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07-14-2012, 12:28 PM
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#1
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Human being with feelings
Join Date: Feb 2012
Posts: 33
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how to achieve doppler effect in audio?
Hi
How can i make some synth notes sound like passing airplane or car? (wzzzhhhhuuuummmmmmmmmmmmmmm...).
Yes, i can achieve this effect with some vstis, but the problem is that initial sound of the note is the one i want - only after holding the key for a few seconds i begin to hear that "doppler effect" sound. and there is no way to cut/mute/fade out initial 2 seconds of a midi note. if i cut and delete some part of midi note, the left part still begins with undesired sound just like before (baaang!, and only then my desired dopplerish wzzzhhhhuuuummmmmmmmmmmmmmm)
i want a whole midi note to sound wzzzhhhhuuuummmmmmmmmmmmmmm
thank you
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07-14-2012, 01:01 PM
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#2
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Human being with feelings
Join Date: Dec 2009
Location: Minnesota
Posts: 9,090
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Quick and easy way would be to record the sound you do have into audio and edit the audio to cut out the beginning that you don't like (baaang!), leaving you with just the wzzzhhhhuuuummmmmmmmmmmmmmm that you crave.
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The Sounds of the Hear and Now.
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07-14-2012, 01:24 PM
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#4
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Human being with feelings
Join Date: Sep 2007
Posts: 2,153
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07-14-2012, 01:49 PM
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#5
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Human being with feelings
Join Date: Feb 2012
Posts: 33
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thank you all guys! much appreciated! )
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07-14-2012, 01:53 PM
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#6
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Human being with feelings
Join Date: Dec 2009
Location: Minnesota
Posts: 9,090
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Quote:
Originally Posted by henge
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Did you check these Henge?? I tried all of the links on the page you linked to, and none of them work. I imagine that this is a very old web page...
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The Sounds of the Hear and Now.
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07-14-2012, 02:04 PM
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#7
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Human being with feelings
Join Date: Sep 2007
Posts: 2,153
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Quote:
Originally Posted by richie43
Did you check these Henge?? I tried all of the links on the page you linked to, and none of them work. I imagine that this is a very old web page...
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Sorry Richie, I did not! I thought they'd work.LOL
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07-14-2012, 02:18 PM
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#8
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Human being with feelings
Join Date: Oct 2007
Location: Lincoln, UK
Posts: 7,924
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Use pitch-shift and automate the envelope to have a tangential profile. Ie start with the sound pitched up a couple of semitones and over the period of time gradually start to drop the pitch, have the envelope slope at its steepest as it crosses pitch neutral, and then gradually bottom the slope out at 2 semitones pitched dowm. 2 semitones is a starting point, depends on relative velocities...
If you follow a tangential shape for the pitch envelope, this will mimic the rate of change of source relative velocity and the resultant pitch change experienced by an observer being passed by a constant velocity sound source.
The maths isn't that complicated if you had real numbers to play with, but it should follow a tangent function of variable positive and negative start and end pitches, with a zero-crossing angle dependent on how close you would be to the moving object (nearly vertical for fast and close, more gentle for slower or further away).
Everything else is level, noise and timbre -add some rumble, white noise and filters and and volume envelope the lot of them
Have fun!
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07-14-2012, 04:34 PM
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#9
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Human being with feelings
Join Date: Nov 2009
Location: Montreal, Canada
Posts: 9,048
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ya, for me the answer to this depends on where your synth is coming from. if it's something like massive, or FM8, or some kind of flexible synth editor thing, then you can achieve the effect by setting your pitch and volume envelopes correctly.
if your synth software doesn't let you do that, then it might be better to find one that does for this effect, or, you could program it in yourself using pitch shift CC data, and volume envelopes.
it may depend also on exactly how many times you want to do this.
but to me, it sounds like the best is to use a synth that let's you edit pitch envelopes and volume envelopes, and mess around with that until you get the effect how you want it.
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Slava Ukraini
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07-15-2012, 12:26 AM
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#10
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Human being with feelings
Join Date: Jun 2010
Location: Sweden
Posts: 1,541
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Waves dopplar maybe:
http://www.waves.com/Content.aspx?id=244
It's in the $60 range something.
