Additionally, the book lists popular songs from 1866 ("Come Back to Erin" by Claribel, aka Charlotte Barnard) to 1954 ("Young at Heart" by Leigh and Richards, made popular by Frank Sinatra).
'You will most certainly find answers to some of your toughest design problems between the covers of this volume' Steven H Leibson, Editor in Chief, EDN Magazine. Since its first appearance in 1956, EDN has established itself as the clear leader in the provision of electronics information, with a combined circulation in the USA, Europe and Asia of over 150,000 copies every fortnight. This is an annotated, indexed and cross referenced collection of work from the magazine for electronic designers. A collected volume of the best articles from the extensive files of Ian Hickman was published in 1991. The articles provide a wealth of information on components, equipment, circuits, systems and standards that prove to be extremely popular and useful for practising electronics engineers. This second volume of collected articles includes subjects not covered in the first, and more recent items, to provide a completely up-to-date compilation, covering subjects including analog and digital circuits, test and measurement, software and algorithms. The articles are cross-referenced and indexed for ease of use. Many of the circuits are from the popular 'design ideas' section where readers submit their own designs. Longer review articles written by the magazine staff are also included.
This cutting-edge collection features original essays by eminent scholars on one of cinema's most dynamic and enduringly popular genres, covering everything from the history of horror movies to the latest critical approaches. Contributors include many of the finest academics working in the field, as well as exciting younger scholars Varied and comprehensive coverage, from the history of horror to broader issues of censorship, gender, and sexuality Covers both English-language and non-English horror film traditions Key topics include horror film aesthetics, theoretical approaches, distribution, art house cinema, ethnographic surrealism, and horror's relation to documentary film practice A thorough treatment of this dynamic film genre suited to scholars and enthusiasts alike
Sound Design for the Stage is a practical guide to designing, creating and developing the sound for a live performance. Based on the author's extensive industry experience, it takes the reader through the process of creating a show, from first contact to press night, with numerous examples from high-profile productions. Written in a detailed but accessible approach, this comprehensive book offers key insights into a fast-moving industry. Topics covered include: how to analyze a script to develop ideas and concepts; how to discuss your work with a director; telling the emotional story; working with recorded and live music; how to record, create, process and abstract sound; designing for devised work; key aspects of acoustics and vocal intelligibility; the politics of radio mics and vocal foldback; how to design a sound system and, finally, what to do when things go wrong. It will be especially useful for emergent sound designers, directors and technical theatre students. Focusing on the creative and collaborative process between sound designer, director, performer and writer, it is fully illustrated with 114 colour photographs and 33 line artworks. Gareth Fry is an Olivier and Tony award-winning sound designer and an honorary fellow of the Royal Central School of Speech and Drama. It is another title in the new Crowood Theatre Companions series.
The Routledge Companion to Screen Music and Sound provides a detailed and comprehensive overview of screen music and sound studies, addressing the ways in which music and sound interact with forms of narrative media such as television, videogames, and film. The inclusive framework of "screen music and sound" allows readers to explore the intersections and connections between various types of media and music and sound, reflecting the current state of scholarship and the future of the field. A diverse range of international scholars have contributed an impressive set of forty-six chapters that move from foundational knowledge to cutting edge topics that highlight new key areas. The companion is thematically organized into five cohesive areas of study: Issues in the Study of Screen Music and Sound—discusses the essential topics of the discipline Historical Approaches—examines periods of historical change or transition Production and Process—focuses on issues of collaboration, institutional politics, and the impact of technology and industrial practices Cultural and Aesthetic Perspectives—contextualizes an aesthetic approach within a wider framework of cultural knowledge Analyses and Methodologies—explores potential methodologies for interrogating screen music and sound Covering a wide range of topic areas drawn from musicology, sound studies, and media studies, The Routledge Companion to Screen Music and Sound provides researchers and students with an effective overview of music’s role in narrative media, as well as new methodological and aesthetic insights.
The Routledge Companion to Sounding Art presents an overview of the issues, methods, and approaches crucial for the study of sound in artistic practice. Thirty-six essays cover a variety of interdisciplinary approaches to studying sounding art from the fields of musicology, cultural studies, sound design, auditory culture, art history, and philosophy. The companion website hosts sound examples and links to further resources. The collection is organized around six main themes: Sounding Art: The notion of sounding art, its relation to sound studies, and its evolution and possibilities. Acoustic Knowledge and Communication: How we approach, study, and analyze sound and the challenges of writing about sound. Listening and Memory: Listening from different perspectives, from the psychology of listening to embodied and technologically mediated listening. Acoustic Spaces, Identities and Communities: How humans arrange their sonic environments, how this relates to sonic identity, how music contributes to our environment, and the ethical and political implications of sound. Sonic Histories: How studying sounding art can contribute methodologically and epistemologically to historiography. Sound Technologies and Media: The impact of sonic technologies on contemporary culture, electroacoustic innovation, and how the way we make and access music has changed. With contributions from leading scholars and cutting-edge researchers, The Routledge Companion to Sounding Art is an essential resource for anyone studying the intersection of sound and art.
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Sound can profoundly impact how people interact with your product. Well-designed sounds can be exceptionally effective in conveying subtle distinctions, emotion, urgency, and information without adding visual clutter. In this practical guide, Amber Case and Aaron Day explain why sound design is critical to the success of products, environments, and experiences. Just as visual designers have a set of benchmarks and a design language to guide their work, this book provides a toolkit for the auditory experience, improving collaboration for a wide variety of stakeholders, from product developers to composers, user experience designers to architects. You’ll learn a complete process for designing, prototyping, and testing sound. In two parts, this guide includes: Past, present, and upcoming advances in sound design Principles for designing quieter products Guidelines for intelligently adding and removing sound in interactions When to use voice interfaces, how to consider personalities, and how to build a knowledge map of queries Working with brands to create unique and effective audio logos that will speak to your customers Adding information using sonification and generative audio
Holman covers the broad field of sound accompanying pictures, from the basics through recording, editing and mixing for theatrical films, documentaries and television shows. In each area, theory is followed by practical sections.
Principles of Game Audio and Sound Design is a comprehensive introduction to the art of sound for games and interactive media using Unity. This accessible guide encompasses both the conceptual challenges of the artform as well as the technical and creative aspects, such as sound design, spatial audio, scripting, implementation and mixing. Beginning with basic techniques, including linear and interactive sound design, before moving on to advanced techniques, such as procedural audio, Principles of Game Audio and Sound Design is supplemented by a host of digital resources, including a library of ready-to-use, adaptable scripts. This thorough introduction provides the reader with the skills and tools to combat the potential challenges of game audio independently. Principles of Game Audio and Sound Design is the perfect primer for beginner- to intermediate-level readers with a basic understanding of audio production and Unity who want to learn how to gain a foothold in the exciting world of game and interactive audio.