Like when you dunk your head underwater and ambient noise becomes mediated through the water, can that be emulated digitally and how would that be approached?

  • remotelove
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    2 months ago

    Comment #2. So I played around a bit and got something muffled and a bit wobbly. It was basically mix of cropping out highs/mid-highs and adding various depth effects, mild hiss and some compression with actual water sounds that are playing super quiet. After all that mess, I EQ that again to get rid of any clipping or popping.

    It’s still not perfect but might be on the right track. I am in a road trip at the moment but I just randomized a piano and started slapping fx together. The fx are completely blown out on my phone speakers, but decent enough with headphones.

    https://filebin.net/kdqlljwwwoknaeg5/water_sim.mp3

    Here is what I am working with so far. You can see the fx chain in the right side. EQ -> Luxverb for depth -> Basic delay and reverb -> EQ #2 -> flange for a bit of hiss. (Track 5 hits the limiter on Track 1 for a bit of water-like wobble.) The first EQ low pass is purposely high. It creates a bit of distortion that kinda works.