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How to make better Static?


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I know the white noise is great and all, but what about trying to make this kind of static:

 latest?cb=20130308081053

Yes, I know you can see Slenderman in it. I need to be able to make it in paint.net. I've tried other method's for static.. but haven't come to something like this. Also I don't want to use images online. -.- 

So how do I do that? 

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Getting closer... but I don't know if I have OCD or something, but for some reason I still want it to be more accurate.. but it's okay. 

P.S: Do you know of a white noise generator online where I can input the frequency in hertz I want? I'm trying to make a slender man game on scratch.. *looping sounds of a clip of getting caught in slender sounds horrible*

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Getting admin rights is really basic Windows stuff. If your Windows HELP isn't enough, Google should provide tutorials as text and video.

1 hour ago, RMSTITANIC said:

why... just.. why?

 

Because putting DLLs in the System isn't trivial for the security.

 

Without plugins it is nearly impossible. You have to use the inbuilt effects and I'm afraid that this is not satisfing you.

Edited by IRON67
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1 minute ago, RMSTITANIC said:

*P.S: what about a static noise generator that I can input hertz in for the frequency?*

 

I don't know. I was never interested in such things und could only use Google for an answer and that can do yourself.

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Just now, IRON67 said:

 

 I was never interested in such things und could only use Google for an answer and that can do yourself.

I have looked.. and looked.. and looked. To no success. -*ow something flew by in the sky.*-

I know what frequency to use to reproduce the noise: 9.1 KHz

But, I can't find anywhere I can put it in. How do I even a static sound in the first place?

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33 minutes ago, RMSTITANIC said:

I know what frequency to use to reproduce the noise: 9.1 KHz

There's more to an analog audio signal than just its frequency. Therefore, not all 9.1 Khz signals sound the same.

 

Anyways, what's with this audio stuff? I thought we were talking about images caused by static electromagnetic interference.

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38 minutes ago, toe_head2001 said:

Considering that Halloween is now past, I've got an alternative slender project for you:  The Gym. :lol:

What? Excuse me, but this is my current slender project:

https://scratch.mit.edu/projects/179808020/

And what do you mean by "The Gym"?

38 minutes ago, toe_head2001 said:

 

IRON67 gave you a pretty good answer for the image.  For the sound, you're better off asking an audio community; perhaps the Audacity Forum or the like.

I know about the image, but, it uses installed plugins, and I would like this to be fresh paint.net.

 

 

 

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3 hours ago, RMSTITANIC said:

What? .... And what do you mean by "The Gym"?

Note the laughing emoticon; it designates a joke. ;)

I assumed your Scratch project was for Halloween. Certainly fits the other creatures featured in the Halloween celebration.

A gym, as in a gymnasium. A place where a large man people can become a slender man, among other things.

 

3 hours ago, RMSTITANIC said:

I know about the image, but, it uses installed plugins, and I would like this to be fresh paint.net.

Sounds extremely difficult and tedious. I wish you good luck with figuring it out.

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I'm working on a new noise plugin that could answer this request, somehow.

You need to use CodeLab to create the DLL.

 

Spoiler

// Name:Smooth Noise
// Submenu:Noise
// Author:MadJik
// Title:Smooth Noise
// Version:0.7
// Desc:Smooth Noise based on Lode's Computer Graphics Tutorial\n http://lodev.org/cgtutor/randomnoise.html
// Keywords:paint.net|effect|noise|smooth
// URL: http://forums.getpaint.net/index.php?showtopic=7186
#region UICode
IntSliderControl Amount1 = 20; // [1,1000] Noise Width
IntSliderControl Amount2 = 20; // [1,1000] Noise Height
IntSliderControl Amount3 = 10; // [0,100000] Reseed
ListBoxControl Amount4 = 0; // Noise Mode|smooth|turbulences
IntSliderControl Amount5 = 8; // [1,100] Cell Width
IntSliderControl Amount6 = 6; // [1,100] Cell Height
IntSliderControl Amount7 = 50; // [0,100] Effect Mix
#endregion

