Audio diary 02: Shaping and generating wind assets with Supercollider
Second entry in my audio diary series, this time focusing on a task I was given for a freelance game audio gig, where I had to do expressive wind assets with plenty of possibilities for variations and different timbral flavours.
I recorded some source material at home (blowing through a plastic cable channel) and wrote a Supercollider granular mangling patch that would allow me to quite quickly generated gusts and beds with variations on filtering and dynamics.
Working with sampler-based setups like this is wonderful, when you can easily swap out the sample being mangled. While I do not show it in the video, great material can be harvested when using something completely different from wind; instrument recordings, field recordings, insect-like textures and so on.
So if you feel like watching me run through some Supercollider code, have a look-see.
Cheers.