{"id":3773,"date":"2020-12-03T04:13:12","date_gmt":"2020-12-03T04:13:12","guid":{"rendered":"http:\/\/procedural-audio.com\/blog\/?p=3773"},"modified":"2022-01-06T09:53:34","modified_gmt":"2022-01-06T09:53:34","slug":"watery-ambiences","status":"publish","type":"post","link":"http:\/\/procedural-audio.com\/blog\/2020\/12\/03\/watery-ambiences\/","title":{"rendered":"Watery Ambiences"},"content":{"rendered":"<div class=\"blog-author\">\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/KevinDoran.png\" alt=\"KevinDoran\">\n<\/div>\n<p>\nIn this post, we will examine creating some watery ambiences with a collection of wet modular patches. Of course, GameSynth has a dedicated Weather model for easily customizing traditional ambience types. However, the Modular model allows for a much deeper level of control and offers additional generators and effects processors to sweeten the result.\n<\/p>\n<h2 class=\"tsugiblog-blackheader\">Modular Rain<\/h2>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_ModularRain.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/water-ambiences-1.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>\nIn this example, four <b>Rain<\/b> generators are being used to create the different characteristics of rainfall. The volume of each is represented in the Meta Parameters tab as <em>Close Shower<\/em>, <em>Far Shower<\/em>, <em>Heavy Drips<\/em>, and <em>Light Drips<\/em>. Separating the generators in this way allows us to quickly dial in the perfect mix via the <b>Gain<\/b> modules.\n<\/p>\n<p>\nEach generator&#8217;s density is also being controlled; however, they have been separated into two groups. The two on the left create the blanketed noisy rain aspect, and the two on the right create the distinct pitter-patter of individual droplets. The Meta Parameters <i>Shower Density<\/i> and <i>Drips Rate<\/i> represent both of these, respectively. <\/p>\n<p>\nFinally, an <b>EQ Filter<\/b> is applied at the end as an adjustable low-pass filter. Lower values of this slider create the effect of being inside, as the high-frequency content is attenuated.\n<\/p>\n<h2 class=\"tsugiblog-blackheader\">Cave Water Drips<\/h2>\n<p><!--\n<video style=\"width: 100%; max-width: 640px;\" controls=\"controls\"><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_CaveDropAmbience.mp4\" type=\"video\/webm\"><\/video>\n--><br \/>\n<a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_CaveDropAmbience.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/water-ambiences-2.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>\nOur second patch is perceptually quite simple. Two <b>Rain<\/b> generators are outputting only the distinct drips, with a <b>Biquad<\/b> filter and a <b>Reverb<\/b> effect used to create a sense of space and control the apparent depth. By setting the material type to <em>Lake<\/em>, using heavy reverb settings, and setting a low drip rate, we can develop a convincing cave drip ambience.\n<\/p>\n<h2 class=\"tsugiblog-blackheader\">Ocean Waves<\/h2>\n<p><!--\n<video style=\"width: 100%; max-width: 640px;\" controls=\"controls\"><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_OceanWaves.mp4\" type=\"video\/webm\"><\/video>\n--><\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_OceanWaves.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/water-ambiences-3.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>\nThis time we are using a mix of <b>Rain<\/b> and <b>Wind<\/b> as our source generators. These modules create a complex, noisy signal, which is then modulated by some looping <b>Automation Curves<\/b>. A <b>Lerp<\/b> module chooses a value between these two curves and sets them based on the <b>Waves Height<\/b> Meta Parameter.\n<\/p>\n<p>\nThe <b><i>Pitch<\/i><\/b> Meta Parameter is actually controlling the center frequency for the <b>EQ Filter<\/b>&#8216;s bell curve. Since the signal is quite noisy, this has the effect of altering the perceived pitch as it creates a resonant peak. It also mimics the effervescent gush of the ocean\u2019s surf.<br \/>\nAnd like with the <i>Waves Height<\/i> Meta Parameter, we have a <b>Lerp<\/b> module choosing between two automation shapes, this time controlling the apparent distance from the sound source.\n<\/p>\n<h2 class=\"tsugiblog-blackheader\">Water Pipe<\/h2>\n<p><!--\n<video style=\"width: 100%; max-width: 640px;\" controls=\"controls\"><source src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_WaterPipe.mp4\" type=\"video\/webm\"><\/video>\n--><\/p>\n<p><a class=\"litymp3_new\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/2020_11_WaterPipe.mp4\" data-lity=\"\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/water-ambiences-4.jpg\" alt=\"\"><br \/>\n<\/a><\/p>\n<p>\nAs with our cave drips, we have another patch that is easily understood at a glance. A <b>Rain<\/b> generator is used to output drip sounds, and a <b>Comb Filter<\/b> and <b>Tube<\/b> processor shape the result. The combination of aggressive filtering and resonant shaping by these two effects modules convincingly creates the effect of a drain or water pipe. A <b>Meta Parameter<\/b> then offers the ability to perform the amount of water pouring down the drain in real-time.\n<\/p>\n<div style=\"height:30px;\"><\/div>\n<div class=\"download-patches\">\n<p><a class=\"download-patches\" href=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/WateryAmbiences.zip\"><br \/>\n<img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/12\/download-patches2.png\" alt=\"download-patches\" \/><br \/>\n<\/a>\n<\/p>\n<\/div>\n<p>\n<a class=\"gs-learn-more\" href=\"http:\/\/procedural-audio.com\/web\/en\/products-gamesynth.html\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" src=\"http:\/\/procedural-audio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1.png\" alt=\"GameSynth\"><br \/>\n<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this post, we will examine creating some watery ambiences with a collection of wet modular patches. Of course, GameSynth has a dedicated Weather<\/p>\n","protected":false},"author":1,"featured_media":3784,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[6,15,12],"tags":[],"_links":{"self":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3773"}],"collection":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/comments?post=3773"}],"version-history":[{"count":17,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3773\/revisions"}],"predecessor-version":[{"id":4909,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/posts\/3773\/revisions\/4909"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media\/3784"}],"wp:attachment":[{"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/media?parent=3773"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/categories?post=3773"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/procedural-audio.com\/blog\/wp-json\/wp\/v2\/tags?post=3773"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}