Designing Sound

Front Cover
MIT Press, Aug 20, 2010 - Computers - 688 pages
A practitioner's guide to the basic principles of creating sound effects using easily accessed free software.

Designing Sound teaches 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

 

Contents

Theory Introduction
7
Acknowledgements
37
References
53
Psychoacoustics
77
Exercises
114
Acknowledgements
143
Starting with Pure Data
149
Exercises
163
Bubbles
419
Running Water
429
Pouring
437
Rain
441
Electricity
451
Thunder
459
Wind
471
Practical SeriesMachines
483

Pure Data Audio
185
References
192
Shaping Sound
205
Pure Data Essentials
219
Exercises
235
Technique Introduction
239
Invite Input
245
Technique 1Summation
267
Technique 2Tables
277
Technique 3Nonlinear Functions
283
Technique 4 Modulation
291
Technique 5Grains
305
References
313
References
326
Pedestrians
333
DTMF Tones
343
Police
355
Practical Series Idiophonics
365
Bouncing
383
Creaking
395
Boing
401
Practical SeriesNature
407
Switches
485
Clocks
491
Motors
499
Cars
507
Fans
517
Jet Engine
523
Helicopter
529
Practical SeriesLifeforms
545
Footsteps
547
Insects
557
Birds
571
Mammals
579
Practical SeriesMayhem
591
Guns
593
Explosions
607
Rocket Launcher
617
Practical SeriesScienceFiction
627
Transporter
629
R2D2
641
Cover Image Sources
647
Index
649
Copyright

Other editions - View all

Common terms and phrases

About the author (2010)

Andy Farnell has a degree in Computer Science and Electronic Engineering from University College London and now specializes in digital audio signal processing. He has worked as a sound effects programmer for BBC radio and television and as a programmer on server-side applications for product search and data storage.

Bibliographic information