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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.
Type
AIFF (.aiff)
Duration
1:25.439
File size
14.4 MB
Sample rate
44100.0 Hz
Bit depth
16 bit
Channels
Stereo
5 years, 5 months ago
The penetrating force is exactly right for this sound.
14 years, 10 months ago
Really like this one. It sprinkles and crackles while maintaining an persistent undercurrent of penetrating force that works well together. Nice job.
17 years ago
Very nice.