This is a quick overview of how I went about synthetically creating the sound of an electric fan in Puredata. For reference, I have outlined my approach, the model adopted, and the type of synthesis in the video’s description. I am aiming to create more content in future which will elaborate on what these aspects mean in practice.

This electric fan prototype was made without a specific context in mind, but as I get to grips with current game engines and programming, I hope to place more emphasis on the practical benefits of using procedural methods. I am still new to the fields of procedural audio and audio programming, so I’ll likely go back over my work in future, aiming to achieve better sound quality and more efficiency.

You can play around with the patch below, just tick the start / stop box to engage the patch, and toggle the fan on and off with the Toggle_Switch: