Procedurally Generated Rain
I want to start off by apologizing to Paule Amca, since he made snapshots for an earlier version of this generator, when I was going to soon update it which would nullify the use of those snapshots. Next I wanted to mention that this was a project long in the making while I was in my "Audio for Video Games" class at school and while we were discussing Procedurally generated games, and audio to boot, I came up with a nifty way to make it easier for games to generate rain, without having to worry about looping the same sample and having people notice it being looped (if done wrong). This RainGen came about, and was only recently completed after my friend recorded all the raindrops I needed to make this function how I wanted.
Ensemble, which contains RainGen v1.3 and Differberator v1.1
Instrument, which contains just RainGen v1.3
If you think I deserve a cup of coffee, you can donate here:
Below you will find the description for the RainGen.
RainGen is a procedural rain generator that is based on 128 different single rain drops. Every recording will sound different, no two will be alike.
____How To Use (General)____
To start off, look at the "Active Display" and select an engine to view under the "Engine Select" menu and then look under the "Engines" stacked macro to see the controls for that engine, press the "On" button of the "Tick/Tock Clock" to start up the engine, or if you wish, you can just press the "On" button of any of the 4 engines in the "Active Display".
Once that is done, go ahead and turn on a sampler by pressing the "On" button of the corresponding sampler in the "Mixer" section of the Engine, or press any of the "On#" buttons in the "Active Display" that corresponds to the Engine and Sampler you want.
And just like that, you have rain!
___How To Use (Active Display)___
This is where you see what is active at any given moment. Here you can see which samplers of which engine is active, as well as being able to turn on/off those samplers and that engine. This exists so that while you can't see all the controls of all the engines at once, you can still be notified of what is going on when you are not actively looking at the controls.
-Made seed generation easier
-Fixed some typos
-Fixed up some internal connections
-Cleaned up GUI
-Cleaned up internals
-Added Set Random to keep it consistently procedural
-Added Engines, each with 4 Randomizers/Samplers/Filters/Clocks
-Added Active Display for ease of use with Engines
-Added other misc controls and parameters