This post is for the more technically-minded.. Here’s the core of the (very rudimentary) Max patch I’ve build for the noisebursts and resonances. Basically, an ‘event’ (ie an instance of rapid movement) will trigger the adsr~ envelope to let through a little burst of noise~ (I wanted a bit more flexibility than a simple hard impulse). This is then fed through the comb~ filter to give it a tuned resonance, and the biquad~ (lowpass) filter to knock off some of the high frequencies. This is then delayed and fed back on itself (which you can’t really see on this bit of patch – sorry) which will produce the very long resonancies and slow decay, with the sound getting duller with each iteration til it dies away. The sound is spatialised using the ambipan~ object – this is only in the x and z axes as it’s a quadraphonic setup we’re using. The y axis is currently used to control the pitch of the resonance – these pitches are arranged in a nice harmonic or sub-harmonic series controlled by r fundamental and r ratio.
This is only a little bit of the patch, and it’s wrapped up – with a few other bits and bobs – inside a poly~. This allows many of these noiseburst/resonances to be active at once – my processor seems to be able to handle about 150.
I’m aware that this will need to be coded from scratch for the final project (which will hopefully allow many more sounds to be active at once), so I’m keeping it simple. Noise generators, delays and filters should be reasonably straightforward to code, and the ambipan~ object comes with source code – thanks guys!