Crowd Noise

Antony West's icon

On max 8, i'm trying to make sounds that you might hear in a football stadium. I'm early on in the project but can't seem to progress all that much. I have made some filtered white noise with frequency and amplitude control, but i'm struggling to go from there.

Right now I have 4 functions that somewhat mimic the sound of a crowd when a goal is scored, as you'll see on goals1.maxpat, but want voices, fans, chanting. And as little use of sampling as possible, with the goal of lots of synthesis.

Any ideas as to what I can do /change?

drum.maxpat
Max Patch
goals1.maxpat
Max Patch

owecanno's icon

There was an ambisonics package (ambi.*?) that allowed for signals to be used to determine position of sources in various multichannel configurations. In an 8-channel, circular array I used 'rand~'-objects to generate x-y coordinates of several instances of a single point source, converted to polar coordinates, etc, and at a certain threshold the rate at which the point sources would pinball in the multichannel space there started to be these interesting modulation effects, similar to ring modulation, but not based on specific frequencies. I then mixed it back down to stereo. At one point I used a wimpy recording of a few seconds of a soccer match and ran it through the 8-channel space in this way before mixing it to stereo. I was thinking of trying to recreate this on my new laptop which has the M2 chip but the ambisonics packages available on AppleSilicon use the scheduler and not signals to position the point sources, so that experiment would not work. ambi.encode and ambi.decode, which uses signals for everything, has yet to be compiled for ARM (but still work on Windows).

Roman Thilenius's icon

where poly~ is out of question and realtime not required, rendering multiple "versions", offline processing and then summing the result is the way to go.
in channelbased and ambisonics you won´t need more than a final instance of the filters.