I meant particle physics at the atomic level- air molecules are particles, vs. quantum physics (sub-atomic: fermions, quarks, etc.). We can model waves on the computer as vibrating particles to get a good basic understanding of wave dynamics. Surprisingly couldn't quickly find an example on YouTube. This should provide the basic idea:
I was thinking of 3D particle simulation, where particles can also move in any direction, so spherical wave propagation as with sound in the real world vs. what is shown in the above video (where it's really 2D simulation with particles constrained to 1 degree of freedom: up and down).
Many years ago I needed a jet engine sound and didn't have the means to record a real one. So I wrote software to simulate the turbine (multiple sine waves) and a simple "particle" simulator to model low-frequency turbulence. It sounded pretty good! (was for an early VR videogame)
Agree if it's possible to simply record the real thing, that's way easier and faster! At the same time, if it's possible to model a sound, we can use it for interactive software applications, which can sound better than doing cross-fades, which can still work pretty good (actual Z06 Corvette engine cross-faded in real-time (recorded with the ancient Sony MZ-1. The hardest part of creating that simulator was the tire simulation- there were no good books/resources at the time and still probably aren't any: it's a surprisingly hard problem)):
Since it's possible to get excellent results simulating the Navier-Stokes fluid dynamics equations, in real-time no less(!), it's possible to model sound as well:
This is closer (2D):
Surprised to see not that many good sound simulation visualizations on YouTube!
Back to the mic-on-camera question about how sound changes with distance. Since sound travels around 761MPH at sea level, there's not much time for turbulence to really affect the sound as it travels from the source to the mic. Thus I'd expect the sound not to change very much with distance in an anechoic room, and in a quiet outdoor environment with only the ground as a reflector (perhaps at a certain distance sound reflections will start having an effect as they'll be less off axis (directional mic)). Any real-world examples (or simulations!) showing significant changes to sound with distance (and no reflectors (anechoic room) and/or just the ground)?
I was thinking of 3D particle simulation, where particles can also move in any direction, so spherical wave propagation as with sound in the real world vs. what is shown in the above video (where it's really 2D simulation with particles constrained to 1 degree of freedom: up and down).
Many years ago I needed a jet engine sound and didn't have the means to record a real one. So I wrote software to simulate the turbine (multiple sine waves) and a simple "particle" simulator to model low-frequency turbulence. It sounded pretty good! (was for an early VR videogame)
Agree if it's possible to simply record the real thing, that's way easier and faster! At the same time, if it's possible to model a sound, we can use it for interactive software applications, which can sound better than doing cross-fades, which can still work pretty good (actual Z06 Corvette engine cross-faded in real-time (recorded with the ancient Sony MZ-1. The hardest part of creating that simulator was the tire simulation- there were no good books/resources at the time and still probably aren't any: it's a surprisingly hard problem)):
Since it's possible to get excellent results simulating the Navier-Stokes fluid dynamics equations, in real-time no less(!), it's possible to model sound as well:
This is closer (2D):
Surprised to see not that many good sound simulation visualizations on YouTube!
Back to the mic-on-camera question about how sound changes with distance. Since sound travels around 761MPH at sea level, there's not much time for turbulence to really affect the sound as it travels from the source to the mic. Thus I'd expect the sound not to change very much with distance in an anechoic room, and in a quiet outdoor environment with only the ground as a reflector (perhaps at a certain distance sound reflections will start having an effect as they'll be less off axis (directional mic)). Any real-world examples (or simulations!) showing significant changes to sound with distance (and no reflectors (anechoic room) and/or just the ground)?