Audio Physics

Yesterday, I played again with oscillating particles in audible range.
I introduced a very basic version on some conferences. I’ve embedded the system in the Hobnox AudioTool environment to add some effects. Well, this is certainly weird but interesting sound design. I like it.

Headphones required. There is a lot of stuff going on which you will miss when listening on standard computer audio systems.

12 thoughts on “Audio Physics”

  1. some very nice sounds here. reminiscent of physical modeling of struck bars/plates. is the reverb directly from the model, or added as an ordinary reverb?
    is there a reference for the algorithm or did you make it yourself from first principals?

  2. @Nick:
    The particle synths output is run through a pitch-delay and an ordinary reverb (Both available in the AudioTool Demo).
    There is no reference for the particle simulation. It is basically a double linked list where one particle is attracted to its neighbors.

  3. Hmm. Does this need something like Flash Player 10. Shows only static blue thingie on the back of this and gray spectrum when music plays… No any other effects but I suppose there should be :(

  4. It seems to me to have the versatility of a physical modelling synth, where you can have both wood and metal sounds or anything in between.
    Very interesting. I will keep my eye on it in the future.

  5. Interesting. It’s very reminiscent of the studies from Jean-Claude Risset, when he was doing his freq/amp analysis of church bells…

    (Your blog was pointed out to me by a collegue at the Adobe MAX show, if you’re wondering why I’m so late on this ;)


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