Add second debris explosion sound.

This one combines the filtered noise and the random spline approach,
creating a more complex explosion sound.
This commit is contained in:
Guus Sliepen 2012-03-03 11:47:01 +01:00
parent 3ddba1af85
commit 14b08e6193
3 changed files with 47 additions and 1 deletions

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@ -1,4 +1,4 @@
SFX = plasma explode explode2 explode3 SFX = plasma explode explode2 explode3 explode4
OGG = $(SFX:%=%.ogg) OGG = $(SFX:%=%.ogg)
WAV = $(SFX:%=%.wav) WAV = $(SFX:%=%.wav)

46
sound/explode4.csd Normal file
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<CsoundSynthesizer>
<CsInstruments>
sr = 48000
ksmps = 32
nchnls = 1
0dbfs = 1
; Explosions
; Noise filtered by fofilter.
; After p8 s attack time, linear decay to 0.
; The filter frequency varies linearly between p4 and p5.
; The fofilter impulse rise and decay times are given by p6 and p7.
; p6 low: smoother sound, p6 high: more rumbling sound
; p7 low: low deep sound, p7 high: tending towards white noise
; p8: attack time (s)
; p9: maximum amplitude
instr 1
pset 0, 0, 1, 50, 30, 0.01, 0.01, 0.01, 1, 1
k1 linseg 0, p8, p9, p3 - p8, 0
k2 line p4, p3, p5
k3 expon 1, p3, 0.01
a1 noise k1, 0.1
a1 fofilter a1, k2, p6, p7
a1 limit a1, -1, 1
out a1 * p10 * k3
endin
instr 2
k1 linseg 0, p4, 1, p3 - p4, 0
k2 linseg p5, p4, p6, p3 - p4, p5
a1 rspline -k1, k1, p5, k2
a1 limit a1, -1, 1
out a1 * 0.5
endin
</CsInstruments>
<CsScore>
i 1 0.0 2.0 50 30 0.01 0.001 0.01 1.0 0.5
i 1 0.5 2.0 50 30 0.01 0.002 0.01 1.0 0.2
i 1 1.0 2.0 50 30 0.01 0.004 0.01 1.0 0.1
i 2 0.0 3.0 1.5 10 1000
e
</CsScore>
</CsoundSynthesizer>

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