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Author Topic:   Water
garth paine
Member
posted 02 February 2012 13:59         Edit/Delete Message   Reply w/Quote
Hi everyone

I remember there being some discussion in the past about synthesizing water sounds, but I can not find it. I am needing to synthesis water flowing down a wall - it will be linked to an animation. It will vary in the volume of water, and will at times have obstacles placed in the water path so as to cause diversions. The water needs to sounds reasonably realistic. I will receive OSC data containing

waterStream01 x, y, z, width, energy
waterStream02 x, y, z, width, energy
waterStream03 x, y, z, width, energy
waterStream04 x, y, z, width, energy

Currently I have a bunch of samples of water from single drips to streams. The water streams will move across the space (hence the x, y, z data, of which I am likely to use x for panning and z for amplitude), and would like to apply 'width' to the spread of the signal across a number of loudspeakers but am not sure how to do this in Kyma as Radius does not really meet that need.

I also need polyphony as there will be a number of water events at any one time (maybe 4).

So I thought I would seek some advice on how to approach this. I am thinking I could analyse the various water samples and build a Tao player to morph through the varying intensity? IS this a good approach? I wonder if the morph would be as strong as layering samples?

Would love some thoughts and input as to how best to approach this as I know you all have loads of experience. Thank in advances, Garth

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SSC
Administrator
posted 02 February 2012 14:58         Edit/Delete Message   Reply w/Quote
To help generate a lot of water droplets with control over the width and density, it might be worth starting with a GrainCloud. For example in Kyma Sound library/ Synthesis Backgrounds & Pads/Granular Synthesis/ old wet planet (6), you can control the density of droplets with the !Rate parameter.

Since the GrainCloud has a variable width stereo field (PanJitter), when you feed it into a Surroundify, that stereo separation will spread to the surrounds.

You will probably also want to add some foreground samples or CrossFiltered sounds, but the GrainCloud would be great for a massively watery background with lots of controllable parameters.

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SSC
Administrator
posted 02 February 2012 15:17         Edit/Delete Message   Reply w/Quote

watersynthesis.zip

 
Another trick is to save a recording of a single water drop that you like. Then you can use that as the GrainEnvelope of a GrainCloud. This gives you a way to generate lots of drops from the same 'family' with control over density, duration, and frequency of the drops (see attached as an example).

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ChristianSchloesser
Member
posted 02 February 2012 20:22         Edit/Delete Message   Reply w/Quote
nice!
i picked this one up today... one of my current problems...

The SSC one is really nice if you put it through an vintage Roland space echo.. mulitply and pan it with FX through the surround channels..it sounds really great!

For my small experience in 3D sound design it would be great to create realstic water drops in surround just by kyma alone.

i d really replace some of those "mystic" "old school"parts of my equipment with kyma ... maybe it will be the modal filter to bust the vintage roland .... but i am not shure yet ... anyway great example!
It helped me a lot!

have a nice day
chris

P.S: i tried some drops with current SSC approach and the modalfilter-
It sounds great to simulate water dropping on "metal" surfaces like cars or on a window ledge ... cool...
I remember there was a cool sound for single water drops from SSC
... but i could not find it today ... may "script it randomly a lot" and put it in to surround space (comics wise) would help...
Pacarans do allot of crazy things!

[This message has been edited by ChristianSchloesser (edited 02 February 2012).]

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SSC
Administrator
posted 03 February 2012 10:22         Edit/Delete Message   Reply w/Quote
quote:
Originally posted by ChristianSchloesser:
P.S: i tried some drops with current SSC approach and the modalfilter-
It sounds great to simulate water dropping on "metal" surfaces like cars or on a window ledge ...

What a great idea!

quote:
I remember there was a cool sound for single water drops from SSC
... but i could not find it today ...

It was in the Synthesis section of tweaky; I just moved it into the Sound Effects section to make it easier to find:
http://www.symbolicsound.com/Share/Sounds#Sound_Effects

These Sounds are using AllPass filters and CrossFilter (there's a description of the Sounds here):
http://www.symbolicsound.com/Share/ImagineObserveRememberDiscussion

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garth paine
Member
posted 03 February 2012 11:22         Edit/Delete Message   Reply w/Quote
Fantastic advice - thanks guys. I will be back at the Paca latter today. I di build a granulator and a Tao yesterday and with them both in a timeline got some great, both subtle (Tao) and more dynamic (Granular) variations on water flow. There re so many small nuances in the spectra of water and it is so dynamic - for instance a smooth flow has more low-mids in it, but it the water is blocked and then flows around there are more high-freqs and these oscillate with lower-freq releases of water around the edge of the obstruction.

The idea of using a drop as an envelop is something I had not though of - shall test that out today too.

Thanks again for your input guys - will post some sounds later today. Cheers, Garth

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garth paine
Member
posted 03 February 2012 18:48         Edit/Delete Message   Reply w/Quote
Hi everyone

I made a granulator and a Tao http://dl.dropbox.com/u/39937390/water.zip
If you go through the presets you will hear some subtle and not so subtle variations of the water timbre and flow. I wanted this kind of detailed water sound rather than the rain sound. Am open to thoughts on how to improve the range of variation here. Thanks, Garth

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