Designing Sound

ISBN-10: 0262014416
ISBN-13: 9780262014410
Edition: 2010
Authors: Andy Farnell
List price: $60.00 Buy it from $42.69
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Description: Designing Soundteaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a  More...

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Book details

List price: $60.00
Copyright year: 2010
Publisher: MIT Press
Publication date: 8/20/2010
Binding: Hardcover
Pages: 688
Size: 7.25" wide x 9.25" long x 1.25" tall
Weight: 2.728
Language: English

Designing Soundteaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects,which are more flexible and useful than recordings. Sound is considered as a process, rather than as data-an approach sometimes known as "procedural audio." Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout. After mastering the techniques presented in Designing Sound,students will be able to build their own sound objects for use in interactive applications and other projects.

Acknowledgements
Introduction
Theory
Theory Introduction
Physical Sound
Oscillations
Acoustics
Psychoacoustics
Digital Signals
Tools
Tools Introduction
Starting with Pure Data
Using Pure Data
Pure Data Audio
Abstraction
Shaping Sound
Pure Data Essentials
Technique
Technique Introduction
Strategic Production
Technique 1� Summation
Technique 2� Tables
Technique 3� Nonlinear Functions
Technique 4� Modulation
Technique 5� Grains
Game Audio
Practicals
Practicals Introduction
Practical Series� ArtificialSounds
Practical Series� Idiophonics
Practical Series� Nature
Practical Series� Machines
Practical Series� Lifeforms
Practical Series� Mayhem
Practical Series� Science-Fiction
Cover Image Sources
Index

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