Exploring Sound Design Tools: Sound Particles

Sound Particles allows you to create soundscapes and sound design using virtual particles that can be associated with audio files. The results are then rendered using virtual microphones.

If you want to check it out or follow this review along, you can download the demo here. It has all the features of the paid version but is limited for non-commercial projects only.

I won’t explain how to use the software in depth but I will give an over overview and show some practical uses for everyday work in sound design. If you want to get a more in-depth explanation, you can also watch this tutorial.

Sound Particles interface. Nice, clean and responsive.

Features Overview

The heart of the program are the particles. You can basically create them in three different ways:

  • A Particle Group will create any number of particles at the same time in an area or shape of your choice.

  • A Particle Emitter creates particles over time at a particular rate.

  • A single point source is just a single particle.

By default, particles are created as soon as you hit play, although you can also choose to change the start time to delay their creation. Generally, they last as much as the length of audio file attached to them.

You can choose the coordinates used to create your particles and also move the individual particles around the scene to create different effects. Particle emitters can also be moved. The movements that you can apply to the particles stack with each other, giving you an amazing amount of options to create motion. Keyframes can also be used to match any movement to a reference video.

See the video below for an example with the three types of particles:

So in the video you can see:

  • A particle group (red) that generates particles in a square shaped area. These particles are not created at the same time because we have also applied a random delay. They have fireworks sounds attached.

  • A particle emitter (orange) is moving in a circular motion while the particles that creates also have some small random movement. They have magical sounds attached.

  • A single point source (pink) with my voice paulstreched to infinity.

You can also apply audio modifiers to each particle group. These will randomize certain parameters so you obtain more interesting and varied results. If you think about this, this is similar to how audio works in the real world. Each time you take a step, your shoe makes a slightly different sound: pitch, level and timing will be different. Sound Particles lets you randomize the audio from each particle in a similar way. The audio modifiers are:

  • Gain: Basically, audio level.

  • Delay: This determines when the particle is created. It is very useful because usually you don’t want all particles in a group to be created at the start. In the example above, the red particles are being created with a random delay.

  • EQ: It applies different filters and bands of EQ to each particle so they don’t sound exactly the same.

  • Granular: This is kind of a special modifier. It slices the audio file and then plays each slice from a certain particle. You can control how long the slice is or even leave it random. You can also control if the slices are then played in sequence or at a random order.

  • Pitch: It applies a different pitch shifting value to each particle.

For any single parameter that requires randomization, you can choose different probability distributions to get the result that you want. An uniform distribution (all values have the same weight) and a normal distribution (most values will be around the mean) are probably the most useful ones. You can even create a custom distribution which is pretty awesome.

Uniform Distribution

Normal Distribution

Of course, once you have the particles ready, you need a virtual microphone to capture the result. On this area, the amount of options are simply amazing. Not only you can place the microphone anywhere in the scene but you can choose between many configurations including M/S, X/Y and all sorts of surround and ambisonic configurations.

If that wasn´t enough, you can also create several microphones on the same scene and render different stems per microphone. These stems can contain different combinations of particles so you can have more control later on the mix.

Finally, the project settings page allows you to control how Sound Particles is going to manage sound propagation and attenuation from distance. You can change the speed of sound, simulate the delay of far away sounds, change how much sounds attenuate with distance or wether your scene uses the doppler effect.

Microphone configurations can follow a variety of speaker setups

Project Settings

Sound design examples

Enough with the theory, let´s hear some real applications. Since sound particles is much easier to understand when you see the particles in movement, I decided to create a video for every example instead of just audio.

Battlefield soundscape

This is very simple but could be very useful if you need create a soundscape and don´t want to move every single sound into place by hand. As you can see, is very easy and quick to create a randomized soundscape. Something I feel I miss here is a bit more control on which sounds are triggered. When you have different types of sounds, it would be nice to be able to trigger some sounds only occasionally in the same way you can do this in fmod or wwise.

It would also be helpful to be able eliminate a particular particle that moves too close to the mic or at least be able to prevent them to getting too close without using complex custom distributions.

Scifi Interface

Now let’s imagine we are building a somewhat cheesy 80´s computer interface with beeps and blops and some folders flying around the screen.

As you can see, we are using two particle systems at the same time. One of them (blue) creates all the beeps in a circle around the listener while the orange is a particle emitter that throws particles horizontally to simulate things flying by.

