468
Thunder
Figure 40.13
A patch to produce thunder made of several separate components.
the components in different ways. A great many thunder effects can be obtained
by changing the filters and delay timings. An interesting effect is when, due to
combined refraction and ground propagation, a powerful low rumble precedes
the main strike. Comb filter sweeps can be put to good use to mimic the effects
of superposition from many points.
Results
Source
. . . . . . . . . . .
<
http://mitpress.mit.edu/designingsound/
thunder.html
>
Conclusions
Synthetic modelling of thunder is potentially very expensive if done with finite
element arrays and a detailed environmental model, so we must cheat. Breaking
the sound into layers and cheaply synthesising each one provides a reasonable
approximation that can be deployed in real time.
Exercises
Exercise 1
What differences might be heard for cloud-to-cloud lightning passing overhead
with the observer immediately below? Research the effects of absorption by
water vapour and try to create the effects of thunder high in the clouds.
Conclusions
469
Exercise 2
Using Ribner and Roys 1982, work with a computer animation artist to produce
a sound accompaniment to randomly generated lightning shapes (see Glassner
2000).
Acknowledgements
Thanks go to: Joseph Thibodeau for his initial MATLAB implementation of the
N-wave model; Randy Thom for suggestions, criticisms, and help with model
improvements; and the guys at Lucas Arts (Skywalker sound) for use of com-
puting time.
References
Bass, H. E. (1980). “The propagation of thunder through the atmosphere.”
J. Acoust. Soc. Am.
67: 1959–1966.
Bass, H. E., and Losey, R. E. (1975). “The effect of atmospheric absorption on
the acoustic power spectrum of thunder.”
J. Acoust. Soc. Am.
57: 822–823.
Farina, A., and Maffei, L. (1995). “Sound propagation outdoors: Comparison
between numerical previsions and experimental results.”
Volume of Compu-
tational Acoustics and Environmental Applications
, (ed. Brebbia, C. A.), pp.
57–64. Computational Mechanics Publications.
Few, A. A. (1970). “Lightning channel reconstruction from thunder measure-
ments.”
J. Geophysics
36: 7517–7523.
Few, A. A. (1982). “Acoustic radiations from lightning.”
CRC Handbook of
Atmospherics
, vol. 2, ed. Volland, H., pp. 257–290, CRC Press.
Glassner, A. S. (2000). “The digital ceraunoscope: Synthetic lightning and thun-
der, part 1.”
IEEE Computer Graphics and Applications
20, no. 2.
Hill, R. D. (1971). “Channel heating in return stroke lightning.”
J. Geophysics
76: 637–645.
LeVine, D. M., and Meneghini, R. (1975). “Simulation of radiation lightning
return strokes: The effects of tortuosity.”
Radio Sci.
13, no. 5: 801–809.
Ribner, H. S., and Roy D. (1982). “Acoustics thunder: A quasilinear model for
tortuous lightning.”
J. Acoust. Soc. Am.
72: 1911–1926.
Ribner, H. S., Wang, E., and Leung, K. J. (1971). “Air jet as an acoustic lens
or waveguide.”
Proc. 7th International Congress on Acoustics, Budapest
, vol.
4, pp. 461–464. Malk/Nauka.
Sachdev, P. L., and Seebass, R. (1973). “Propagation of spherical and cylindri-
cal N-waves.”
J. Fluid Mech.
58: 197–205.
Wright, W. M., and Medendorp, N. W. (1968). “Acoustic radiation from a finite
line source with N-wave excitation.”
J. Acoust. Soc. Am.
43: 966–971.
41
Practical 18
W
ind
Aims
The sound of howling wind is the first thing that comes to mind for many
outdoor scenes. Usually we add keypoint actors to a game level that are long
loops of recorded wind, so it is one of those sounds that either occupies a lot
of sample memory or is conspicuously repetitive. Normally, wind is something
sound engineers go to great expense and trouble to avoid when recording. Good
recordings of real wind effects are hard to come by. Unless you can find the per-
fect sheltered spot, the conditions necessary to get the howling and whistling,
even with great wind shields, just result in a rumble. So, even for films, it is
often synthesised. Here we will design a low-cost dynamic wind sound genera-
tor that produces realistic gusts and wails in a pattern that constantly changes
according to a local wind speed factor. This is one of the few exercises where
we will make use of stereo in order to demonstrate placement of objects within
an audio scene.
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