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Wind Ambience

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💨 Wind Sound

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Original volume: — adjust the slider to change playback volume

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What Is This Sound?

This is a synthesized wind sound created entirely using the Web Audio API — no field recordings or samples involved. The breathy, swelling texture you hear is generated in real-time by your browser through layered noise sources and dynamic filtering.

Wind is one of the most versatile ambient sounds available. It works as a background for focused work, sleep, meditation, and creative projects. This version produces a continuously evolving, organic wind ambiance that loops without any audible seam.

How Is Wind Sound Created with Code?

Wind is modeled as multiple layers of filtered noise, each representing a different component of natural wind. The key to realism is independent movement — each layer breathes at its own rate.

Layer 1: Low Wind Body (Brown Noise + Bandpass 400Hz)

The deep, bassy “whoosh” of bulk air mass movement comes from brown noise filtered through a bandpass at 400Hz:

// Brown noise source → bandpass at 400Hz
const bandpass1 = audioContext.createBiquadFilter();
bandpass1.type = "bandpass";
bandpass1.frequency.value = 400;
bandpass1.Q.value = 0.8;

Layer 2: Mid Wind Presence (Pink Noise + Bandpass 1200Hz)

The mid-range character — wind interacting with objects, surfaces, and structures — uses pink noise filtered around 1200Hz:

const bandpass2 = audioContext.createBiquadFilter();
bandpass2.type = "bandpass";
bandpass2.frequency.value = 1200;
bandpass2.Q.value = 0.6;

Layer 3: High Wind Detail (White Noise + Highpass 3000Hz)

The thin, whistling detail of wind passing through gaps, leaves, and narrow spaces is white noise with a highpass filter at 3000Hz:

const highpass = audioContext.createBiquadFilter();
highpass.type = "highpass";
highpass.frequency.value = 3000;
highpass.Q.value = 0.5;

Independent LFO Modulation

Each layer gets its own LFO at a different rate, so the layers swell and recede independently — just like real wind gusts:

// Layer 1 LFO — slow, deep gusts
const lfo1 = audioContext.createOscillator();
lfo1.frequency.value = 0.15;

// Layer 2 LFO — medium variation
const lfo2 = audioContext.createOscillator();
lfo2.frequency.value = 0.25;

// Layer 3 LFO — faster shimmer
const lfo3 = audioContext.createOscillator();
lfo3.frequency.value = 0.4;

The final signal chain per layer is: Noise → Filter → Gain (with LFO) → Master Output

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The Science Behind Wind Sound

Why Does Layered Filtered Noise Sound Like Wind?

Wind noise is created by turbulent airflow generating rapid, random pressure fluctuations. These fluctuations are broadband — they contain energy across the entire audible spectrum — but the distribution is not uniform. Low frequencies carry the energy of large-scale air mass movement, mid frequencies arise from air interacting with objects and terrain, and high frequencies come from air forced through small gaps and past edges.

By splitting noise into three filtered bands and modulating each independently, we replicate the way different physical mechanisms contribute to the overall wind texture at different scales.

Frequency Spectrum

ParameterValue
Layer 1 NoiseBrown noise, bandpass 400Hz, Q 0.8
Layer 2 NoisePink noise, bandpass 1200Hz, Q 0.6
Layer 3 NoiseWhite noise, highpass 3000Hz, Q 0.5
LFO Rates0.15Hz / 0.25Hz / 0.4Hz
Output Level-10dB (comfortable listening)

Common Uses

Technical Details

PropertyValue
FormatWAV (PCM 16-bit / 24-bit / 32-bit float)
Sample Rate44,100 Hz / 48,000 Hz
ChannelsMono / Stereo
Duration3 seconds (loopable)
GenerationWeb Audio API
LicenseFree for personal and commercial use

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Frequently Asked Questions

Can I use this sound in my project?

Yes. The sound is generated by code in your browser. The output WAV file is yours to use freely in any personal or commercial project.

Why does the sound feel like it’s “breathing”?

That organic, swelling quality comes from three independent LFOs modulating the volume of each noise layer at different speeds. This prevents the sound from ever settling into a static, artificial texture.

How do I make it loop seamlessly?

The downloaded 3-second WAV file can be looped in most audio software or game engines. For seamless looping, import it into a DAW and apply a short crossfade at the loop point.

Can I adjust the wind intensity?

Absolutely. Lowering the filter frequencies and LFO rates will produce a heavier, slower wind. Raising them creates a thinner, faster breeze. You can also change the balance between the three layers to emphasize gusts, whistling, or deep bass.


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