Designing Sound

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MIT Press, 2010 - Computers - 664 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

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The best book available on puredata. Very useful for all types of sound projects.

Contents

Theory Introduction
7
Oscillations
39
Acoustics
55
Psychoacoustics
77
Digital Signals
119
Tools Introduction
147
Using Pure Data
165
Pure Data Audio
185
Pouring
437
Rain
441
Electricity
451
Thunder
459
Wind
471
Practical Series Machines
483
Switches
485
Clocks
491

Abstraction
193
Shaping Sound
205
Pure Data Essentials
219
Technique Introduction
239
Technique 1Summation
267
Technique 2 Tables
277
Technique 3Nonlinear Functions
283
Technique 4Modulation
291
Technique 5 Grains
305
Game Audio
315
Practicals Introduction
329
Phone Tones
337
DTMF Tones
343
Police
355
Practical Series Idiophonics
365
Bouncing
383
Creaking
395
Boing
401
Practical Series Nature
407
Bubbles
419
Running Water
429
Motors
499
Cars
507
Fans
517
Jet Engine
523
Helicopter
529
Practical Series Lifeforms
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

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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.

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