Playing with pitch

Let’s explore how we can use the pitch randomization feature to create new, complex sounds from simple ones. On this example, I first use a uniform distribution for a more detuned and unsettling effect. We can also use a discrete distribution so the jumps in pitch are strictly within certain semitones, obtaining a more musical result.

As you can see, just changing the distribution can produce very different results.

We can also automate pitch to create dynamic effect like for example making all the frequencies converge on a central one. The THX deepnote was achieved with a a similar method.

Granular synthesis

This modifier offers many sound design possibilities. You can see an example below of building some sort of alien speech sound step by step.

We can also obtain a “voices in my head” effect by slicing up some speech and distributing it around the listener. As you can see, we can always re-create the particles to obtain a new variations which is very handy for video game work.

Doppler Effect

There are many plugins that recreate a doppler effect but this one for sure offers a unique visual approach. As you can see below, we can create a doppler effect on a single particle or on many.

Conclusion

I hope you found this software interesting, I think is a very good tool to have in your arsenal and I feel I have barely scratched the surface with the sonic possibilities that offers. I believe there is an update coming soon for Sound Particles and I may have another look then and write a new post covering the new features.

You can also have a look at a couple of plugins that Nuno Fonseca, Sound Particles creator has released. They allow you to use the doppler and air absorption simulations that Sound Particles has but in a convenient plugin that you can use in your DAW.

Exploring Sound Design Tools: Mammut

mammut.png

Mammut is a strange and unpredictable piece of software. It basically does a Fast Fourier Transform (FFT) of a sound file but unlike Paulstretch, which uses slices of the sound, Mammut uses the whole thing at once, creating more drastic results.

Mammut is not (in any way) a commercial tool but more of an experimentation one, so I won't go into detail about what is doing under the hood. Instead, I will focus on how it can be used to create interesting and cool sound design. If you want to follow along, you can download it here.

Software Features

Mammut has many processing tabs but I will only cover some of the most interesting ones.

Loading & Playing sounds.

Mammut works as a standalone software. You need to load a sound (using the browse button) to be able to start fooling around. The "Duration Doubling" section adds extra space (technically, FFT Zero Padding) after the sound. This extra space give some of the effects (like stretching) more time to develop and evolve.

Play and stop the sound on the Play section. There is also a timeline of sorts. Now that our sound is loaded, let's see what we can do with it.

Stretch

It creates a non-linear frequency stretching with frequency sweep effects. All frequencies are raised to the power of the selected exponent, so small changes are enough to produce very different results. Because of the frequency sweeps, it sounds quite sci-fi, like the classic star wars blaster sound. Here are some examples at different exponents:

Pencil Original
Pencil 0.95
Pencil 0.85
Pencil 0.60

As you can hear, as the values get further away from 1, the effect is more pronounced and it also starts sooner. Here are some results with values higher than 1:

Pencil 1.01
Pencil 1.1
Pencil 1.5

And here are some interesting results with a servo motor sound.

Servo Original
Servo 0.90
Servo 0.75
Servo 1.2
Servo 1.4

This sounds remind me a bit of japanese anime or video games, maybe this could be one of the steps for achieving that kind of style from scratch.

Wobble

This stretches and contracts the frequency spectrum following a sinusoidal transfer function. You can control the frequency and amplitude of this change.

This one is weird (no surprise) and it doesn't really do what I was expecting. It tends to create sounds that are increasingly dissonant and "white noise like" as you go to more extreme parameters. Here are some examples:

Choir Original
Choir 1
Choir 2
Choir 3
Choir 4

Threshold

Quite cool. Removes all the frequencies below a certain intensity threshold. This means that you can kind of "extract" the fundamental timbre or resonance of a sound. Used on ambiences (3rd example below), it sounds dissonant at first and then, once you remove almost all frequencies, kind of dreamy and relaxing.

Bell Original
Bell Processed
Bubbles Original
Bubbles Processed
Office Ambience
Office Dissonant
Office Dreamy

Block Swap

This one basically divides the frequency spectrum in chunks and interchanges their halves a given number of times. Hard to wrap your head around but it produces interesting results. First, the number of swaps seems to make the sound more "blurry" and abstract as you can hear:

Chime Original
Chime Few Swaps
Chime More Swaps
Chime Many Swaps

Then, the block size seems to create different resonances around different frequencies as you increase it.

