Wind, too, is a great ambient effect that’s relatively easy to reproduce using synthesis. Let’s consider what kind of wind we want to reproduce. To get the most out of the effect let’s make it a fairly windy day in something like a grassy field with a few trees, so we’ll hear a breeze with light gusts every now and again, but sometimes experience stronger, more steady gusts. We’ll make it so that the stronger gusts are controllable, which could be useful to tie to some event taking place on a game screen, for instance.


As with the waves patch, this analysis is intuitive rather than scientific. The method of reproducing wind is similar to waves in that white noise can reproduce the spectra created by the chaotic flow of air around ...

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