#N canvas 93 45 978 756 10; #N canvas 592 22 564 465 flames 0; #X text 111 6 flames; #X obj 101 57 noise~; #X text 159 91 lop pass filter is too mild so we should use a band pass filter insteas; #X obj 83 88 bp~ 30 5; #X text 162 142 there's too much low end so we can use a clip~ to cap the level and a hip~ to take out some of the low freqs; #X obj 83 208 hip~ 25; #X obj 83 176 clip~ -0.9 0.9; #X obj 82 115 *~ 100; #X obj 82 143 hip~ 25; #X obj 81 241 *~ 0.6; #X obj 71 274 outlet~; #X obj 79 25 inlet~; #X connect 1 0 3 0; #X connect 3 0 7 0; #X connect 5 0 9 0; #X connect 6 0 5 0; #X connect 7 0 8 0; #X connect 8 0 6 0; #X connect 9 0 10 0; #X restore 106 158 pd flames; #N canvas 0 22 588 453 crackling 0; #X text 14 -434 Crackling; #X obj 14 -415 noise~; #X msg 140 -313 bang; #X obj 141 -238 line~; #X obj 141 -205 *~; #X obj 51 -159 *~; #X text 202 -277 the message into the line unit tells the noise to jump immediately to a value of 1 \, then decay back to zero taking 20ms to do it.; #X obj 27 -389 lop~ 1; #X obj 40 -365 env~; #X text 81 -367 the env~ converts source to a control signal; #X text 179 -205 the square atom modifies the output of the line generator ; #X obj 47 -334 moses 50; #X obj 140 -334 moses 51; #X text 202 -333 the 2 moses act as signal splitters; #X text 77 -399 the low pass filter gives us a slowly moving random source; #X text 167 -158 to make the crackles more unique we can alter the time of the decay and make the tone more unique; #X obj 140 -288 random 30; #X msg 141 -261 1 \, 0 \$1; #X text 197 -236 the \$1 allows us to get the decay to vary by allowing the arguments passed into it to vary; #X obj 60 -252 * 500; #X obj 61 -222 + 1500; #X obj 31 -191 bp~ 4000 1; #X obj -32 -419 inlet; #X obj 46 -129 outlet~; #X obj -15 -388 dsp; #X connect 1 0 7 0; #X connect 1 0 21 0; #X connect 2 0 16 0; #X connect 3 0 4 0; #X connect 3 0 4 1; #X connect 4 0 5 1; #X connect 5 0 23 0; #X connect 7 0 8 0; #X connect 8 0 11 0; #X connect 11 1 12 0; #X connect 12 0 2 0; #X connect 16 0 17 0; #X connect 16 0 19 0; #X connect 17 0 3 0; #X connect 19 0 20 0; #X connect 20 0 21 1; #X connect 21 0 5 0; #X connect 22 0 1 0; #X connect 22 0 24 0; #X restore 200 160 pd crackling; #N canvas 0 22 450 300 hiss 0; #X obj 128 173 *~; #X obj 182 62 lop~ 1; #X obj 183 35 noise~; #X obj 85 62 hip~ 1000; #X obj 179 117 *~; #X obj 180 90 *~ 10; #X obj 179 142 *~; #X obj 172 172 *~ 600; #X obj 203 -16 inlet~; #X obj 127 221 outlet~; #X connect 0 0 9 0; #X connect 1 0 5 0; #X connect 1 0 5 1; #X connect 2 0 1 0; #X connect 2 0 3 0; #X connect 3 0 0 0; #X connect 4 0 6 0; #X connect 4 0 6 1; #X connect 5 0 4 0; #X connect 5 0 4 1; #X connect 6 0 7 0; #X connect 7 0 0 1; #X connect 8 0 3 0; #X restore 308 161 pd hiss; #X obj 101 211 *~ 0.5; #X obj 162 295 *~ 0.2; #X obj 169 348 dac~; #X obj 203 208 *~ 0.5; #X obj 321 212 *~ 0.5; #X text 449 254 pd siren...let's pick a frequency and oscilate it like a siren; #N canvas 572 22 815 585 siren 1; #X text -422 -11 osc~ will remember the value it last received; #X obj -449 59 inlet; #X obj -419 308 osc~; #X text -625 444 If i wanted to loop this I'd put the loop in before the bang so that the sample knows to loop and the effects are put on afterwards; #X obj -413 273 line~; #X text -368 273 read this position in the sample over time; #X obj -447 180 trigger bang bang; #X text -492 253 plays backward; #X obj -448 104 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 1; #X text -594 232 go to zero in 1500 ms; #X msg -367 242 440 1500; #X obj -449 149 metro 3000; #X obj -451 211 delay 1500; #X msg -446 235 200 1500; #X obj -391 353 outlet~; #X connect 1 0 8 0; #X connect 2 0 14 0; #X connect 4 0 2 0; #X connect 6 0 12 0; #X connect 6 1 10 0; #X connect 8 0 11 0; #X connect 10 0 4 0; #X connect 11 0 6 0; #X connect 12 0 13 0; #X connect 13 0 4 0; #X restore 381 158 pd siren; #X obj 391 126 tgl 15 0 empty empty empty 17 7 0 10 -262144 -1 -1 1 1; #X obj 398 215 *~ 1; #X text 475 211 if you multiply by *~ the output is 0 - no signal in amplitude \, so you need to multiply by 1; #X connect 0 0 3 0; #X connect 1 0 6 0; #X connect 2 0 7 0; #X connect 3 0 4 0; #X connect 4 0 5 0; #X connect 4 0 5 1; #X connect 6 0 4 0; #X connect 7 0 4 0; #X connect 9 0 11 0; #X connect 10 0 9 0; #X connect 11 0 4 0;