another attempt to model a "watery state". here i tried to simulate the crowding and density of moving water drops that together form a mass (of water). i recorded a 30second sample of streaming water hitting the ground from high. this was processed with a speed shifter, noise reduction, granular processing, delay/reverb, modulated allpass filters and some more. i selected short sound fragments from the processed results and used a custom program to place them in different positions on a virtual 3D sound space. in this final result you can hear water droplets coming from different positions in space and a background wall of sound with varying timbre, which is the dense mass formed by the droplets together.
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Really like this one. It sprinkles and crackles while maintaining an persistent undercurrent of penetrating force that works well together. Nice job.
Very nice.
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