22 Royalty-Free Audio Tracks for "Waveform Generated"

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Sawtooth waveform of frequency 440hertz and 5 seconds generated with audacity.
Author: Kaanant
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01:03
This is a ufo sound created by a waveform generator and manipulated with audacity to create an eerie sound of a ufo flying away. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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00:05
Sawtooth wavform of freq 440hz generated with audacity.
Author: Jennylien
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00:22
A deep base sound ufo sound effect created with manipulated waveform generated sounds. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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01:01
A pulsating whining eerie sound depicting a ufo hovering over a field. This sound was created from manipulated waveform generated sounds. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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06:13
A pulsating softly bass sound depicting a ufo-like sound. This sound was created from manipulated waveform generated sounds. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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06:13
A pulsating softly bass sound depicting a ufo-like sound with some echoing tonal sounds that have a wavering harmonic range. This sound was created from manipulated waveform generated sounds. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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00:39
This sound is a ufo sound effect created from a waveform generator(can't remember which program i used). Nothing was thought out, sound was manipulated by ear. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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00:11
Generate tone (200 hz) waveform sine. Fade in. Fade out. Change frequency (2. 6 hz) and add resonance (7). Standardize everything.
Author: Iut Paris
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00:31
This is a ufo sound created by a waveform generator and manipulated by an audio editor ( i believe i used audacity) to create an eerie sound of a ufo. I think i was trying to achieve the sound of a ufo hovering over a house. Then flying away. However, if you decide to use this in a movie, video or podcast send me a note, thx.
Author: Dargoth
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01:15
trance state. This sfx has been generated by my own secret private program using nyquist api to generate such randomness, using web random. Org pseudo-api to get random integers of tremolo effect, tone generation, it waveform and so on.
Author: Diicorp
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00:01
Since there is an abundance of am'd square wave sounds everywhere, why not turn it into triangle waves? generated and then heavily edited using caustic 3. 2.
Author: Jwph
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00:01
Exactly one complete wavelength of a 1-hertz sine wave. In audacity, you can use the repeat effect and then the change speed effect to generate any frequency. It is not meant to be a usable sound in its current form.
Author: Rexen Devar
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00:01
Audacity:. • file→new. Left track• tracks→add new→mono track• change become left channel. • generate→chirp. . . - waveform: sine- startfrequency: 1000amplitude: 0. 5- endfrequency: 3000amplitude: 0. 5- interpolation: linear- duration 00h 00m 01. 000s. • effect→tremolo- wavefrom type: sine- starting phase (degrees): 0- wet level (percent): 100- frequency (hz): 6. 0. Right track:• tracks→add new→mono track• change become right channel. • generate→chirp. . . - waveform: sine- startfrequency: 1500amplitude: 0. 5- endfrequency: 4500amplitude: 0. 5- interpolation: linear- duration 00h 00m 01. 000s. • effect→tremolo- wavefrom type: sine- starting phase (degrees): 0- wet level (percent): 100- frequency (hz): 6. 0. • make stereo track.
Author: Sieuamthanh
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00:03
Create chirp 1 use audacity:. • file→new. • generate→tone. . . - waveform: sine- frequency (hz): 1500- amplitude: 1- duration 00h 00m 02. 000s. • effect→fade out. • effect→tremolo- wavefrom type: sine- starting phase (degrees): 0- wet level (percent): 100- frequency (hz): 10. 0. Create silence sound• file→new• generate→silence…. -duration: 0. 02s. • edit→copy (all). Return to chirp sound. Between every sin shape paste 0. 02s silence.
Author: Sieuamthanh
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00:04
Example of how the four major waveforms sound compared to eachother. Warning: loud! this is full amplitude, so sawtooth and square in particular will appear louder than your average sound. Sound generated using the go-sound golang programming library:https://github. Com/padster/go-sound. As part of the demonstration program:https://github. Com/padster/go-sound/blob/master/runthrough. Go.
Author: Padsterpat
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00:03
Create chirp 0 use audacity:. • file→new. • generate→chirp. . . - waveform: sine- startfrequency: 500amplitude: 1- endfrequency: 1100amplitude: 1- interpolation: linear- duration 00h 00m 02. 000s. • effect→fade out. • effect→tremolo- wavefrom type: sine- starting phase (degrees): 0- wet level (percent): 100- frequency (hz): 10. 0. • effect→change speed…- speed muliplier: 2. 000. Create silence sound• file→new• generate→silence…. -duration: 0. 02s. • edit→copy (all). Return to chirp sound. Between every sin shape, paste 0. 02s silence.
Author: Sieuamthanh
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01:03
Diboz throws a piano at his annoyingly ticking watch, which is ruining his sense of timing. Created in flstudio 11 with lightly tweaked flkeys, flreverb2, jangly (almost tubular bells) wasp xt layers and a pitch bent formant for a bit of spookiness. The ticking noise and deep notes were generated by fiddling with morphine's presets. Caution: look at the waveform. Don't turn up the wick. This piece starts quietly but there's a sudden, loud, jump scare.