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-- Windows 11 Pro, i7-12700F 2.1GHz 32G, RME Digiface USB Audient ASP800 Lexicon MX200, Reaper 4.78 --
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07-15-2012, 08:38 AM
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#11
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Human being with feelings
Join Date: Dec 2009
Location: Minnesota
Posts: 9,090
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Quote:
Originally Posted by Nip
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lol. I love it when people post super-helpful advice that's already been posted!! (one of first responses above)
I've done it plenty of times, I just had to hassle ya.
__________________
The Sounds of the Hear and Now.
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07-15-2012, 09:59 AM
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#12
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Human being with feelings
Join Date: Jan 2007
Location: mcr:uk
Posts: 3,889
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The best way is to run past a mic really fast while carrying your synth or its amplifier. You'll need some very long leads, power cables if your synth/amp won't run on batteries, and possibly some energy drinks in case you have to do a few takes.
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07-15-2012, 10:05 AM
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#13
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Human being with feelings
Join Date: Mar 2012
Location: Asheville NC
Posts: 1,335
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Quote:
Originally Posted by planetnine
Use pitch-shift and automate the envelope to have a tangential profile. Ie start with the sound pitched up a couple of semitones and over the period of time gradually start to drop the pitch, have the envelope slope at its steepest as it crosses pitch neutral, and then gradually bottom the slope out at 2 semitones pitched dowm. 2 semitones is a starting point, depends on relative velocities...
If you follow a tangential shape for the pitch envelope, this will mimic the rate of change of source relative velocity and the resultant pitch change experienced by an observer being passed by a constant velocity sound source.
The maths isn't that complicated if you had real numbers to play with, but it should follow a tangent function of variable positive and negative start and end pitches, with a zero-crossing angle dependent on how close you would be to the moving object (nearly vertical for fast and close, more gentle for slower or further away).
Everything else is level, noise and timbre -add some rumble, white noise and filters and and volume envelope the lot of them
Have fun!
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I've gotten good results combining this method (more or less) with an automated ReaEq. Start with a pretty drastic high-pass and a sublte low-pass and automate them to match the pitch shift so that you end up with a big low-pass and subtle high-pass at the end. I dunno how to explain it better than that - hopefully it made sense.
I didn't do any math, just kind of fudged it. I think if you get a good approximation the effect still telegraphs pretty well. If you're working in stereo don't forget to pan the track from left to right or vice versa.
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07-15-2012, 10:14 AM
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#14
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Human being with feelings
Join Date: Dec 2009
Location: Minnesota
Posts: 9,090
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Quote:
Originally Posted by IXix
The best way is to run past a mic really fast while carrying your synth or its amplifier. You'll need some very long leads, power cables if your synth/amp won't run on batteries, and possibly some energy drinks in case you have to do a few takes.
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Best solution yet. Maybe add a skateboard for the speed, consistent motion, and the sound of the wheels (preferably an OLD skateboard with hard wheels) just may be a great sonic addition.
__________________
The Sounds of the Hear and Now.
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07-15-2012, 10:32 AM
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#15
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Human being with feelings
Join Date: Mar 2012
Location: Asheville NC
Posts: 1,335
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Last edited by Swamp Ape; 07-15-2012 at 10:51 AM.
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04-25-2020, 10:37 AM
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#16
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Human being with feelings
Join Date: Jan 2013
Location: Cuernavaca, Mexico
Posts: 11
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Quote:
Originally Posted by Swamp Ape
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This is cool!
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04-25-2020, 01:57 PM
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#18
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Human being with feelings
Join Date: Jan 2020
Posts: 680
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That is quite good ....but....
It depends a lot on the effect that kiedis is trying to achieve!
The question is doppler that is purely frequency shift(pitch if you will) owing the the apparent wavelength change.
As pointed out by planetnine the closest distance to the moving object (i.e. as it passes) has an affect in the sound.
For the further explanation in the original post 'like a passing plane or car' then the further planet comments need to be effected too.
Distant objects are quieter and will be loudest at the closest point fading away again. An S shaped fade up and then down might approximate.
Similarly at distance bass travels better than higher frequencies. Unless you simulate big distances that should not be overdone but will be before and after the object passes.
Lastly if the object itself produces sound with directional properties then there may well be a fall off in higher frequencies as and after it passes (consider something such as a siren, loudhailer directing sound forwards but bass being more omnidirectional) or in fact the opposite for some sounds (consider a car exhaust or jet engine - sort of pointing backwards!!).
Amplitude and Equalisation envelope(s) can be employed for those depending on how much realism you want!
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