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programming with max/msp - Virtual Sound

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Chapter 3P - Noise generators, filters, and subtractive synthesis<br />

Note that the spectrum of pink noise, unlike white noise, is gradually<br />

attenuated as frequencies get higher, and that this attenuation (as we know<br />

from Section 3.1T) is 3 dB per octave.<br />

Reconstruct the simple patch shown in the figure and listen carefully to the<br />

difference between pink noise and white noise. Which of the two seems more<br />

pleasant (or maybe just less unpleasant), and why?<br />

Add an oscilloscope (scope~) to the two patches just built, remembering<br />

to set the “Calcount - samples per pixel” 3 attributes in the Value tab of the<br />

Inspector, and observe the difference between the waveforms of pink noise<br />

and white noise.<br />

In Figure 3.5, we see these two waveforms side-by-side.<br />

Fig. 3.5 Waveforms of white noise and pink noise<br />

Without bogging down in technical details, you can see that while white noise<br />

is basically a stream of random values, pink noise is generated using a more<br />

complex algorithm in which a sample, although randomly generated, cannot<br />

stray too far from the value of its predecessor. This results in the “serpentine”<br />

waveform that we see in the figure. The behavior of the two waveforms demonstrates<br />

their spectral content: when the difference between one sample and<br />

the next is larger, the energy of the higher frequencies in the signal is greater. 4<br />

As you know, white noise has more energy at higher frequencies than pink<br />

noise.<br />

Another interesting generator is rand~, which generates random samples<br />

at a selectable frequency and connects these values using line segments (as<br />

shown in Figure 3.6). Unlike noise~ and pink~, which each generate random<br />

samples on every tick of the DSP “engine” (producing a quantity of samples<br />

in one second that is equal to the sampling rate), <strong>with</strong> rand~ it is possible to<br />

choose the frequency at which random samples are generated, and to make<br />

the transition between one sample value and the next gradual, thanks to linear<br />

interpolation.<br />

3 We explained this attribute in Section 1.2P.<br />

4 To understand this assertion, notice that the waveform of a high sound oscillates quickly, while<br />

that of a low sound oscillates slowly. At equal amplitudes, the difference between succeeding<br />

samples for the high frequency case will be larger, on average, than for the low frequency case.<br />

from “Electronic Music and <strong>Sound</strong> Design” Vol. 1 by Alessandro Cipriani and Maurizio Giri<br />

© ConTempoNet 2010 - All rights reserved<br />

3P<br />

359

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