Designing Sound in SuperCollider/Fire
Fig 34.3: simplest random hissing sound
edit{WhiteNoise.ar(LFNoise2.kr(1))}.play
Fig 34.4: square it
editSquaring the noise gives it a more useful dynamic range, with rare loud bursts
{WhiteNoise.ar(LFNoise2.kr(1).squared)}.play
Fig 34.5: more
editAdd another .squared for even stronger effect on the dynamics, and use a high-pass filter to make the hiss more hissy
{HPF.ar(WhiteNoise.ar, 1000) * LFNoise2.kr(1).squared.squared}.play
Fig 34.6: a simple single crackle
edit{WhiteNoise.ar * Line.ar(1, 0, 0.02, doneAction: 2)}.play
Fig 34.7: many crackles
editIf we use a proper envelope generator instead of a simple line, we can retrigger it randomly with Dust to give random crackles of a controllable density
{WhiteNoise.ar * EnvGen.ar(Env.perc(0, 0.02, curve: 0), Dust.kr(1))}.play
Fig 34.8: more variation
editAdd more variation by modulating the duration and the filter frequency for each event
(
{
var trigs, durscale, son, resfreq;
trigs = Dust.kr(1);
durscale = TRand.kr(1, 1.5, trigs); // vary duration between default 20ms and 30ms
resfreq = TExpRand.kr(100, 1000, trigs); // different resonant frequency for each one
son = WhiteNoise.ar * EnvGen.ar(Env.perc(0, 0.02, curve: 0), trigs, timeScale: durscale);
son = son + BPF.ar(son, resfreq, 20);
}.play
)
Fig 34.9: woof
editSimple attempt at the low "woofing" noise made by the flames themselves
{LPF.ar(WhiteNoise.ar, 30) * 100}.play
Fig 34.10: woosh
edit// another component we could use to build up a flamey sound
{BPF.ar(WhiteNoise.ar, 30, 0.2) * 20}.play
Fig 34.11: shape
editShaping the dynamic range and discarding some of the lower frequencies, allowing a little clipping to give a less static sound.
{LeakDC.ar(LeakDC.ar(BPF.ar(WhiteNoise.ar, 30, 0.2) * 50).clip2(0.9)) * 0.5}.play
Fig 34.12: putting it all together
edit(
~firegen = {
var trigs, durscale, resfreq;
var noise, hissing, crackles, lapping;
// A common noise source
noise = WhiteNoise.ar;
// Hissing
hissing = HPF.ar(noise, 1000) * LFNoise2.kr(1).squared.squared;
// Crackle
trigs = Dust.kr(1);
durscale = TRand.kr(1, 1.5, trigs); // vary duration between default 20ms and 30ms
resfreq = TExpRand.kr(100, 1000, trigs); // different resonant frequency for each one
crackles = noise * EnvGen.ar(Env.perc(0, 0.02, curve: 0), trigs, timeScale: durscale);
crackles = crackles + BPF.ar(crackles, resfreq, 20);
// Flame
lapping = LeakDC.ar(LeakDC.ar(BPF.ar(noise, 30, 0.2) * 50).clip2(0.9)) * 0.5;
// Combine them:
([crackles, hissing, lapping] * [0.1, 0.3, 0.6]).sum * 3
};
~firegen.play
)
Fig 34.13: poly
editLet's have four of the above, each filtered differently, for a composite effect
(
{
BPF.ar(~firegen, 600, 1/0.2) +
BPF.ar(~firegen, 1200, 1/0.6) +
BPF.ar(~firegen, 2600, 1/0.4) +
HPF.ar(~firegen, 1000)
}.play
)