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punch sounds..

Date2016-07-14 10:58
FromRory Walsh
Subjectpunch sounds..
I'm trying to create a punching sound for a computer game. While it's not tricky to get something that would toe the line in an 80's video game(see below), I can't quite get that punchy sound I'm after. Something like this would be fine:

Any ideas? I thought opening the bandwidth of my filter over the duration of the sound might work, but it doesn't seem to help. 


<CsoundSynthesizer>
<CsOptions>
-+rtaudio=jack -odac
</CsOptions>
<CsInstruments>
; Initialize the global variables. 
sr = 44100
ksmps = 32
nchnls = 2
0dbfs = 1

instr 1
aEnv line 1, p3, 0
aNoise pinker
aFilter1 butterbp aNoise, 100, 20
aFilter2 butterbp aNoise, 2750, 1200
aMix = (aFilter1+aFilter2*.4)*6*aEnv
aFreq line 100, p3, 10
aThud oscil aEnv, aFreq
outs (aMix+aThud)*.8,(aMix+aThud)*.8
endin

</CsInstruments>
<CsScore>
i1 1 .3
</CsScore>
</CsoundSynthesizer>
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2016-07-14 11:03
FromMatti Viljamaa
SubjectRe: punch sounds..
I’ve had some success previously by layering noise that has been filter swept in different ways.
I.e. have multiple noise samples (e.g. pure white noise) and then perform different filter envelope on them so that they blend together to form a full punch sound. Additionally you may want to focus on two separate sounds, the transient (the main hit) and the tail. You might want to try distorting some of the noises as well to get that “in your face” effect.

-Matti

On 14 Jul 2016, at 12:58, Rory Walsh <rorywalsh@EAR.IE> wrote:

I'm trying to create a punching sound for a computer game. While it's not tricky to get something that would toe the line in an 80's video game(see below), I can't quite get that punchy sound I'm after. Something like this would be fine:

Any ideas? I thought opening the bandwidth of my filter over the duration of the sound might work, but it doesn't seem to help. 


<CsoundSynthesizer>
<CsOptions>
-+rtaudio=jack -odac
</CsOptions>
<CsInstruments>
; Initialize the global variables. 
sr = 44100
ksmps = 32
nchnls = 2
0dbfs = 1

instr 1
aEnv line 1, p3, 0
aNoise pinker
aFilter1 butterbp aNoise, 100, 20
aFilter2 butterbp aNoise, 2750, 1200
aMix = (aFilter1+aFilter2*.4)*6*aEnv
aFreq line 100, p3, 10
aThud oscil aEnv, aFreq
outs (aMix+aThud)*.8,(aMix+aThud)*.8
endin

</CsInstruments>
<CsScore>
i1 1 .3
</CsScore>
</CsoundSynthesizer>
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here


Date2016-07-14 11:12
FromMatti Viljamaa
SubjectRe: punch sounds..
However, note also that for some of the more realistic punches (like in the video) you may actually need recorded audio (e.g. punching a piece of meat or leather).

-Matti

On 14 Jul 2016, at 13:03, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:

I’ve had some success previously by layering noise that has been filter swept in different ways.
I.e. have multiple noise samples (e.g. pure white noise) and then perform different filter envelope on them so that they blend together to form a full punch sound. Additionally you may want to focus on two separate sounds, the transient (the main hit) and the tail. You might want to try distorting some of the noises as well to get that “in your face” effect.

-Matti

On 14 Jul 2016, at 12:58, Rory Walsh <rorywalsh@EAR.IE> wrote:

I'm trying to create a punching sound for a computer game. While it's not tricky to get something that would toe the line in an 80's video game(see below), I can't quite get that punchy sound I'm after. Something like this would be fine:

Any ideas? I thought opening the bandwidth of my filter over the duration of the sound might work, but it doesn't seem to help. 


<CsoundSynthesizer>
<CsOptions>
-+rtaudio=jack -odac
</CsOptions>
<CsInstruments>
; Initialize the global variables. 
sr = 44100
ksmps = 32
nchnls = 2
0dbfs = 1

instr 1
aEnv line 1, p3, 0
aNoise pinker
aFilter1 butterbp aNoise, 100, 20
aFilter2 butterbp aNoise, 2750, 1200
aMix = (aFilter1+aFilter2*.4)*6*aEnv
aFreq line 100, p3, 10
aThud oscil aEnv, aFreq
outs (aMix+aThud)*.8,(aMix+aThud)*.8
endin

</CsInstruments>
<CsScore>
i1 1 .3
</CsScore>
</CsoundSynthesizer>
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here



Date2016-07-14 12:09
FromRory Walsh
SubjectRe: punch sounds..
Thanks Matti, the filter sweeping approach is something that sounds like it might work. At least one can hear that kind of thing happening in the sound. I don't want to use a sample as ultimately I want to be able to tweak parameters to give each punch a unique sound.

On 14 July 2016 at 11:12, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:
However, note also that for some of the more realistic punches (like in the video) you may actually need recorded audio (e.g. punching a piece of meat or leather).