Creepy Atmos Original
Creepy Atmos Small Block
Creepy Atmos Medium Block
Creepy Atmos High Block

Mirror

Simple but hard to predict. It reflects the whole spectrum around the specified frequency. The problem with this is that when you flip the spectrum around a low frequency, everything ends up under it and is mostly lost. On the other hand, if you use a higher frequency, too much of the energy ends up on the harsh 5-15 KHz area.

A couple of examples:

Screech Original
Screech Processed
Whoosh Original
Whoosh Processed

Keep Peaks

Screen Shot 2018-06-29 at 15.50.33.png

This one doesn't even have controls or an explanation on the documentation. It seems to extend the core timbre of the sound across time which can be pretty useful. When using this option, the duration doubling function is specially handy.

Chime Original
Chime Extended
Screech Original
Screech Extended
Creepy Atmos Original
Creepy Atmos Extended

Conclusions

Mammut is certainly original and unique. Since it only works standalone and is rather unpredictable and unstable, I don't feel it would be very easy to include in someone's workflow. Having said that, is definitely a nice wild card to have whenever you need something different.

Exploring Sound Design Tools: Pickup Coil Microphone

This post belongs to a series where I´m using unconventional microphones to get interesting sounds.
Please have a look at the other posts from the series:

Contact Microphone.
Hydrophone.


To finish up this three part series about unconventional microphones, here are my results while recording with a coil pickup.

This device records the inductance of electromagnetic waves that are generated by any electronic device, allowing you to get all sorts of buzz, fuzz and hum type of sounds. This type of microphone is similar to the one used in electric guitars.

I have been recording everything in sight: computers, hard drives, screens, appliances and all sorts of audio equipment. I was very surprised about the vast array of different sounds that you can get. Sometimes just changing the mic placement a few centimenters gives you a completely different sound, which seems to be a recurring theme throughout this unconventional microphones series.

So, here are some of the sounds I´ve got. You can individually download every sound via freesound.org or download the whole package through this link.

Hum & Buzz

These are probably the most common sounds you are going to get since any electronic device has a transformer that produces these kind of sounds.

As you can hear, different devices produce different timbres:

Hum & Fuzz Effects

These two are interesting. The first one was produced recording a microwave oven and moving the microphone back and forth to create these dopplery whooshes.

The second one was recorded on a blinking electric hob, creating this pulsating alarm-like pattern.

Data & Glitching

Hard drives, printers, phones and computers produce very cool and interesting sounds. It´s worth recording them while idling but also as they boot up.

Conclusions

I´m happy with the results and I´ve definitely got some cool sounds that I will be using in the future. These could be great for sci-fi, user interface or magical sound design. Thanks for stopping by,

Exploring Sound Design Tools: Hydrophone

This post belongs to a series where I´m using unconventional microphones to get interesting sounds.
Please have a look at the other posts from the series:

Contact Microphone.
Coil Pickup.


Continuing with the unconventional microphones theme, this time I've being fooling around with an hydrophone. As you may know, these are designed to better capture sound in water instead of in the air.

I tried recording water movements and props on all sorts of small containers, the kitchen sink and the bathtub. I quickly learned that is important to manage the cable properly since moving or touching it can be quite noisy, specially when trying to get quiet sounds. I was usually using one hand to keep the microphone and cable still and the other to perform the sound.

I also discovered that very small changes in mic placement usually produce vastly different results. On some occasions, just some centimetres were the difference between a close aggressive sound and a distant atmospheric one. I don't know if this is the case because water is denser than air and sound waves move 4.3 faster but it certainly something to keep in mind.

Finally, I have to say I was surprised by how clean the sounds were, although when processing very quiet stuff I did some RX cleaning here and there.

So, on with the recordings. You can individually download every sound via freesound.org or download the whole package through this link.

Bubbles

I first tried to get some bubble sounds. I used a plastic drinking straw to get the small ones and then tried sinking a bowl or a mug with some air inside to get bigger ones.

I tried some effervescent tablets too and got some nice fizzy sounds. 

Movements

Next, I tried some water movements. I quickly found out that submerging the microphone and trying to create water sounds with hand movements doesn't work really well since not a lot of sound energy reaches the mic.

So I tried to record them with the mic just on the surface of the water and got better results that you can hear in the first example below.

I also wanted to get some underwater movements and discovered that the easiest way was to move the microphone itself through a large mass of turbulent water. I did this in a filled bathtub (second recording below).

