How to get sound in and sound out + 3D objects?
Hey! I'm trying to play with this experimental idea in relation to sound.
However, it's not clear to me how to use the library to include a sound source in the fluid simulation, and also record sound out. Would love any help whatsoever.
More detail:
What I want to do involves a few experiments:
- Creating strange 3D instruments and running air through them.
- Creating 3D volumes/rooms with objects of different materials that constantly change shape and material (for different reflections of sound), and interpolate that by different noise textures, e.g. musgrave.
In real life, when we want to reveal a beam of light, we need to add fog.
In 3D, we can mimic something like that with a 'volume':
This volume allows light to scatter inside it when it enters it. By controlling the 'density' knob you get more 'diffusion'.
This feels very much like controlling the decay or diffusion in reverb.
What reverb doesn't do however, is this: https://imgur.com/a/aKvHH9d
Here I'm adding a 'texture' to the density of the 'fog' and modulating the density by that texture. Of course there isn't only one type of noise texture and you can try many.
So here's the point:
One thing I've always wanted in reverb is the ability to add obstacles (of varying material, so it reflects sound differently) in a room or area, or even empty space (akin to air transitioning to a vacuum in a pocket of space), but also interpolate the objects shape, and so on (smoothly). Much like I've done above with the musgrave texture into the density of the 'fog'/volume.
I'm curious how I might be able to achieve this via this fluid library or if I can do so.