'll plug it into Guitar Lab. In fact, I'm thinking of having multiple rain effects, multiple ocean sounds, etc. since there seems to be an abundance of them. Now I'm off to plug in Frostburn's Shakers rain. Shall I put your nick on the credits button now Frostburn? |
The CPU load would be me. :)
I have a tendency to go for quality over lightness. StaticPSS's cousin PointSoundSource uses two interpolating doppler buffers to account for movements and it does a lot of calculation on a sample-by-sample basis. I have hard time running even one of those at a time.
If you want add the surround effect to your project, go ahead! It's released to be used by anyone.
And yes it's nice to be credited. _________________ To boldly go where no man has bothered to go before. |
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Kassen
Janitor
Joined: Jul 06, 2004 Posts: 7678 Location: The Hague, NL
G2 patch files: 3
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Posted: Tue Mar 11, 2008 1:47 pm Post subject:
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I tried a approach that was just lots&lots of Shakers set to "waterdrop" with pan but it turned out to be too much for my poor 900MHz internet desktop so I abandoned it.
tricky problem, I wonder if we could get by with a top-down approach by generating a specific kind of noise directly. Heavy steady rain is quite like filtered noise, after all. _________________ Kassen |
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blue hell
Site Admin
Joined: Apr 03, 2004 Posts: 24079 Location: The Netherlands, Enschede
Audio files: 278
G2 patch files: 320
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Frostburn
Joined: Dec 12, 2007 Posts: 255 Location: Finland
Audio files: 9
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Posted: Tue Mar 11, 2008 2:49 pm Post subject:
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Kassen wrote: | tricky problem, I wonder if we could get by with a top-down approach by generating a specific kind of noise directly. Heavy steady rain is quite like filtered noise, after all. |
It's more of a filtered random impulse train I'd say. Of course on the heavy steady limit noise and impulse trains coincide.
And it turns out that when there is more rain than just a few drops exact localisation for every blib is not required to give a spacious feel to the whole coat of rain.
This one sounds to me like rain hitting a cloth tent in the woods. Luckily it also feels I'm on the dry side.
Code: | //Rain on the left, center and right == rain everywhere
PRCRev revl => dac.left;
0.1 => revl.mix;
NRev revc => dac; //Different reverb for the center gives a more spacious feel to it
0.3 => revc.mix;
PRCRev revr => dac.right;
0.1 => revr.mix;
//And the forecast for today is: steady rain
spork~rain(revl);
spork~rain(revc);
spork~rain(revr);
day => now; //See you tomorrow!
fun void rain(UGen out){
BPF b => LPF l => out;
3.5 => b.Q;
10.0 => l.gain;
200.0 => l.freq;
0.1 => l.Q;
Impulse i => OnePole expEnvelope => b;
-Math.pow(0.1,samp/(5::ms) ) => expEnvelope.a1;
1.0 => expEnvelope.b0;
while(true){
Std.randf() => i.next; //fire at will!
Std.rand2f(500.0,600.0) => b.freq; //Set the size of the rain drop
Std.rand2f(30.0,60.0)::ms => now; //Steady but not pouring rain
}
} |
_________________ To boldly go where no man has bothered to go before. |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Tue Mar 11, 2008 4:26 pm Post subject:
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ARGH!!! Sorry Frostburn, when I plugged in your rain class it slowed Guitar Lab down to a crawl. I think I have made a monster. It now has 238 shreds - ulp! most of them watching for button pushes. I guess that's what happens when you put a bunch of controls in an application! |
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kijjaz
Joined: Sep 20, 2004 Posts: 765 Location: bangkok, thailand
Audio files: 4
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Posted: Tue Mar 11, 2008 11:03 pm Post subject:
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kijjaz to Inventor: "hahahha.. all that in GuitarLab? -_- I guess you might wanna make (another) Lab for some other tasks such as the atmosphere.
But most of our works around here are not that easy to implement as classes.
I'll spare my free time to do the classes and presets. ^_^" |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Wed Mar 12, 2008 1:00 am Post subject:
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Yes, kijjaz, it is a monster! But still quite manageable by CPU. I found the key to that was unchucking unused instruments. I have put together the third of my anti-anxiety series from our sounds, it is here:
http://www.freedomodds.com/music/songs/Guitar_Lab_Anxiety3.mp3
I played it for some anxiety sufferers online and got lots of positive responses, plus one guy who's facing a scary cardiac test this week. He downloaded the recording and thanked me for making it.
I suppose it is musically uninteresting as the only instrument, the flute, is simply playing random notes! But i think that's relaxing to people, it drifts them off to a land of gentle tones that don't stimulate the brain.
I also have a rain class now. Based on what Kassen posted, I looked up the spectrum of rain and found it to be between 10 and 20 kHz, with little content in lower or upper frequencies, so I used a BPF centered at 15 kHz to filter some noise and a random impulse train. it works well. Here is the code:
Code: |
// Attempt at rain sounds
// copyright 2008 Les Hall
// This software is protected by the GNU General Public License
class Rain1 {
Impulse i => LPF lpf => BPF bpf => Gain output;
Noise n => bpf;
lpf.freq (6000);
bpf.freq (15000);
bpf.Q (4);
n.gain (0.3);
}
Rain1 K;
K.output => dac;
function void rain1_adj () {
while (true) {
K.i.next (5*(maybe+maybe+maybe+maybe));
(maybe+maybe+maybe+maybe) * 10::ms => now;
}
}
spork ~ rain1_adj ();
day => now;
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I took a look at your birds to see if I could put them in a class, but due to the complexity of it I'd rather leave that to you. Thanks for the effort! |
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Inventor
Stream Operator
Joined: Oct 13, 2007 Posts: 6221 Location: near Austin, Tx, USA
Audio files: 267
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Posted: Wed Mar 12, 2008 3:19 am Post subject:
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Here is a nice heavy downpour inspired by another post:
Code: |
Noise n => Gain g => SinOsc osc1 => SinOsc osc2 => dac;
osc2 => g;
g.gain (15000);
osc1.sync (0);
osc1.gain (15000);
osc2.sync (0);
day => now;
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