Bouncing Ball Effect

  • Thread starter Thread starter flextone
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flextone

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Hello,

I was wondering what would be the best way, in your opinion, to get this effect where the sample is triggered faster and faster to produce a "bouncing ball" effect. As there are numerous ways of doing this, I am interested to hear yours.

Regards,

Flex.
 
Can't you just set up a room mic and record a ball being bounced on a hardwood floor?

Not being a smartass, just wondering why it has to be samples...?
 
Just thinking out loud here...

I'd be tempted to try using a synth program to set up a very low frequency pulse wave that increases in frequency over time and use that as the trigger wave for whatever sample you're wanting to use.

G.
 
You could program a LFO with MIDI automation to increase in frequency as the project progresses? You could use this to trigger a sample?

A simpler way to do it would be to lay out samples at 1/4 beats in a track, and increase the tempo over a period of time.

You would have to program it with a speed curve of r^2 (r squared) because each time a ball bounces less and less energy is put back into moving it vertically upwards again... so would not be a straight line increase.
 
Use a delay that allows you to modulate the delay time. As you make the delay time shorter, the delayed signal will progressively get higher in pitch and the repeats will get closer to one another. This is the easiest way to achieve this and is how it's done most of the time.
 
Thanks for all your ideas guys.

I found the simplest way is to have a sample loop inside a sampler, and then gradualy shorten the loop length. However, this doesn't sound as smooth as I would have liked.

btw
How would I go about triggering a sample with an LFO? I have an akai s3000 and think it can trigger samples using incoming audio, just seems like a lot of work for something like this.
 
What about a delay with a regeneration length that adds the reflections back in?
 
That would sound to much like feedback and not like the original sample repeating.
 
That would sound to much like feedback and not like the original sample repeating.
Dude, just try the tip I gave you about using a delay. If you wanna get fancy you can even use HF and/or LF damping to alther the tone of the repeats, which is NOT the same as doing filter sweeps on a sampler.
 
Thanks for all your ideas guys.

I found the simplest way is to have a sample loop inside a sampler, and then gradualy shorten the loop length. However, this doesn't sound as smooth as I would have liked.

btw
How would I go about triggering a sample with an LFO? I have an akai s3000 and think it can trigger samples using incoming audio, just seems like a lot of work for something like this.

Also realize that the frequency increase is going to be exponential - the rate of increase goes up as the period goes down. Additionally, the strength of the attack decreases as well.

Are you trying to simulate the sound of a bouncing ball, or are you trying to apply that style of change to a different sound? Because simply bouncing something in front of a mic is the way to go, if the former.
 
Why hasn't anyone suggested triggering the sample using a button? All this programming, etc., just play it. Then, if you need the last few samples to be really fast - faster than you can play - can you get it into something where you can edit it visually?

Also, if you can trigger with audio, you could mic a drum pad or even a real bouncing ball. Use that to trigger.
 
DrewPeterson7, I'm not really after the sound of a bouncing ball, just the effect.

Noisewreck, I am aware of how a sped up delay line sounds, and it's not what I'm after.

No suggestion as to how would I trigger a sample using an LFO?
 
DrewPeterson7, I'm not really after the sound of a bouncing ball, just the effect.

Noisewreck, I am aware of how a sped up delay line sounds, and it's not what I'm after.

No suggestion as to how would I trigger a sample using an LFO?

Out of my field of expertise, dude... Though, the last suggestion I would have would be to record a sample of a bouncing ball, then use something like Drumagog to replace hits...?
 
flextone said:
Noisewreck, I am aware of how a sped up delay line sounds, and it's not what I'm after.
Hmmm. so you want to have the hits or the "bounces" faster w/o the pitch change then?

Then as mentioned Drumagog might be the easiest way to trigger the sample, however you'll need to have a "bouncing ball" type of audio to trigger it. The other possibility is to load it up in a sampler that supports Granular Synthesis such as Kontakt and speed it up there.
 
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