Steady Water Streams

For this sounds, I was trying to get long samples of water flowing that could be then used for underwater scenes.

To achieve this, you need some kind of water flow. In my case, since I didn't have access to a swimming pool or a jacuzzi, I just recorded the whole filling and emptying process of a kitchen sink and a bathtub.

While doing this, I experimented with different mic placements and amounts of water flowing in. You can get a vast array of result by just changing these two factors as you can hear in these examples:

Metal Kitchen Sink

Here are some other sounds I got in the kitchen sink.

Again, the draining sounds show how important mic placement is. Those changes in the sound intensity were produced by just getting closer or further away from the vortex.

Others

Here are some other random things I tried.

The first one is just me hitting a floating bowl with my finger. The resonance was captured with the mic underwater and close the bowl but not touching it. As the bowl filled more and more, the pitch changed in an interesting manner.

Lastly, the second recording below is how water directly impacting the hydrophone sounds. 

Conclusions

It was nice doing this recording session. I learned that mic placement is crucial when working with these microphones. Having an hydrophone is perhaps kind of a niche purchase, but it could be very useful if you need underwater sounds or want to record anything that involves too much water for conventional microphone to be safe.

Exploring Sound Design Tools: Contact Microphone

This post belongs to a series where I´m using unconventional microphones to get interesting sounds.
Please have a look at the other posts from the series:

Hydrophone.
Coil Pickup.


I bought a JrF contact microphone a while ago to do some experimenting and see the potential these mics have for sound design. Here is what I've discovered.

As you may know, a contact microphone records sound from vibrating solid materials instead of the air. This gives these microphones some unique and interesting sonic qualities. Since we are not capturing the ambience around the recording, results usually feel isolated, without an acoustic context. This can be a blessing, no need to worry about reverb or background noise but also may result in dull boring sounds. I quickly discovered than experimenting and trying different props, microphone positions and methods of producing the sound is key to achieve interesting results.

On the technical side, contact microphones need to be connected to a high impedance input in order to have a good frequency response. If you want to get into more detail about this and contact microphone usage in general this is the place to go.

Now that you know the deal, here are some of my recordings. You can individually download every sound via freesound.org or download the whole package through this link.

Window Glass

I just attached the microphone to a large window and try different things.

The first three sounds were recorded with just damp hands, I was trying different movements and was surprised with some of the results, although most of it is just regular squeaks. 

As you can hear, something so simple creates a surprising amount of low end some times.

Next, I tried to try using a milk frother applied on the glass. These recordings exemplify very well the possibilities of these microphones. Usually, it would be impossible to avoid the sound of the machine itself but with a contact mic we are getting the sound of the glass reacting to the vibration without any of the motor. 

The first two examples show this. The other two are the result of applying the forther to the cable of the mic itself resulting in some weird and tonal sounds.

 

Metal Oven Tray

Next, I tried to record some impacts on a metal oven tray. No thing too remarkable on this one but I got nice clean metal resonances that are always good to have.

On the first recording, you will hear that the three small impacts sound kind of distorted. This happens when the microphone is loose so it vibrates against the surface of the object you are recording. This can be useful if you want to get a dirty sound.

Bicycle

I thought the the wheel spokes would be interesting to record and the sound was surprisingly heavy.

Despite having roughly the same length, different spokes produced very different metal overtones. 

I can see these being use with some dissonance in a horror soundscape.

Electric razor

This razor doesn't have different speeds but I discovered that I can use my finger to slow down the motor and create some interesting power on and power off.

There is a nice amount bass, this could be use as layers for sci-fi or fantasy, weird machines.

For the third sample below I tried to create some malfunctioning engine sounds.

Electric Toothbrush

This one is quite dull but could be used as a layer for a servo door or robot. Also, it has a weird chewbacca kind of tone.

Drying Rack

Nice metal impacts with a lot of resonance. Again, surprised with the amount of bass here.

As you can hear, some of the sound have that distorted quality coming from the microphone being a little loose.

The ratchet/castle door sound was done by just striking the different metal rods with a wooden spoon. Quite cool.

Printer

Lastly, I tried attaching the mic to my printer. The result is not very interesting but it could be nice as layers for a robot or some mechanical thing.

Conclusions

As you can see, metallic objects are probably the most interesting ones to record as they resonate more but I'm sure there are many other creative things to try with a contact microphone that I will explore in the future. Thanks for reading.