Ocean Noise Generator - MyNoise.net

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Discussion Overview

The discussion revolves around the methods and techniques used to generate ocean sounds, particularly in the context of the Ocean Noise Generator found on MyNoise.net. Participants explore various sound synthesis approaches, comparing them to traditional noise types like pink and white noise.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested

Main Points Raised

  • One participant questions how the ocean sounds are produced, noting they sound better than standard noise types.
  • Another participant suggests that cyclically raising and lowering the volume of white or pink noise could mimic surf sounds, potentially using a low-frequency sine wave with added randomness.
  • A similar point is reiterated by another participant, who also mentions filtering noise to allow higher pitch sounds to simulate approaching whitecaps.
  • A participant shares their experience with sound generation, indicating that realistic sounds like jet engines or water noises may start with random impulses treated similarly to the proposed methods for ocean sounds.
  • One participant experiments with a specific mathematical approach to sound generation but finds it does not match the quality of the sounds from the website, seeking further suggestions.
  • Another participant emphasizes the importance of volume and frequency changes as sounds approach, suggesting that these effects could be tested individually to enhance realism.

Areas of Agreement / Disagreement

Participants express various methods for generating ocean sounds, but there is no consensus on the best approach or the specific techniques used by MyNoise.net. The discussion remains open-ended with multiple competing ideas.

Contextual Notes

Participants mention specific technical aspects of sound generation, such as the effects of frequency attenuation and the characteristics of different waveforms, but these points are not fully resolved or agreed upon.

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I haven't listened to your sounds, but if you took an ordinary white/pink noise source, and cyclically raised then lowered its volume, it will resemble the ebb and flow of surf sounds. That cyclic volume change could be controlled by a something resembling a low-frequency sinewave, perhaps with a bit of randomness added so the sound isn't perfectly repetitive.

Just as easily you could pass the noise through a filter, but modify the filter characteristic so it cyclically allows higher pitch noise through, to give the impression of a whitecap approaching closer.

Is that what you are asking?
 
NascentOxygen said:
I haven't listened to your sounds, but if you took an ordinary white/pink noise source, and cyclically raised then lowered its volume, it will resemble the ebb and flow of surf sounds. That cyclic volume change could be controlled by a something resembling a low-frequency sinewave, perhaps with a bit of randomness added so the sound isn't perfectly repetitive.

Just as easily you could pass the noise through a filter, but modify the filter characteristic so it cyclically allows higher pitch noise through, to give the impression of a whitecap approaching closer.

Is that what you are asking?

ok i am trying this

GetNextValue() * Math.Sin(Math.PI * rnd1.Next(4) * n2 / 44100D);
GETNextValue() returns the next pink number
um.. is sound better but not like
the site.
is there anything else I can do ?
 
I used to play around with noise / sound generation and even made a few bucks for designing a realistic jet engine noise. Generally, this proved good for many wind-like whistle sounds.
I suspect that bacon frying / water falling noises start with random impulses going through the same sort of treatment.
The ocean noises and lightning are beyond me.

Best Luck,

- Mike
 
btb4198 said:
ok i am trying this

GetNextValue() * Math.Sin(Math.PI * rnd1.Next(4) * n2 / 44100D);
GETNextValue() returns the next pink number
um.. is sound better but not like
the site.
is there anything else I can do ?
I can only reiterate. When a sound or noise approaches you, (a) the volume of that sound gets louder, and at the same time (b) the higher frequencies in that noise become much more noticeable (i.e., even louder still). I surmise that propagation of sound through air experiences increasing attenuation with increasing frequency. Perhaps you could experiment with those effects just one at a time, to judge the realism of each, before implementing both. Drive the two effects from the one signal so they occur in synchrony. A sinewave won't be the best waveform for this, of course, but it is the nearest at hand; you can tailor this waveform to your critical ear in the final stage.

Good luck with it!
 

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