[ThreadStatic]
Random rnd;
static double [,]  noise;
static int reseed;
static int noiseHeight;
static int noiseWidth;
static bool init = false;

void generateNoise()
{
  for (int y = 0; y < noiseHeight; y++)
      for (int x = 0; x < noiseWidth; x++)
        noise[x,y] = Rand();
}

static int GetSeed()
{
      int ret = 0;
      if (reseed==0) {
      try { ret = Environment.TickCount * System.Threading.Thread.CurrentThread.ManagedThreadId; }
      catch { }}
      else ret=reseed;
      return ret;
}

double Rand()
{
    double ret = 0;
    if ( rnd == null)// || init == false) 
    {
       rnd = new Random(GetSeed());
       noise = new double[noiseWidth, noiseHeight];
       generateNoise();
    }
    init = true;
    ret=rnd.NextDouble(); 
    return ret;
}

double smoothNoise(double dx, double dy)
{
   //get fractional part of x and y
   double fractX = dx - Math.Floor(dx);
   double fractY = dy - Math.Floor(dy);

   //wrap around
   int x1 = (int)(Math.Floor(dx) + noiseWidth) % noiseWidth;
   int y1 = (int)(Math.Floor(dy) + noiseHeight) % noiseHeight;

   //neighbor values
   int x2 = (x1 + noiseWidth - 1) % noiseWidth;
   int y2 = (y1 + noiseHeight - 1) % noiseHeight;

   //smooth the noise with bilinear interpolation
   double value = 0.0;
   value += fractX       * fractY       * noise[x1,y1];
   value += (1.0 - fractX) * fractY       * noise[x1,y2];
   value += fractX       * (1.0 - fractY) * noise[x2,y1];
   value += (1.0 - fractX) * (1.0 - fractY) * noise[x2,y2];

   return value;
}

double turbulence(double dx, double dy, double sizex, double sizey)
{
  double value = 0.0;
  double size = (sizex + sizey)/2.0;
  double initialSize = size;

  while(size >= 1)
  {
    value += smoothNoise(dx / sizex, dy / sizey) * size;
    size /= 2.0;
  }

  return(128.0 * value / initialSize);
}

void Render(Surface dst, Surface src, Rectangle rect)
{
    double dummy = 0;
    if (reseed!=Amount3) init=false;
    if (noiseHeight!=Amount2) init=false;
    if (noiseWidth!=Amount1) init=false;
    reseed=Amount3;
    noiseHeight=Amount2;
    noiseWidth=Amount1;
    if (!init) 
    {
      rnd = null;
      dummy = Rand();
    }
    byte bc = 0;
    byte cpr = 0;
    byte cpg = 0;
    byte cpb = 0;
    double mix = Amount7 / 100.0;
    
    ColorBgra CurrentPixel;
    for (int y = rect.Top; y < rect.Bottom; y++)
    {
        if (IsCancelRequested) return;
        for (int x = rect.Left; x < rect.Right; x++)
        {
            CurrentPixel = src[x,y];
            switch (Amount4)
            {
                case 0:
                bc = (byte)(256 * smoothNoise(x / Amount5, y / Amount6));
                break;

                case 1:
                bc = (byte)(turbulence(x, y, Amount5, Amount6));
                break;
            }
            cpr = (byte)(bc * mix + (1.0 - mix) * CurrentPixel.R); CurrentPixel.R = cpr;
            cpg = (byte)(bc * mix + (1.0 - mix) * CurrentPixel.G); CurrentPixel.G = cpg;
            cpb = (byte)(bc * mix + (1.0 - mix) * CurrentPixel.B); CurrentPixel.B = cpb;
            dst[x,y] = CurrentPixel;
        }
    }
}

 

BTW if you install paint.net outside a system folder you won't need admin rights to add dll... (C:\paint.net).

 

If you provide some links for the formula to apply for frequency, I could try to add it in the plugin.

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@welshblue 

That's good enough for me! Also did you misspell "carp"? And no, I don't have a radio. 

@toe_head2001

Wrong type.

I'm talking this slender: The one that stalk's the woods, with his pages on trees and buildings and stuff, that has tentacles and is 9 feet tall.

Oh and he messes up electronic devices. :P

slendyman.PNG

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Just now, welshblue said:

 

Nope 'tis a Family Friendly Forum. 

I'm a good boy now

bloody potato is not a bad word. I say bloody potato a lot. 

Like when I'm playing a game like.. idk.. slender the arrival

 

The Eight Pages chapter: 6/8 pages*

Me: oh god.. Where are the last pages at? I've been EVERYWHERE! bloody potato.. bloody potato.

*DUUUN* OH MY GOD NO NO NO NO bloody potato bloody potato CRAPITTY bloody potato CRAPITTY bloody potato bloody potato bloody potato bloody potato 

*runs looking down while the static grows thicker and the sound gets louder*

I'M RUNNING I'M RUNNING bloody potato NO NO SLENDY NO NOOOOOO-- *loses*

 

Yeah. 

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