I’ve been meaning to thank you for this. Your video was very inspirational for a small game I developed last year.
When I first heard the SFX fractal, it seemed perfect for synthesizing melee weapon sounds. So I built my own parameterized implementation that procedurally generates sounds in real-time based on players’ equipment and interactions. I found that the x- and y-axes correlated well with my inputs (modulation and timbre, respectively), and I controlled the pitch by manipulating the sample rates of the buffers. To tie it together, I interpolated between two points at various rates to create distinctive sounds for each weapon.
That was such a fun exercise! I definitely need to explore this concept, and other noisy fractals, more in the future.