that “Velvet Cluster Noise” patch is badass! :raised_hands:

i wanted to tweak it to be more ‘analog’-sounding(basically trying for softer curvatures in various parts), so i put the “click~” object at the end, also put some buttons to give quick options for the original single-sample click, sine, sinc window, and finally at bottom-right is a multislider to set 16 samples to whatever shape you like.

also swapped out rampsmooth~ with slide~, and clip~ out with tanh~ (just for soft-saturation)… there’s a couple more things i might not be remembering(‘unslid mix’ knob allows you to add original clicks back in outside the slide~ - so if you wanted closer to the original Velvet noise, you could set it to single-sample, turn ‘unslid mix’ up, and maybe swap out slide~ with rampsmooth~ again… …also, the final live.gain~ slider goes into tanh~ so you can turn it up to +6dB and tanh~ will still keep everything within -1. and 1. but with that soft-saturated sound)… also added presets 12 through 16 to switch transient shapes while 1-11 still keep closer to the original.

called this one “VelourClusterNoise” :ribbon: :dancer: :man_dancing: :grin:
VelourClusterNoise.maxpat (43.0 KB)

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Really nice additions! Lovely ‘old radio’ feel to some of the later presets.

I need to spend the day working, but going to have a tinker later.

VelourClusterNoise - :rofl:

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Hey, thanks for sharing!

Yeah, one of the fun ones that I made for Euro Reakt is “Spectral Noise”. Essentially, it fills a bunch of spectral bins with random data and then sends it through an inverse Fourier transform. This could probably be easily done in Max with the ifft~ object, although I haven’t actually used that object before. I should experiment with that. I think a lot of the patches shared here would be fun to mc-ify.

I also ported Crackle and Dust from SuperCollider to VCV (https://library.vcvrack.com/?query=&brand=HetrickCV&tag=&license=). The Dust module combines Dust and Dust2. The Crackle module has a “broken” mode that makes nasty modem noises. This happened as it was one of the first modules I built in Reaktor, and I wasn’t entirely familiar with Reaktor’s memory system, so one of the variables was being written in the wrong order. It actually took me a long time to then port that bug/feature back to C++

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great,… this is very useful to me, thanks. And it gives me a chance to check out some twitch content… i always thought it is only for gamer…

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Downloaded the max patch recorded some clicks and pops from it and ended up with a really nice track I think! :slight_smile: @_mark Thank you for the inspiration!

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Nice work. Do you know Jelinek’s classic album?

He uses vinyl record noises as his rhythm section.

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Thank you. Totally! That’s a classic album.

There are some great ideas here! I’ve been using a (cheap) short wave radio to generate noise in my eurorack patches. The shortwave radio through a LPG makes great hi-hat sounds - quite a bit of semi-random variation to play with.

You can send downsampled white noise (via a s&h and square wave oscillator) into a comparator with a high threshold and then use the comparator output to open and close a vca. If you use the vca to gate an oscillator that is just barely in the audio range (or moving between audio and subaudio range via another LFO into its own FM input) then you can get a nice variety of clicks depending on the oscillators frequency and phase. Modulate the sample rate of the s&h or use a bandpass filter pre-S&H (or both!) for variation.

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“If you record the sound of bacon in a frying pan and play it back, it sounds like the pops and cracks on an old 33 1/3 recording. Almost exactly like that. You could substitute it for that sound”. Tom Waits


… or you can record styrofoam peanuts, bubble-wrap or old vinyl records, then go further with bpf + granular synthesis with rnd modulation to pitch, density, jitter, etc.

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This might save me from buying a Double Knot. I am trying to go in the box (plus a grid) and now I can scratch one of my remaining hardware itches.

I have a nice recording of fermentation of some ginger in a glass. Happy to upload when I am back home.

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if we’re talking hardware/analog circuitry, the ciat lonbarde apcs and some rolz are really great for this type of thing. paper circuits are very cheap and easy to build yourself

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hydrophones in frozen water / thermal shocks

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Is this a project of yours?

yes, me + my partner.

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I’m quite fond of hydrophones in whiskey on the rocks. Pops and squeaks nicely.

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i found a bit of supercollider code for making rain/thunder sounds. (code here) so, naturally i wrapped it in a norns engine :sweat_smile:

I don’t think this is terribly useful lol, but here’s the norns code if anyone wants to check it out.

edit: this is now in the Library and install-able from maiden.

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now Im imagining a nice little script that transitions between different “scenes” (rain, birds, ocean, etc) and plays nature sounds. maybe not very useful but many of my favorite things arent :slight_smile:

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It’s not the most complicated thing, but I’m liking this for a basic one in supercollider:

Dust2.ar(2.5, 1) + Crackle.ar(1.95, 0.1) + SinOsc.ar((PinkNoise.ar(0.5) * 7500) + 40, 0, 0.006);

Crackle is a chaos noise that sounds like… crackle. Dust2 isn’t particularly different from “velvet noise” (random positive or negative impulses N times per second), and the last bit is the “bacon fry” technique mlogger mentioned. Pass it through some HPFs/LPFs (mine’s going through MoogFF.ar(HPF.ar(LPF.ar(noise, 5000), 260), 3100, 0); for a lo-fi kinda vibe) if you’d like

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