Designing Sound in SuperCollider/Fire

Fig 34.4: square it
Squaring the noise gives it a more useful dynamic range, with rare loud bursts

Fig 34.5: more
Add another .squared for even stronger effect on the dynamics, and use a high-pass filter to make the hiss more hissy

Fig 34.7: many crackles
If we use a proper envelope generator instead of a simple line, we can retrigger it randomly with Dust to give random crackles of a controllable density

Fig 34.8: more variation
Add more variation by modulating the duration and the filter frequency for each event

Fig 34.9: woof
Simple attempt at the low "woofing" noise made by the flames themselves

Fig 34.10: woosh
// another component we could use to build up a flamey sound

Fig 34.11: shape
Shaping the dynamic range and discarding some of the lower frequencies, allowing a little clipping to give a less static sound.

Fig 34.13: poly
Let's have four of the above, each filtered differently, for a composite effect