How to make a sounds 'fall from the sky'
-
- KVRist
- Topic Starter
- 49 posts since 10 Jan, 2022
Sound Designers...
An object is in the air, coming straight for you.... and landing on your head! How to make that sound?
So this is a 2 parter. First, a reverb to make things sound like they're above your head in the air, and then transitioning to falling, getting closer and closer, until..... THUMP!
What do you think? Thinking of a diffuse reverb with highs dampened for the air, transitioning to a mostly dry sound with full presence at the end. And I guess a reverse impact to have anticipation kind of 'whoosh'... But need to get more specific.
An object is in the air, coming straight for you.... and landing on your head! How to make that sound?
So this is a 2 parter. First, a reverb to make things sound like they're above your head in the air, and then transitioning to falling, getting closer and closer, until..... THUMP!
What do you think? Thinking of a diffuse reverb with highs dampened for the air, transitioning to a mostly dry sound with full presence at the end. And I guess a reverse impact to have anticipation kind of 'whoosh'... But need to get more specific.
- Beware the Quoth
- 33163 posts since 4 Sep, 2001 from R'lyeh Oceanic Amusement Park and Funfair
Unless they're specifically designed to manage 3D spacialisation, a reverb probably isnt going to do that. The human brain decodes height information from additional reflections caused by the pinnea of the ears.Jumbomonkey wrote: ↑Sun Jan 16, 2022 2:15 pm So this is a 2 parter. First, a reverb to make things sound like they're above your head in the air, and then transitioning to falling, getting closer and closer, until..... THUMP!
You'll maybe be able to get a sense of something moving in from somewhere, but not above.
Look at proper spacialisation tools. Anaglyph is free, for example, as is dearVR Micro, though you have to sign up to a mailing list for that. Im not sure if SoundField by Rode does height, but you could look at that too.
my other modular synth is a bugbrand
-
- KVRist
- Topic Starter
- 49 posts since 10 Jan, 2022
Great idea, hadn't considered that! Thanks
-
- KVRian
- 855 posts since 15 Jul, 2016
- Beware the Quoth
- 33163 posts since 4 Sep, 2001 from R'lyeh Oceanic Amusement Park and Funfair
Not so sure that's a great example, unless Ive misunderstood the original post.
I thought this was from the perspective of the person on the ground, not the starting point of the thing falling? ie should get louder, not quieter.
Also, are you definitely going for the 'cartoonification'?
I thought this was from the perspective of the person on the ground, not the starting point of the thing falling? ie should get louder, not quieter.
Also, are you definitely going for the 'cartoonification'?
my other modular synth is a bugbrand
- KVRAF
- 15269 posts since 8 Mar, 2005 from Utrecht, Holland
In mid air there ain't nothing to reflect sound. So a reverb won't add anything to being realistic.
We are the KVR collective. Resistance is futile. You will be assimilated.
My MusicCalc is served over https!!
My MusicCalc is served over https!!
-
- KVRist
- Topic Starter
- 49 posts since 10 Jan, 2022
Thanks guys. whyterabbyt pretty much nailed it there, spatialization effects with elevation feature pretty much nails it. Or at least close to it. Anaglyph seems to do the trick for now.
-
- Patchmeister
- 1774 posts since 3 Nov, 2010
Aha I kinda get what you mean now.
Also there will be somewhat less low end in sound further away. so a lowpass filter gradually going lower might help a bit.
Obviously volume getting louder.
right before the impact something like the final thump but in reverse and only a split second and a little lower in volume.
The thump sound can be manipulated in a ton of ways too to emphasize the "how devastating" the thump was.
Also there will be somewhat less low end in sound further away. so a lowpass filter gradually going lower might help a bit.
Obviously volume getting louder.
right before the impact something like the final thump but in reverse and only a split second and a little lower in volume.
The thump sound can be manipulated in a ton of ways too to emphasize the "how devastating" the thump was.
CHOOSX Remakes on my Youtube Channel