NOTE : THE LINKS BELOW CONTAIN HARSH NOISE!
Be mindful of your volumes when you click them. You have been warned. lol.
So, I finally built out my “playNoise” function, that lets me play from a random set of samples at different rates and points in the sample.
I have been able to get some cool results from it, like this:
now comes the fun part, adding effects to it.
Right now, all the effects in the song are coming from a reverb and distortion, as well as the randomness of the samples, (all of them are system32 files)
So, my question is, do you veterans of Sonic Pi have any tips and tricks on how to make this noise sound any crazier through effects?
A big influence of mine is (VERY LOUD!!!) Merzbow, and I would love to eventually get my noise onto his level. I know it won’t be an exact match because all his stuff is analog and I’m dealing with code and computer noise as my samples, but I still feel like there can be a lot in common with the way he processes his signals, and the way I do.
Below is the noise generator, because I wanted to show it off. haha
samples = ["advancednstallers-Incmiv2.dll.wav", "gm.dls.wav", "igdfcl32.dll.wav", "imageres.dll.wav", "inetres.wav", "Microsoft-Windows-Foundation-Package~31bf3856ad4.wav","nvoglv32.dll.wav", "setupEP.wav", "shell32.dll.wav"] #Sample x = "" #Timing #y = start #z = end y = 0 z = 1 #Rate r = 1 #Offset o = 0 define :randomseed do |a| use_random_seed a puts a end define :picksample do x = sl + samples.choose end define :picktime do |ymin,ymax,zmin,zmax| y = rrand(ymin,ymax) z = rrand(zmin,zmax) end define :pickrate do |rmin,rmax| r = rrand(rmin,rmax) end define :playnoise do |a, pan| randomseed a picksample picktime 0.8, 0.1, 0.5, 0.6 pickrate 0.1, 2 sample x, start: y, finish: z, rate: r, amp: 6 sleep sample_duration(x, start: y, finish: z) / (r+0.1) end with_fx :distortion, distort: 0.1 do with_fx :reverb do in_thread do playnoise 100, 0 end end end
Edit : Obviously, I know that basics of fx, but I’m looking for maybe some more advanced tips, like layering effects without making the output feeling too “muffled” or “extreme”. Or combinations of effects that you know from experience work and don’t work.