-Matti

On 14 Jul 2016, at 13:03, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:

I’ve had some success previously by layering noise that has been filter swept in different ways.
I.e. have multiple noise samples (e.g. pure white noise) and then perform different filter envelope on them so that they blend together to form a full punch sound. Additionally you may want to focus on two separate sounds, the transient (the main hit) and the tail. You might want to try distorting some of the noises as well to get that “in your face” effect.

-Matti

On 14 Jul 2016, at 12:58, Rory Walsh <rorywalsh@EAR.IE> wrote:

I'm trying to create a punching sound for a computer game. While it's not tricky to get something that would toe the line in an 80's video game(see below), I can't quite get that punchy sound I'm after. Something like this would be fine:

Any ideas? I thought opening the bandwidth of my filter over the duration of the sound might work, but it doesn't seem to help. 


<CsoundSynthesizer>
<CsOptions>
-+rtaudio=jack -odac
</CsOptions>
<CsInstruments>
; Initialize the global variables. 
sr = 44100
ksmps = 32
nchnls = 2
0dbfs = 1

instr 1
aEnv line 1, p3, 0
aNoise pinker
aFilter1 butterbp aNoise, 100, 20
aFilter2 butterbp aNoise, 2750, 1200
aMix = (aFilter1+aFilter2*.4)*6*aEnv
aFreq line 100, p3, 10
aThud oscil aEnv, aFreq
outs (aMix+aThud)*.8,(aMix+aThud)*.8
endin

</CsInstruments>
<CsScore>
i1 1 .3
</CsScore>
</CsoundSynthesizer>
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here


Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2016-07-14 12:25
FromRichard
SubjectRe: punch sounds..

You could also analyse the spectrum of a sample to see what is going on and try to replicate that...

Richard


On 14/07/16 13:09, Rory Walsh wrote:
Thanks Matti, the filter sweeping approach is something that sounds like it might work. At least one can hear that kind of thing happening in the sound. I don't want to use a sample as ultimately I want to be able to tweak parameters to give each punch a unique sound.

On 14 July 2016 at 11:12, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:
However, note also that for some of the more realistic punches (like in the video) you may actually need recorded audio (e.g. punching a piece of meat or leather).

-Matti

On 14 Jul 2016, at 13:03, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:

I’ve had some success previously by layering noise that has been filter swept in different ways.
I.e. have multiple noise samples (e.g. pure white noise) and then perform different filter envelope on them so that they blend together to form a full punch sound. Additionally you may want to focus on two separate sounds, the transient (the main hit) and the tail. You might want to try distorting some of the noises as well to get that “in your face” effect.

-Matti

On 14 Jul 2016, at 12:58, Rory Walsh <rorywalsh@EAR.IE> wrote:

I'm trying to create a punching sound for a computer game. While it's not tricky to get something that would toe the line in an 80's video game(see below), I can't quite get that punchy sound I'm after. Something like this would be fine:

Any ideas? I thought opening the bandwidth of my filter over the duration of the sound might work, but it doesn't seem to help. 


<CsoundSynthesizer>
<CsOptions>
-+rtaudio=jack -odac
</CsOptions>
<CsInstruments>
; Initialize the global variables. 
sr = 44100
ksmps = 32
nchnls = 2
0dbfs = 1

instr 1
aEnv line 1, p3, 0
aNoise pinker
aFilter1 butterbp aNoise, 100, 20
aFilter2 butterbp aNoise, 2750, 1200
aMix = (aFilter1+aFilter2*.4)*6*aEnv
aFreq line 100, p3, 10
aThud oscil aEnv, aFreq
outs (aMix+aThud)*.8,(aMix+aThud)*.8
endin

</CsInstruments>
<CsScore>
i1 1 .3
</CsScore>
</CsoundSynthesizer>
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here


Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here


Date2016-07-14 12:35
FromRory Walsh
SubjectRe: punch sounds..
That's how I got this far ;) But when there is so much noise in the spectrum it's hard to pick out the relevant parts! 

On 14 July 2016 at 12:25, Richard <zappfinger@gmail.com> wrote:

You could also analyse the spectrum of a sample to see what is going on and try to replicate that...

Richard


On 14/07/16 13:09, Rory Walsh wrote:
Thanks Matti, the filter sweeping approach is something that sounds like it might work. At least one can hear that kind of thing happening in the sound. I don't want to use a sample as ultimately I want to be able to tweak parameters to give each punch a unique sound.

On 14 July 2016 at 11:12, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:
However, note also that for some of the more realistic punches (like in the video) you may actually need recorded audio (e.g. punching a piece of meat or leather).

-Matti

On 14 Jul 2016, at 13:03, Matti Viljamaa <mviljamaa@kapsi.fi> wrote:

I’ve had some success previously by layering noise that has been filter swept in different ways.
I.e. have multiple noise samples (e.g. pure white noise) and then perform different filter envelope on them so that they blend together to form a full punch sound. Additionally you may want to focus on two separate sounds, the transient (the main hit) and the tail. You might want to try distorting some of the noises as well to get that “in your face” effect.

