Giving the timbre quality of a given material

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bermudagold wrote: Wed Apr 19, 2023 8:39 pm quikquak has a filter that uses a physics engine doing raytracing of sound reflections against obstacles...it has an air absorption algo that varying would seem to model somewhat the impact of different materials of the obstacles...but the values of the absorption have not been pre-mapped to common materials like voxengo impulse modeler...also tassman allows using their object based modal filters as an effect...as does MXXX I believe where you can design the harmonic profile of the filter from scratch or have it analyze a sample to give you a profile to start from
Yes, but QuikQuak has recently retired that software, RaySpace (because they say it was outdated), and also Tassman is outdated. On the other hand, MXXX is a modern software and might be interesting, I'll investigate.
And… I have just checked the QuikQuak site a moment ago, and they say that RaySpace is being remade and "is to return with a brand new 64 bit high-resolution version". Interesting!

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XComposer wrote: Wed Apr 19, 2023 9:31 pm And… I have just checked the QuikQuak site a moment ago, and they say that RaySpace is being remade and "is to return with a brand new 64 bit high-resolution version". Interesting!
Very interesting.. Can you possibly link to that page? I can't find it on the site

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CinningBao wrote: Thu Apr 20, 2023 4:51 pm
XComposer wrote: Wed Apr 19, 2023 9:31 pm And… I have just checked the QuikQuak site a moment ago, and they say that RaySpace is being remade and "is to return with a brand new 64 bit high-resolution version". Interesting!
Very interesting.. Can you possibly link to that page? I can't find it on the site
It's on their homepage, written in small letters on the top lines, here: https://www.quikquak.com/

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XComposer wrote: Thu Apr 20, 2023 6:47 pm
CinningBao wrote: Thu Apr 20, 2023 4:51 pm
XComposer wrote: Wed Apr 19, 2023 9:31 pm And… I have just checked the QuikQuak site a moment ago, and they say that RaySpace is being remade and "is to return with a brand new 64 bit high-resolution version". Interesting!
Very interesting.. Can you possibly link to that page? I can't find it on the site
It's on their homepage, written in small letters on the top lines, here: https://www.quikquak.com/
Aaah, yes, I have NoScript blocking the internet and I needed to unblock quikquak.com to see it.

Great news! Thanks :)

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XComposer wrote: Tue Oct 01, 2019 7:28 pm
whyterabbyt wrote: Tue Oct 01, 2019 7:21 pm Shape, thickness etc that a material is formed into will contribute as much/more to its timbral quality.

Your best bet is probably to make your own IRs from preferred material/shape combos.
Yes, you are most probably right, working with IRs is one of the best choices in my case.
I don't know your excact use case, but I'm sure if you get a couple of difference reverbs, one with quite hard early reflections and a hard space, and one a bit softer, then with a bit of blending and some good length tweaking, post reverb EQ (and compression?), you could probably mock up for different materials.

The thing that spring to mind for me, for your usecase, would be game environments that thigns move through. For this sort of thing, I'd expect some kind of exaggerated version of these things might be better than actually realistic. (unless you need things like long hard sounding tunnels etc, which maybe harder to mock).

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My use case is mocking virtual musical fantasy instruments that do not exist, freely, of various sizes, shapes and materials, in order to be inspired to design fantasy sounds for my own compositions. Unusual and unlikely combinations of dimensions, shapes and materials result in "fantasy virtual instruments", which are even more interesting to me.

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Sounds fun to come up.wirh those.

What's an example you've come up with so far?

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_leras wrote: Tue Apr 25, 2023 5:20 am Sounds fun to come up.wirh those.

What's an example you've come up with so far?
So far, the most interesting results for me have been some hybrids between the sound of human voice and a cowbell (in a purely electroacoustic piece) and between human voice and the crackling of dry leaves (in a piece for trombone and electronics, of course within the electroacoustic track). As for inventing real pure "fantasy" instruments (without human vocal sounds), I'm experimenting, but I have not used this approach in a piece yet (I would like to start using it with my next electroacoustic piece). In my experiments, for example, I have obtained a good trombone-like resonance with Moodal (making its resonators mimic the metal bell of a trombone), a hit that resembles hitting a marble wall on MTurboReverb, and a sort of plucked or bowed glass string on Objeq Delay.

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