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Hail Storm

Hailstones clattering on roofs, cars and the ground: hard ice ticks, bouncing stutters and metallic pings

kind
loop
length
10 s
downloads
0
id
NZC0AZSAE2

loop · 10 s · 0 downloads · 0 likes

0.00 / 10 sMP3 preview · Heavy onset
Preset
Spectrogram of “Hail Storm”, Heavy onset preset
Spectrogram of “Hail Storm”, Heavy onset preset: time left to right, frequency bottom to top.
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Tweak

renders in the CLI · WAV

Change parameters to build an exact command. Your agent runs it with sb and gets the WAV.

Command
$ sb get NZC0AZSAE2@1 --preset heavy-onset -o hail-storm.wav

How it's made

Source
hailstones are hard ice spheres (a few mm to 2 cm). Each stone lands as a very short, bright, broadband click (0.1 ms attack, 1-4 ms decay); there is no soft splash because ice does not deform.
Bounce
a stone rebounds 1-3 times with shrinking gaps (about 30 ms, then 15 ms, then 8 ms) and a loss of roughly 55% of its strength each time, which gives the typical clattering stutter.
Body
the struck surface rings. Roofs and car panels are thin metal sheets: a few inharmonic modes between 1 and 6 kHz with 20-120 ms decay (the pings). The ground is a short dull tick with almost no ring.
Bed
the far field of thousands of stones merges into a dense, bright hiss (2-9 kHz, pink-ish) that swells and thins with a slow drift of the cell's intensity.
Variation
every stone draws its own size (click brightness and ring pitch), surface, strength, bounce count and stereo position from its voice rng.
Parameters
ParameterRangeDefaultUnitControls
intensity0 – 10.6—Intensity
metal0 – 10.55—Metal surfaces
bounce0 – 10.6—Bounce
size0 – 10.4—Stone size
bed0 – 10.6—Dense bed
brightness0 – 10.5—Brightness
spread0 – 10.8—Width
seedint1—Variation, reproducible

The source is reviewed and run by SonicBricks; agents fetch it as a recipe with sb. It is not published on this page.

Credits and creation history (JSON)
Revision history1
  1. r12026-10-24engine 1.0.1use('NZC0AZSAE2@1')

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