Rocket
Figure 55.8
Rocket.
The rocket itself would be a separate object, although in this exercise it is
included within the same patch example. Ideally the rocket would emit an
DSP Implementation
623
accurate representation of a real rocket sound. It would actually get louder and
more energetic sounding during the short time the fuel burns away. Environ-
mental modelling for movement would then be applied to it so that distance
produces a decaying, dulling effect from the shooter’s point of view.
With a proper two-object implementation the sound would immediately
work when passing an observer, or approaching the target, without having to
make separate sounds for all cases. However, in this example we fake some of
that, just to show some of the principles that should be employed in the envi-
ronmental model for the rocket. In figure 55.8 we see the rocket patch. In many
ways it is similar to the launch tube model, since a rocket is no more than a
propellant burning in a half-open tube.
Again, a line envelope controls the burn time, although this time we use a
square-root-shaped curve for the main modulator. The effect of the fuel burning
is interesting. With time, an increasing surface area burns, and greater pressure
is produced. But at the same time the size of the cavity increases, lowering the
tone. These dynamics don’t cancel each other out, but they produce an inter-
esting set of changing resonances that characterise a rocket sound. The fuel
effect is obtained by the
notchbands
filter which sweeps upward in a power
curve, while at the same time a
comb
filter sweeps over the noise before it is
placed in the
pipe
model whose size is slowly increased.
For a man-portable SAM like the stinger, the rocket accelerates at an
extremely high rate, reaching Mach 4 in about the time it takes to burn all
its fuel. This means there is an extreme downward Doppler shift, and at some
point not long after launch the sound stops being heard at the shooter’s posi-
tion. Here we have a compromise between a realistic and artistic effect. Giving
the rocket sound some
exhaust jitter
fakes the environmental effects of wind
shear and strong ground effects. Finally, we need some way to turn off the rocket
sound when it hits a target. You’ll probably want to download the code rather
than build this, but so you can implement the rocket just from this book I’ve
included the internal components of the rocket in figure 55.9, which we will not
discuss further.
Reload
To reload the weapon a new rocket slides into the tube. When fully home it
interlocks with the arming and firing mechanism. The first part of this sound
is a frictional noise during which the tube length, in half-open mode, is swept
the opposite way than for launching, so it gets shorter. The locking sound is a
couple of clicks applied to the chamber in its loaded configuration. All the com-
ponents needed are shown in figure 55.10. On receipt of a bang at
reloadbutton
some handling noise is triggered, the chamber is switched to closed mode, and
its resonance configured before a slow line sweeps over the chamber frequency.
The friction is produced by some unipolar high-pass-filtered narrow band noise
around 6kHz. Clicks for the locking mechanism are produced by 20ms bursts
of noise around 5kHz with a square law envelope. This subpatch also includes
some initialisation for the launch tube using
.
(a)
(b)
(c)
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