Author: Diboz
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00:02
Doepfer a-118 white noise through an a-108 vcf8 using the band-pass out. Audio level: 4. 5emphasis/resonance: 9frequency: around 12khz. Recorded using a rme babyface and cubase 6. 5. I tried to cut seemless loops. It's always nice to hear what projects you use these sounds for. Let me know. ;-).
Author: Cabled Mess
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00:03
We develop iphone app that perform musical analysis on recorded audio from the iphone. Our app implementation make use of the audio queue service to receive raw audio buffers from the audio queue callback. In the first version of our app we had the problem of too much clipping on the recording which degrade the accuracy of our analysis. We also suspected that the noise canceling algorithm in iphone 5 produce distorted sound, which is not much noticeable by human ear but distorted enough to affect our sensitive algorithm. We found that the solution to our problem is to set the audio session mode to kaudiosessionmode_measurement. This session mode is supposed to give maximum freedom for us to control the microphone input, which include turning off the automatic gain control and probably noise canceling as well. The solution works very well except that it introduce a strange waveform pattern in the beginning of all recordings in iphone 5. It is very hard to explain the waveform we get, so i made two recordings at freesound so that you can see it visually. The first recording is made in an almost quite environment, and you can see the weird spike in the beginning of the recording. The second recording (this recording) is made with constant background noise, and you can see that the actual sound wave is offset from the strange curve and gradually increase to its original volume. This waveform only happens on iphone 5 devices that we tested, and there is no problem at all for iphone 4s and older generations. We have tried various settings and the glitch is still unavoidable as long as we set the audio session mode to kaudiosessionmode_measurement. We also find similar glitch in one of our iphone 5 devices, in which the glitch happens even if we try to set just the input gain level without changing the session mode. We are not sure if this is a hardware-related bug in iphone 5, or if it is fixable software glitch in the future version of ios. For the moment we are looking for workaround that can avoid this glitch while automatic gain control and noise canceling are disabled.
Author: Soareschen
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02:40
Its a sine wave folded 4 times by a cgs inspired wavefolder module (kinda like the metalizer from the minibrute). The whole thing is then modulated with an external function generator that controls amount and frequency of modulation. This is what came out and it's pure junky drone noises, so goddamn nasty. Absolutely love them. Feel completely free to sample this and use it for your own purposes. This is a diy synthesizer i'm building and unfortunately it is still a prototype, but i'm gonna finish it soon and hope to sell it. Cool indeed, isn't it?.
Author: Drmond
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00:03
88 piano keys, long natural reverb: up to 13 seconds per note. This is me giving back. I love freesound. You guys saved my bacon back in the day. Recently i searched for free piano notes for a game i'm making, but the only ones i could find ended too quickly. I need long reverb! luckily i have an old piano, so i made my own. So this is me giving back. This is an old piano!!!. We had the piano tuned a year ago, but it is well over 60 years old, so be warned! these notes have character! if you want perfect tone, either edit them individually, generate something artificially, or buy a professional set. But if you want a piano with personality, this is for you. Being an old piano, it only has 85 keys. So i created the highest 3 notes by speeding up previous notes, to make the modern standard 88 keys. How the notes were created. The notes are created on an old (well over 50 years) steinhoff upright piano. It only has 85 keys, so i faked the highest 3 keys by taking previous keys and changing their pitch. I opened the top, balanced my trusty everesta bm-800 condenser microphone across the top near the high note end, and held down the "loud" pedal. Each note was then hit and kept pressed down until i could no longer hear any reverb. Notes were saved as mp3 using my laptop, using free sound recorder on the highest quality settings. Yeah, i know it isn't flac, but i am strictly amateur with budget to match, and that was the best i could do. After that, all editing was of course uncomopressed until the final save. How the notes were edited. Editing was kept to a minimum, mainly to enhance the reverberation. All editing took place on audacity on linux mint. First i cropped any silence from the start. Next, used the envelope function to gradually increae volume to 200% over a couple of seconds. That is, the quietest part of the reverb is twice as loud as you might expect. Because for my game i sometimes need a single piano key to last ten seconds. Next i maximised the volume. If there was just a single stray waveform that stuck out then i reduced that by 2db or so then maximised again. Because like i said, i want to hear that reverb! i then found the part where background noise starts to be noticeable, and faded out over 1 second or so. This meant that the lowest notes had as much as 13 seconds of reverb, whereas the highest notes might only have 2 or so. Finally i checked the result, and edited three or four notes that i felt were just too ugly (badly tuned, or for some reason the software suddenly got hissy when the note became too quiet. Weird. ) i also slightly changed the pitch of a couple of notes that were slightly out of tune but otherwise ok. No doubt a better ear than mine could teak all of the notes. But as i said, it's an old piano and we're keeping it real. Finally, files were compressed to ogg at the highest quality setting, using soundkonverter. Why not flac?. I live in the countryside with very slow broadband, so i apologise for including more of the original files. But as it was, uploading this zip file took about an hour. Enjoy. Legal. Use this for anything you want, commercial or not, credit me or not. Consider it public domain. My main concern is that i had completely legal sound for my game, with nice long reverb and character. Uploading it here provides proof that i created it first, just in case anybody comes back and says "those are mine" (it happens).
Author: Tedagame
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