-Matti

On 14 Jul 2016, at 12:58, Rory Walsh <rorywalsh@EAR.IE> wrote:

I'm trying to create a punching sound for a computer game. While it's not tricky to get something that would toe the line in an 80's video game(see below), I can't quite get that punchy sound I'm after. Something like this would be fine:

Any ideas? I thought opening the bandwidth of my filter over the duration of the sound might work, but it doesn't seem to help. 


<CsoundSynthesizer>
<CsOptions>
-+rtaudio=jack -odac
</CsOptions>
<CsInstruments>
; Initialize the global variables. 
sr = 44100
ksmps = 32
nchnls = 2
0dbfs = 1

instr 1
aEnv line 1, p3, 0
aNoise pinker
aFilter1 butterbp aNoise, 100, 20
aFilter2 butterbp aNoise, 2750, 1200
aMix = (aFilter1+aFilter2*.4)*6*aEnv
aFreq line 100, p3, 10
aThud oscil aEnv, aFreq
outs (aMix+aThud)*.8,(aMix+aThud)*.8
endin

</CsInstruments>
<CsScore>
i1 1 .3
</CsScore>
</CsoundSynthesizer>
Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here


Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Csound mailing list Csound@listserv.heanet.ie https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to https://github.com/csound/csound/issues Discussions of bugs and features can be posted here

Date2016-07-14 13:53
From"Joe ."
SubjectRe: punch sounds..
Don't know if this helps but maybe you can do an analysis on the
"whip" sound as well, the punch sound just sounds like a whip sound
with a bass drum added to it to me.
/* Joe */


On Thu, Jul 14, 2016 at 7:35 PM, Rory Walsh  wrote:
> That's how I got this far ;) But when there is so much noise in the spectrum
> it's hard to pick out the relevant parts!
>
> On 14 July 2016 at 12:25, Richard  wrote:
>>
>> You could also analyse the spectrum of a sample to see what is going on
>> and try to replicate that...
>>
>> Richard
>>
>>
>> On 14/07/16 13:09, Rory Walsh wrote:
>>
>> Thanks Matti, the filter sweeping approach is something that sounds like
>> it might work. At least one can hear that kind of thing happening in the
>> sound. I don't want to use a sample as ultimately I want to be able to tweak
>> parameters to give each punch a unique sound.
>>
>> On 14 July 2016 at 11:12, Matti Viljamaa  wrote:
>>>
>>> However, note also that for some of the more realistic punches (like in
>>> the video) you may actually need recorded audio (e.g. punching a piece of
>>> meat or leather).
>>>
>>> -Matti
>>>
>>> On 14 Jul 2016, at 13:03, Matti Viljamaa  wrote:
>>>
>>> I’ve had some success previously by layering noise that has been filter
>>> swept in different ways.
>>> I.e. have multiple noise samples (e.g. pure white noise) and then perform
>>> different filter envelope on them so that they blend together to form a full
>>> punch sound. Additionally you may want to focus on two separate sounds, the
>>> transient (the main hit) and the tail. You might want to try distorting some
>>> of the noises as well to get that “in your face” effect.
>>>
>>> -Matti
>>>
>>> On 14 Jul 2016, at 12:58, Rory Walsh  wrote:
>>>
>>> I'm trying to create a punching sound for a computer game. While it's not
>>> tricky to get something that would toe the line in an 80's video game(see
>>> below), I can't quite get that punchy sound I'm after. Something like this
>>> would be fine:
>>> https://www.youtube.com/watch?v=CNbjn6rHmW4
>>>
>>> Any ideas? I thought opening the bandwidth of my filter over the duration
>>> of the sound might work, but it doesn't seem to help.
>>>
>>>
>>> 
>>> 
>>> -+rtaudio=jack -odac
>>> 
>>> 
>>> ; Initialize the global variables.
>>> sr = 44100
>>> ksmps = 32
>>> nchnls = 2
>>> 0dbfs = 1
>>>
>>> instr 1
>>> aEnv line 1, p3, 0
>>> aNoise pinker
>>> aFilter1 butterbp aNoise, 100, 20
>>> aFilter2 butterbp aNoise, 2750, 1200
>>> aMix = (aFilter1+aFilter2*.4)*6*aEnv
>>> aFreq line 100, p3, 10
>>> aThud oscil aEnv, aFreq
>>> outs (aMix+aThud)*.8,(aMix+aThud)*.8
>>> endin
>>>
>>> 
>>> 
>>> i1 1 .3
>>> 
>>> 
>>> Csound mailing list Csound@listserv.heanet.ie
>>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>>> https://github.com/csound/csound/issues Discussions of bugs and features can
>>> be posted here
>>>
>>>
>>>
>>> Csound mailing list Csound@listserv.heanet.ie
>>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>>> https://github.com/csound/csound/issues Discussions of bugs and features can
>>> be posted here
>>
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features can
>> be posted here
>>
>>
>> Csound mailing list Csound@listserv.heanet.ie
>> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
>> https://github.com/csound/csound/issues Discussions of bugs and features can
>> be posted here
>
>
> Csound mailing list Csound@listserv.heanet.ie
> https://listserv.heanet.ie/cgi-bin/wa?A0=CSOUND Send bugs reports to
> https://github.com/csound/csound/issues Discussions of bugs and features can
> be posted here

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