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Author Topic:   Water synthesis...
JackRosete
Member
posted 23 February 2006 11:17         Edit/Delete Message   Reply w/Quote
I was wondering whether anyone has any tips for making a Kyma sound to synthesize water???

I'm thinking about using the granular modules and manipulating noise sources with filters etc. Not sure what would work best though. Water is like filtered noise right? Any ideas would be welcome...

Thanks in advance!

[This message has been edited by JackRosete (edited 23 February 2006).]

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Sylvain KEPLER
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posted 24 February 2006 03:52         Edit/Delete Message   Reply w/Quote
This is something that came to my mind a couple of weeks ago as well
But not in terms of synthesizing water sounds as we may imagine, but featuring navier stockes equations directly...something a bit hard to do I presume and probably out of reach in terms of processing power.And not enought time though...
Please read the following to give further light about this : http://en.wikipedia.org/wiki/Navier-Stokes_equations

Carla, Kurt, may you have some idea about how it 'd be possible to solve diffential equations using kyma to make some sort of sounds ?...
I know kyma is not 'mathematica' or 'matlab', but still they seem to have some things in common (our prototypes are some sort of 'toolboxes'...). So there's maybe something to dig here ?

[This message has been edited by Sylvain KEPLER (edited 24 February 2006).]

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SSC
Administrator
posted 24 February 2006 09:05         Edit/Delete Message   Reply w/Quote
In general, the new value of a difference equation is some function of the previous value(s). So you would need some memory (using an EventVariable or MemoryWriter) and a delay (which will be the update rate of the equation). Or do all the calculations at the sample rate and use 1/SR as your update rate.

To simulate a continuous differential equation, decide on a delta t. Multiply the right hand side by delta t and add it to the current value to get the new value. The smaller the delta t the more accurate the simulation (and the more calculations required per second).

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SSC
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posted 25 February 2006 12:25         Edit/Delete Message   Reply w/Quote

splashGrains.kym

 
One approach is to generating water-like sounds is to use granular synthesis (see attached Sound)

There was some tweaky discussion on this as well: http://www.symbolicsound.com/cgi-bin/bin/view/Share/Sounds

See the Sounds called:

imaginaryWaterDrop.kym:User.CarlaScaletti: Synthetic water drops into a basin (remembered) Discussion

oneDrop.aif: by ChrisPinkston. Recording of a drop falling into a glass of water. Discussion

waterdropobserved.kym: CarlaScaletti. Pinkston water droplet in Cross Filter. Discussion

[This message has been edited by SSC (edited 25 February 2006).]

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JackRosete
Member
posted 02 March 2006 10:29         Edit/Delete Message   Reply w/Quote
Great sound! Thanks for the tip...

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JackRosete
Member
posted 02 March 2006 15:55         Edit/Delete Message   Reply w/Quote

Watersynthesis.kym

 
I have been tweaking some of the factory granular sounds and I found two that I particularly like (see attached).

The idea that I had was to synthesise more general watery ambiences and underwater sounds (like some of those found in Nemo), not necessarily 100% realistic, although believability is obviously a factor.

I think I read somewhere that the watery sounds in Nemo were actually completely synthetic (non sample based). I wonder how they created those sounds... Any thoughts?

[This message has been edited by JackRosete (edited 02 March 2006).]

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JackRosete
Member
posted 14 March 2006 08:57         Edit/Delete Message   Reply w/Quote
Did you have any luck with your Navier Stockes experiment Sylvain?

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Sylvain KEPLER
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posted 03 April 2006 05:36         Edit/Delete Message   Reply w/Quote
Not really now because I got (and still) really busy these days (exams and other things like that)...but that's on the fire...

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