Forums > MaxMSP

"confetti scream" patch

February 20, 2008 | 6:54 pm

As part of a gaming project, I’ve decided to see if I can author a patch that will create "granulated" screams.

What I mean is, I’d like the scream to start off normal, but then diffuse into what could be described as "confetti". The decay portion should sound like it’s vaporizing rather than going through a standard amplitude decay. A good visual reference is to think of a fireworks display: the initial flash/explosion is bright, but then it turns into bits of diffused twinkling matter that quickly (but not instantly) fade from sight. I’m trying to accomplish the same thing with sound.

I could just design multiple "baked" SFX, but I’m being a bit more ambitious than that. What I’d like to do is create a patch that can load any audio file (or even mic input so I can do my own voices and screams) and then apply the effect in real time.

What I’m thinking so far is to have max take the last 25% of the waveform and begin randomly taking snapshots ranging from 2000 samples (about 45ms) to 500 samples (about 11ms). These particles would then have random ADSR envelopes applied to them along with bandlimiting to give them a thinner sound.

These enveloped samples would, at first, be triggered randomly and frequently and then, shortly thereafter, triggered in a more linear fashion but less frequently.

I’m somewhat new to Max, so I’m not sure how I’d implement this, but I know I can figure it out with some patience and a little help.

Do you all think I’m even remotely on the right path here? Or, is there something that already exists that can do this for me (although I’d still like to create my own just for fun).


February 20, 2008 | 9:29 pm

>As part of a gaming project, I’ve decided to see if I can author a
>patch that will create "granulated" screams.
>
>What I mean is, I’d like the scream to start off normal, but then
>diffuse into what could be described as "confetti". The decay
>portion should sound like it’s vaporizing rather than going through
>a standard amplitude decay. A good visual reference is to think of a
>fireworks display: the initial flash/explosion is bright, but then
>it turns into bits of diffused twinkling matter that quickly (but
>not instantly) fade from sight. I’m trying to accomplish the same
>thing with sound.
>
>
>I could just design multiple "baked" SFX, but I’m being a bit more
>ambitious than that. What I’d like to do is create a patch that can
>load any audio file (or even mic input so I can do my own voices and
>screams) and then apply the effect in real time.
>
>
>What I’m thinking so far is to have max take the last 25% of the
>waveform and begin randomly taking snapshots ranging from 2000
>samples (about 45ms) to 500 samples (about 11ms). These particles
>would then have random ADSR envelopes applied to them along with
>bandlimiting to give them a thinner sound.
>
>These enveloped samples would, at first, be triggered randomly and
>frequently and then, shortly thereafter, triggered in a more linear
>fashion but less frequently.
>
>I’m somewhat new to Max, so I’m not sure how I’d implement this, but
>I know I can figure it out with some patience and a little help.
>
>Do you all think I’m even remotely on the right path here? Or, is
>there something that already exists that can do this for me
>(although I’d still like to create my own just for fun).
>

with a munger~ (percolate) you could acheive the effect easily (that
is if I understood what you want :-))

best

kasper

Kasper T. Toeplitz
noise, composition, bass, computer

http://www.sleazeArt.com

http://www.myspace.com/sleazeart


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