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I need to learn techniques for generating storm sounds

like yeah I can filter white noise and use LFOs and stuff but how do I get the pitter patter of rain? How do I get realistic sounding thunder at various distances? These things have surely been studied right

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@thymeandplac3 thank you - trying to implement what you said made me realize now that my audio engine needs several things to make this really good:

1) a random-walk node (so that I can, say, set the center frequency of the resonator to be random-walked around)
2) some sort of dirac()-izer, so that I can pick random values out and make them randomly attenuated blips (that I can then feed into a resonator or maybe a bank of them to get that good drip-drip)