[WIP] Drip Audio | New Demo Video | Dynamic Audio for Dripping Liquids

Long time reader, first time poster.

I’ve been developing a parametric drip audio system that allows a user to create procedural, spatialized dripping sounds (applicable for both 2D and 3D environments).

It’s very fun to just pull some prefabs into a scene and let the Generative Mode do all the work. The audio really tricks me into feeling like there is so much more to any given scene. I have had a lot of fun experimenting with it.

If you’re interested in a Beta Bundle, please contact me. I’d like to see the creative ways you use this in your projects. Also, it would be great to reference whatever you create in some win/win promotional material in the Asset Store.

I’m open to any feedback. Please just be positive. This has been a labor of love :slight_smile:

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I moved the list of features to this separate post. Trying to keep the thread clean.

Features:
A Massive “Drip” Audio Bank
Unique recordings of liquid droplet impacts on a variety of surfaces. Over 35 categorized drip aesthetics to choose from that can each be further customized to meet any aesthetic. Each aesthetic has anywhere from 7 to 24 unique drip clips recorded in my studio. ALL audio clips are 100% dry recordings with no reverberation. Meaning, any reverberation filtering will work with these clips. The audio will fit in any location–outside, leaky cave, hospital room, dungeon, etc.

Parametric Customization
Drip parameters may be set in the Editor, as well as through scripting. Parameters are: Frequency, Inconsistency, Pitch, Volume, and Spatialization. There is also an option to update parameters in the Editor while in Play Mode for testing. These allow any drip aesthetic to sound like anything from a flowing stream of faucet drips to the occasional blood droplet off of a surgery table.

Generative Mode
This mode automatically generates drips using the aforementioned parameters. These don’t necessarily need to be associated with a specific animation event. They simply exist in the world space and are spatialized by default. (I’ve been playing around with just placing these in a cave, and they automatically make the space feel very “wet,” even without any water animation)

Discrete Mode
Drip noises are dependent on scripting in Discrete Mode. Simply set the Drip Parameters in the editor. Calling PlayDrip() in your scripts will then lend complete control over the timing of each individual drip. This allows perfect synchronization of Drip Audio with your animations or collision events.

The video capture didn’t show the pull-down menus.

Here’s the Surface options. Each of these is a separate Audio Bank with a distinct aesthetic. They are named after the surfaces used to record each bank. I’d like to expand this list. I thought about doing stone and leaves, but some of the plastic and metal can sound so versatile, I’m not sure if much would be gained by recording different surfaces. the pitch and volume can really morph the feeling of the surface that the drips are hitting.

“Bare” means that there is no existing water on the surface.
“Wet” means that material (like a glass cup) is filled with some water.

I’ve built a custom editor that solves a few problems. Now I am working on easy script control of the drips.

I’d like to add a function that will automatically interpolate between two drip settings. The real trick would be interpolating between two Drip Audio Banks. This feature would allow for some interesting morphing of dripping sounds from one surface to another.

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