Ocean Noise Generator - MyNoise.net

AI Thread Summary
The discussion focuses on how ocean sounds are generated, suggesting that they may use a combination of pink noise with cyclic volume modulation to mimic the ebb and flow of surf. Participants propose using filters to allow higher pitch noise through, simulating the approach of whitecaps. One contributor shares their coding approach for generating sounds but notes that the results differ from those on MyNoise.net. The conversation emphasizes the importance of volume dynamics and frequency changes in creating realistic soundscapes. Overall, the thread explores techniques for enhancing sound realism in ocean noise generation.
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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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