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Ambient noise generator

ArmellineArmelline Member, PRO Posts: 4,851

I just stumbled upon this great little tool that lets you generate ambient noises - waves, rain, industrial noise, spaceship engines etc.

Not something you'll use every day, but I can imagine it being very handy at times!

http://mynoise.net/noiseMachines.php

Comments

  • RohalRohal GermanyMember Posts: 62

    "The sound generators on this website are provided for your personal use only. All other uses are prohibited, unless otherwise specified further down this page."

    But beside that ... very cool! :-)

  • BasGoodboyBasGoodboy Member, PRO Posts: 310

    Its cool. Downloaded it. But i have the idea you cannot download the created file after you managed to make a nice sound for use in GS.

    Goodboi Gamestudios | Monster Jumper now on the App Store

  • ArmellineArmelline Member, PRO Posts: 4,851

    As Rohal noted it's not so much useful for assets for a game, more so for some nice background noise while working, or for experimenting with soundscapes.

    You can download files, but they charge for them and can't be used for commercial purposes.

  • Thunder_ChildThunder_Child Member Posts: 2,343

    You could easily make a non game app with something like this. Embedded with a binual beat generated...pre recorded tracks. :-)

  • SocksSocks London, UK.Member Posts: 12,822

    @Armelline said:
    I just stumbled upon this great little tool . . .

    @Thunder_Child said:
    You could easily make a non game app with something like this. Embedded with a binual beat generated...pre recorded tracks. :-)

    Agreed, you could do this in GameSalad really easily, all you'd have to do would be to split the audio into X bands using a very steep band pass filter (like 48dB/Oct - you wouldn't want to go any steeper than this) and then control the amplitude of each band with the sliders.

    So . . . . point a mic or a field recorder or whatever you have (even your phone) at your sound source (rain, traffic, a country field) - split into 8 bands using a steep band pass - place each sound on a slider . . . job done . . . you could even use a sin wave to introduce some subtle modulation (as in the linked app).

    In fact this kind of thing would be so easy to do in GameSalad.

  • SocksSocks London, UK.Member Posts: 12,822
    edited June 2014

    @Armelline said:
    I just stumbled upon this great little tool . . .

    . . .

    @Thunder_Child said:
    You could easily make a non game app with something like this . . .

    Here's a really quick demo, Rain Forest, as it was a quick demo (and I was being lazy) I only split the audio into only 4 bands - (for the real thing 8-16 would sound better) and I used 36dB/Oct band pass filters (but you can do the same with any decent EQ).

    Move the sliders (coloured dots) up and down to change the sound - hit the white square to let the sound slowly evolve over time. It's a bit crude but gives you the idea.

    Link: https://www.mediafire.com/?6mqzhl2qxsjqqlb

    . . .

    Hit the white square twice (two clicks) to give you a random sound.

  • gamestudentgamestudent Member, PRO Posts: 504

    that'skinda cool.

  • colandercolander Member Posts: 1,610

    @Socks the link you posted takes me to a mediafire sign up page not to your file, can you check your link?

  • SocksSocks London, UK.Member Posts: 12,822

    @colander said:
    Socks the link you posted takes me to a mediafire sign up page not to your file, can you check your link?

    Whoops ! It had an extra '>' symbol on the end - link now works correctly.

    ( https://www.mediafire.com/?6mqzhl2qxsjqqlb )

  • jamie_cjamie_c ImagineLabs.rocks Member, BASIC Posts: 5,587

    @Socks, very cool! Amazing how quickly something very cool and be 'thrown together' in Gamesalad.

  • SocksSocks London, UK.Member Posts: 12,822

    @jamie_c said:
    Socks, very cool! Amazing how quickly something very cool and be 'thrown together' in Gamesalad.

    Yeah, instead of making an interface with sliders and buttons you could use the same technique to make some ever-evolving, ever-changing ambient sound for your game.

  • Thunder_ChildThunder_Child Member Posts: 2,343

    It makes me think of...lets say you have waves of enemies....you know about how long it may take for a wave to be finished...say 3 mins. During that time you coukd slowly be lowering the music in increments....as next wave comes...dramatically increase sound levels. I mix music as a hobby....I woukd most likely be doing this outside of GS and importing them. All based on timers of course.

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