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Author Topic:   Modifying Creature Sounds
Tom Heuzenroeder
Member
posted 14 February 2010 19:32         Edit/Delete Message   Reply w/Quote
Hello all...

I have been asked to come up with sounds for a CG generated fantasy creature - a large dragon-like beast.

I have begun recording material that I think maybe useful components (dogs, screeching birds etc) but I am still a bit unsure of which spectral analysis to use, as all attempts so far make things sound very "digital" and non-organic. Especially if there is noise/rasp as certain birds and gutteral animal sounds tend to produce. Tau seems to be the best so far, but even that struggles to preserve the organic characteristics.
At the moment I am mapping things to a Wacom tablet, !PenX as the TimeIndex, !PenY as Pitch, and !PenZ as formant or morph etc.
I'd really love to maintain this type of control, but it always seems to be a bit TOO MUCH a compromise for bending these sounds around the place.
If anyone else has had experience with these type of material, then any advice on what approach is best to use would be very much appreciated.

Perhaps I'll try cross-filtering again, but that seems to have a different set of struggles.

Thanks in advance,
Tom

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SeanFlannery
Member
posted 15 February 2010 04:34         Edit/Delete Message   Reply w/Quote
Hi Tom,

Have you tried using FilterBank-Resynthesis on a spectrum file?

I have found it very usefull for taking the 'shape' of one sound and changing it's colour to something entirely different.

Regards,
Sean

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rafe
Member
posted 15 February 2010 13:07         Edit/Delete Message   Reply w/Quote
alternatively you could try using the fft /ifft prototypes as they can sometimes sound more natural.

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SSC
Administrator
posted 15 February 2010 14:14         Edit/Delete Message   Reply w/Quote
You might also experiment with the RE Analysis from the Tools menu. If you feed the analysis filter with a looping sample of a roaring cracking fire, it might be appropriate for a dragon voice.

Regarding the spectral and Tau analyses, you might also try some different starting samples. If you have some creature sounds that are more tonal or voice-like and have fewer raspy noisy bits, these may give more satisfactory results.

Sometimes, you can tweak the analysis parameters for better results...

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Tom Heuzenroeder
Member
posted 15 February 2010 17:30         Edit/Delete Message   Reply w/Quote
Sean, Rafe, SSC, thank you all very much for your suggestions.
I'll try these and see how I go. I'll report back with my findings.

Regards, Tom.


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Denis Goekdag
Member
posted 16 February 2010 00:18         Edit/Delete Message   Reply w/Quote
The RE is a good tool for this kind of thing, indeed.

Another approach is to leave consonants/unpitched parts largely untouched and replace vowels/pitched parts with processed stuff --- first separating the two of course. This makes the result more "focused" sounding.

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SSC
Administrator
posted 16 February 2010 11:12         Edit/Delete Message   Reply w/Quote
quote:
Another approach is to leave consonants/unpitched parts largely untouched and replace vowels/pitched parts with processed stuff --- first separating the two of course.

Good point. In the Tau editor and Tau Player, you could try the WarpedUnvoicedOnly option to try this out.

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