there are apps (e.g myNoise) that generate ambient sounds, falling rain drops, wind, sounds of the sea etc. and I wonder how such sounds are generated (without samples).
E.g. What sounds can one create from noise? Using a low-pass filter with the cut-off downs and high resonance can be used to create an airy, swoosh, wind-type sound.
Do you have a tip, for a page, videos, a book, or something from your own experience? What I am after is the creation of an evolving, “generative”, atmospheric sound bed, like a crackling fire, water drops, soothing wind sounds, for no particular purpose, maybe as a sound bed to play something else on top.
The book “Designing Sound”, mentioned in several other topics on the forum, is a comprehensive tutorial on sound design. It also functions as an introduction to Pd:
Was just browsing the model Cycles Tips thread and one person decided to set velocity on the chord machine to color to get variations of chords when velocity changes.
This kind of sparked the idea that you could do something along the same line in many different ways depending on what you are using.
Digitakt - set lfo to cycle through different sample slots. Lots of destinations for lfo to do different things if you want to do things with pure noise. Parameter locks, fill conditions, etc.
If model samples has the velocity destination you could do the cycles trick.
Single cycle waveforms are powerful. I have certainly not exhausted the depths of them.
+1 on RRose video. Listened to some of his tracks and damn! From a synth AND sound design perspective, that video opened my mind. two oscillators Very slightly offset creates a beating rhythmic effect and then you start thinking about FM and how powerful that single concept could be even with just the bare minimum on an FM synth.
A lot of times we tend to think about MORE! More power, more oscillators, more LFOs, more destinations, more, filter types, more everything, but then some producer I never heard of blows me away with two sine waves!
Can’t wait to hear other ideas. What have you thought of so far? Fire / Water Drops / Wind - 3 elements. How can you either blend Between them over time or trigger them over time?
Programming sounds or devices in Max and then turn this into a hardware device sounds a really attractive idea. I just commented the following in the thread you pointed to:
in which you can create your own pedal boards but they also say:
“The revolutionary open-source platform unveils a world of possibilities by easily creating your own effects with Max/MSP.”
This suggests you can create/programme your own synths/sound engines and turn it into a piece of hardware. I would find that very attractive.
Unfortunately their Mod Duo X campaign didn’t run too smooth and one does not hear and see too much about it. I could not find an example of someone programming something in Max and turning it into a device in Mod Duo X. Difficult to see how difficult this process is.
Edit: I was a bit unfair (and lazy). There is in fact material that describes how to write Max patches and load these into the Mod Duo X.
If I remember correctly, there are samples used for some of the ambient sounds. I am after something really subtle and ideally I want to dial in the sounds myself with the devices I have.
I hope for more tips on crackling noises and rain drops
The Elektron sequencer, with conditionals and probabilities, together with LFO to modulate level, pitch, pan etc would probably work well with samples or sample chains on OT, DT, M:S.
I am busy watching all the videos above - many thanks! Olaf
No, it doesn’t suggests that. It’s just a kind of cross-compiling from one type of software to another type (generating C++ code from the MAX gen~ patch and wrap it as LV2 plugin). The MOD Duo devices simply can run LV2 plugins.
Nevertheless lowlevel MAX patches are quite good for rapid prototyping (proof of concept) synth engines before crafting the hardware. Nevertheless the “turning into hardware” is nothing which can be done automatically unless you are using FPGA - but thrn you already crafting hardware from the get-go.
Update: just seen you’ve found the corresponding docs yourself …