how to create the sound of a butterfly
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- KVRer
- Topic Starter
- 3 posts since 21 Feb, 2013 from germany
hi,
im workin on a little game for kids these days.
almost everything is done except of a few sound FX.
can somebody give me hints how to create the sound of a butterfly.
i once heard something recording paper and pitching it - but im not very satisfied with the results.
so can anyone help?
meanwhile i try to give a rhino, an antilope and a hippo a sound
im workin on a little game for kids these days.
almost everything is done except of a few sound FX.
can somebody give me hints how to create the sound of a butterfly.
i once heard something recording paper and pitching it - but im not very satisfied with the results.
so can anyone help?
meanwhile i try to give a rhino, an antilope and a hippo a sound
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- KVRist
- 299 posts since 12 May, 2005
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- KVRer
- Topic Starter
- 3 posts since 21 Feb, 2013 from germany
thx! unfortunatelly not there.
but i wanted to create it myself anyway. so what id like to know is how to create the sound of the wings
but i wanted to create it myself anyway. so what id like to know is how to create the sound of the wings
- KVRAF
- 4907 posts since 4 Aug, 2006 from Helsinki
Well, flapping something like a wing, recording it, eq, compressing etc.simsung wrote:thx! unfortunatelly not there.
but i wanted to create it myself anyway. so what id like to know is how to create the sound of the wings
Or, you can use some of the commercial sound libraries, e.g. I've
used Soundsnap, there are some wings flappings which may suit for you,
if you edit and eq them a bit, (listen e.g. wings flapping #2).
http://www.soundsnap.com/search/audio/w ... ping/score
harry
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- KVRian
- 921 posts since 14 May, 2010 from Atlanta, GA
For a synthesis solution, start with white noise, and select an LFO set to modulate amplitude (volume). A sine wave will probably give you the smoothest wing sound, but try square, triangle and saw waves too. Set it at nearly 100%, so the noise fades in and out in time with the rate control.
Then turn the rate control up until it matches the speed of the animation in the game. Add a slight attack time, and a fairly short release time, and you should be able to "play" the take offs and landings.
If you can assign the rate of the LFO to your mod wheel or other controller, you can change wings speeds to picture in real time.
For a lighter sound, try using a high pass filter. For a more cartoony wing flap, try the technique above with a filter cutoff in tandem with the amp LFO. Turn up the resonance and tune the filter to taste.
Good Luck!
KVR/eSoundz: Xenobt
Then turn the rate control up until it matches the speed of the animation in the game. Add a slight attack time, and a fairly short release time, and you should be able to "play" the take offs and landings.
If you can assign the rate of the LFO to your mod wheel or other controller, you can change wings speeds to picture in real time.
For a lighter sound, try using a high pass filter. For a more cartoony wing flap, try the technique above with a filter cutoff in tandem with the amp LFO. Turn up the resonance and tune the filter to taste.
Good Luck!
KVR/eSoundz: Xenobt
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- KVRer
- Topic Starter
- 3 posts since 21 Feb, 2013 from germany
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- KVRian
- 1279 posts since 9 Mar, 2008 from netherlands
Wow! You know your stuff.Xenobt wrote:For a synthesis solution, start with white noise, and select an LFO set to modulate amplitude (volume). A sine wave will probably give you the smoothest wing sound, but try square, triangle and saw waves too. Set it at nearly 100%, so the noise fades in and out in time with the rate control.
Then turn the rate control up until it matches the speed of the animation in the game. Add a slight attack time, and a fairly short release time, and you should be able to "play" the take offs and landings.
If you can assign the rate of the LFO to your mod wheel or other controller, you can change wings speeds to picture in real time.
For a lighter sound, try using a high pass filter. For a more cartoony wing flap, try the technique above with a filter cutoff in tandem with the amp LFO. Turn up the resonance and tune the filter to taste.
Good Luck!
KVR/eSoundz: Xenobt
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- Banned
- 12368 posts since 30 Apr, 2002 from i might peeramid
noise > bandpass filters with graphic envelopes
you come and go, you come and go. amitabha neither a follower nor a leader be tagore "where roads are made i lose my way" where there is certainty, consideration is absent.
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- KVRian
- 921 posts since 14 May, 2010 from Atlanta, GA
Thank you, friend! I've been programming synths since the mid 70's, when you made everything from scratch, every time, so that helped a lot. And I've done my share of sound design for computer animation and games, where real isn't what's really needed. Audible butterfly wings fit that category perfectly!kelvyn wrote:Wow! You know your stuff.Xenobt wrote:For a synthesis solution, start with white noise, and select an LFO set to modulate amplitude (volume). A sine wave will probably give you the smoothest wing sound, but try square, triangle and saw waves too. Set it at nearly 100%, so the noise fades in and out in time with the rate control.
Then turn the rate control up until it matches the speed of the animation in the game. Add a slight attack time, and a fairly short release time, and you should be able to "play" the take offs and landings.
If you can assign the rate of the LFO to your mod wheel or other controller, you can change wings speeds to picture in real time.
For a lighter sound, try using a high pass filter. For a more cartoony wing flap, try the technique above with a filter cutoff in tandem with the amp LFO. Turn up the resonance and tune the filter to taste.
Good Luck!
KVR/eSoundz: Xenobt
Plus, I love a good sound design challenge!
KVR/eSoundz: Xenobt