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creating percussion sounds and sequences for demos

category: general [glöplog]
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How does that sound?
added on the 2008-09-01 23:26:45 by doomdoom doomdoom
How about sin(1/t) / sqrt(t):

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added on the 2008-09-01 23:37:06 by doomdoom doomdoom
hehe, my older brother used to have a rapman

when people make drum sounds for their small intro synthesizers i think they should look more to the table sounds of c64 music, in my opinion. bass drums and especially snares usually sound very punchy when made with this approach as opposed to, say, making a snare using just filtered decaying white noise and a tone. if you update the sound every frame on 60 or 50 hz it might sound a bit cheesy but if you update it many times a frame i think you can make very interesting and sometimes convincing sounds. what say ye?
added on the 2008-09-02 00:30:34 by linde linde
"Just" is hardly the right word there. Random number generator + filter plus + tone + housekeeping is a lot of code. And the result tends to be a lot more interesting than convincing. ;)

I experimented with interpolating between waveforms once. That made some pretty convincing piano and string sounds but was shit for percussion.

Has physical modeling synthesis gone out of style yet?
added on the 2008-09-02 01:08:47 by doomdoom doomdoom
Man, you guys have WAY too much time if you're doing all this stuff just to make drum sounds. Me, I just use okkie and a microphone.
added on the 2008-09-02 02:24:21 by psonice psonice
does okkie compress well?
added on the 2008-09-02 12:33:33 by GbND GbND
Quote:
does okkie compress well?

Long term exposure to the beer packer actually has the opposite effect.
added on the 2008-09-02 13:19:59 by Shifter Shifter

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