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Sound Particles AIR

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lofi
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Sound Particles AIR

Post by lofi »

More or less a copy/paste from Sound on Sound.
$55, I'm in.
/Anders

Image

A well-known mixing tip for making sounds appear more distant is to roll a bit of top end off. This replicates the effect of something being physically further away, because air is surprisingly good at absorbing high frequencies.

Normally when we do this we're using a high-shelving filter, or a low-pass filter, in a standard EQ, but post-production software specialists Sound Particles have developed a plug-in specifically for the purpose of simulating airborne high-frequency loss, called Air.

What sets Air aside from other EQs is that, rather than telling the plug-in how much high end you want it to filter, in Air you tell it the distance, air temperature and even humidity that you want to replicate. It's also aimed primarily at audio-for-video, with Sound Particles recommending it especially for ADR.

Usefully for dubbing mixers who may have forgotten the absorption coefficients of air at different temperatures and humidities, Air includes a large collection of presets that should suffice in most situations. The list includes settings such as 'Death Valley in Summer', 'New York in Autumn', and so on.

This processor was previously available as part of Sound Particles' Doppler plug-in (another post-oriented plug-in designed to simulate the frequency shift that occurs when a sound source moves in relation to the listener), but Air makes it available as a stand-alone processor for static sources. It's available now, for just $55.

https://soundparticles.com/products/air/





woodrose
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Re: Sound Particles AIR

Post by woodrose »

I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.

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Hannes_F
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Re: Sound Particles AIR

Post by Hannes_F »

Exactly in the right moment, thanks Anders!!!
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Lawrence
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Re: Sound Particles AIR

Post by Lawrence »

woodrose wrote: Jul 03, 2020 6:53 pm I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.
Me too. I was hoping for various other sound sources, including single orchestral Instruments, though that’s not what they’re aiming at.
“Many musicians get paying work based on their ability to create believable orchestral simulations. Whenever musicians get paying work, that’s a Good Thing.”

L.J. Nachsin

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lofi
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Re: Sound Particles AIR

Post by lofi »

Lawrence wrote: Jul 03, 2020 8:36 pm
woodrose wrote: Jul 03, 2020 6:53 pm I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.
Me too. I was hoping for various other sound sources, including single orchestral Instruments, though that’s not what they’re aiming at.
Image

There's a 30 day fully functional demo.
https://soundparticles.com/products/air/trial/

Best,
Anders


Guy Rowland
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Re: Sound Particles AIR

Post by Guy Rowland »

woodrose wrote: Jul 03, 2020 6:53 pm I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.
Especially one with baked in ambience. Very odd decision, isn't it?

There's a some spot effects in the first demo at least, which makes it sound uncannily like - well, a low pass filter. Is it really just an LPF but with controls so marked that it's easy to dial in the technical right amount based on physical parameters?


Lawrence
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Re: Sound Particles AIR

Post by Lawrence »

Anders-fair point. Personally, I think they could use better demos to intrigue people into trying it. The price is reasonable enough.
“Many musicians get paying work based on their ability to create believable orchestral simulations. Whenever musicians get paying work, that’s a Good Thing.”

L.J. Nachsin

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lofi
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Re: Sound Particles AIR

Post by lofi »

Guy Rowland wrote: Jul 04, 2020 4:57 am
woodrose wrote: Jul 03, 2020 6:53 pm I'm puzzled as to why they decided to demo this plugin with a bombastic music piece instead of sound effects.
Is it really just an LPF but with controls so marked that it's easy to dial in the technical right amount based on physical parameters?
Why don't you give it a spinn, see if it's just an LPF but with controls so marked that it's easy to dial in the technical right amount based on physical parameters.

Image
There's a 30 day fully functional demo.
https://soundparticles.com/products/air/trial/

Best,
Anders


Guy Rowland
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Re: Sound Particles AIR

Post by Guy Rowland »

You are right Anders, and good news is the trial doesn't even need an iLok activation.

It is indeed an LPF. The temperature and humidity controls do change the shape of the curve though. Watching the shape of the curve change as you sweep through the temp in particular is fascinating. I honestly have no real clue to true to life it is, but I assume its based on solid maths. Worth pointing out though that its clearly based on long distances - a version where you could set the input as a voiceover mic, say, and then roll back the distance just over a few feet to eliminate proximity effect might have been a nice touch. Equally, obviously there's no convolution engine to account for any buildings, trees etc.

I might try it on a few more sources over the coming 30 days, but in my basic voice tests I honestly don't feel the need for it. I'll probably just carry on rolling off the top end to taste, playing with the curve til it sounds about right.

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lofi
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Re: Sound Particles AIR

Post by lofi »

Guy Rowland wrote: Jul 04, 2020 12:53 pm You are right Anders, and good news is the trial doesn't even need an iLok activation.

It is indeed an LPF. The temperature and humidity controls do change the shape of the curve though. Watching the shape of the curve change as you sweep through the temp in particular is fascinating. I honestly have no real clue to true to life it is, but I assume its based on solid maths. Worth pointing out though that its clearly based on long distances - a version where you could set the input as a voiceover mic, say, and then roll back the distance just over a few feet to eliminate proximity effect might have been a nice touch. Equally, obviously there's no convolution engine to account for any buildings, trees etc.

I might try it on a few more sources over the coming 30 days, but in my basic voice tests I honestly don't feel the need for it. I'll probably just carry on rolling off the top end to taste, playing with the curve til it sounds about right.
Yes, I believe non of their products need iLok, but you do need to be connected to internet (I think?).
I've used their Sound Particle engine for Submarine interiors, a volcano and to morph 30 children into thousands.
Swedes could check the program "Sommarlov" for soundbites, if you have children you've probably seen it and yes I do know who this years "Sommarskuggan" is :P
...
It'd say it's more than a LPF or more than the ones I own prior to this anyway.
Normally it takes a few dips on an EQ and a LPF to create a similar sound.
For some reason editors and producers here in Sweden like to end or start scenes from an arial shot.
It's time consuming to automate several EQ bands for a natural sounding transition, this is a one-knob solution that fits my workflow perfectly.
...
$55 might sound a lot for a plugin but I'll save that halfway into the next production.
Time is money :idea:

Best,
Anders

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