Virtual Sound - Sound Synthesis and Signal Processing - Theory and Practice with Csound

Virtual Sound - Sound Synthesis and Signal Processing - Theory and Practice with Csound

Author: Riccardo Bianchini

Publisher:

Published: 2008-12

Total Pages: 362

ISBN-13: 9788890026140

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Virtual Sound is an in-depth tutorial in computer music, complete with user-friendly exercises in Csound that illustrate the theory and practice of each type of sound synthesis and processing. The subjects covered include additive synthesis, subtractive synthesis, flow-charts, control signals, vibrato and tremolo, 3-D sound, sampling, analysis and resynthesis, MIDI files and MIDI controls, amplitude and ring modulation, frequency modulation (FM), echo, reverberation, chorus, flanger, phaser, convolution, waveshaping and vector synthesis, granular synthesis, formant synthesis, and physical modeling. If you have a basic understanding of computers and the fundamentals of acoustics, you'll have no trouble reading this book. After having read it, you should be able to use other commercial or research-oriented software with a greater understanding of how it functions.


The Csound Book

The Csound Book

Author: Richard Boulanger

Publisher: MIT Press

Published: 2000-02-28

Total Pages: 788

ISBN-13: 9780262522618

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Created in 1985 by Barry Vercoe, Csound is one of the most widely used software sound synthesis systems. Because it is so powerful, mastering Csound can take a good deal of time and effort. But this long-awaited guide will dramatically straighten the learning curve and enable musicians to take advantage of this rich computer technology available for creating music. Written by the world's leading educators, programmers, sound designers, and composers, this comprehensive guide covers both the basics of Csound and the theoretical and musical concepts necessary to use the program effectively. The thirty-two tutorial chapters cover: additive, subtractive, FM, AM, FOF, granular, wavetable, waveguide, vector, LA, and other hybrid methods; analysis and resynthesis using ADSYN, LP, and the Phase Vocoder; sample processing; mathematical and physical modeling; and digital signal processing, including room simulation and 3D modeling. CDs for this book are no longer produced. To request files, please email [email protected].


Csound

Csound

Author: Victor Lazzarini

Publisher: Springer

Published: 2016-11-15

Total Pages: 526

ISBN-13: 331945370X

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This rigorous book is a complete and up-to-date reference for the Csound system from the perspective of its main developers and power users. It explains the system, including the basic modes of operation and its programming language; it explores the many ways users can interact with the system, including the latest features; and it describes key applications such as instrument design, signal processing, and creative electronic music composition. The Csound system has been adopted by many educational institutions as part of their undergraduate and graduate teaching programs, and it is used by practitioners worldwide. This book is suitable for students, lecturers, composers, sound designers, programmers, and researchers in the areas of music, sound, and audio signal processing.


Real Sound Synthesis for Interactive Applications

Real Sound Synthesis for Interactive Applications

Author: Perry R. Cook

Publisher: CRC Press

Published: 2002-07-01

Total Pages: 263

ISBN-13: 1498765467

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Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and traini


Sound Play

Sound Play

Author: William Cheng

Publisher: Oxford University Press

Published: 2014-03-05

Total Pages: 261

ISBN-13: 0199970009

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Video games open portals to fantastical worlds where imaginative play and enchantment prevail. These virtual settings afford us considerable freedom to act out with relative impunity. Or do they? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of people's creative engagements with gaming's audio phenomena-from sonorous violence to synthesized operas, from democratic music-making to vocal sexual harassment. William Cheng shows how video games empower their designers, composers, players, critics, and scholars to tinker (often transgressively) with practices and discourses of music, noise, speech, and silence. Faced with collisions between utopian and alarmist stereotypes of video games, Sound Play synthesizes insights across musicology, sociology, anthropology, communications, literary theory, philosophy, and additional disciplines. With case studies spanning Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here. Foreword by Richard Leppert Video Games Live cover image printed with permission from Tommy Tallarico


The Audio Programming Book

The Audio Programming Book

Author: Richard Boulanger

Publisher: MIT Press

Published: 2010-10-22

Total Pages: 917

ISBN-13: 0262014467

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An encyclopedic handbook on audio programming for students and professionals, with many cross-platform open source examples and a DVD covering advanced topics. This comprehensive handbook of mathematical and programming techniques for audio signal processing will be an essential reference for all computer musicians, computer scientists, engineers, and anyone interested in audio. Designed to be used by readers with varying levels of programming expertise, it not only provides the foundations for music and audio development but also tackles issues that sometimes remain mysterious even to experienced software designers. Exercises and copious examples (all cross-platform and based on free or open source software) make the book ideal for classroom use. Fifteen chapters and eight appendixes cover such topics as programming basics for C and C++ (with music-oriented examples), audio programming basics and more advanced topics, spectral audio programming; programming Csound opcodes, and algorithmic synthesis and music programming. Appendixes cover topics in compiling, audio and MIDI, computing, and math. An accompanying DVD provides an additional 40 chapters, covering musical and audio programs with micro-controllers, alternate MIDI controllers, video controllers, developing Apple Audio Unit plug-ins from Csound opcodes, and audio programming for the iPhone. The sections and chapters of the book are arranged progressively and topics can be followed from chapter to chapter and from section to section. At the same time, each section can stand alone as a self-contained unit. Readers will find The Audio Programming Book a trustworthy companion on their journey through making music and programming audio on modern computers.


Electronic Music and Sound Design - Theory and Practice with Max 8 - Volume 3

Electronic Music and Sound Design - Theory and Practice with Max 8 - Volume 3

Author: Alessandro Cipriani

Publisher: Contemponet

Published: 2023

Total Pages: 0

ISBN-13: 9788899212247

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This is the third volume of an organic educational system that includes an extensive online component consisting of hundreds of interactive sound examples, videos, theory and practice glossaries, tests, programs written in Max, a Max object library created specifically for these volumes, and many practical activities (often with Gen and Jitter). TOPICS Reverberation and creative uses of reverb - Spatialization with two or more channels - AM, RM, SSB, FM, and PM - Nonlinear distortion - Wave terrain synthesis - Split synthesis - Granular and particle synthesis - Granulation and segmentation of sampled sounds - Vocoder - Analysis and resynthesis - Cross-synthesis - Convolution - Jitter for audio - Gen programming "There is no shortage of books in the world that seek to demonstrate the erudition of their authors. It is harder, however, to find books that focus on the readers - taking them on a journey that will ultimately change them. The books by Cipriani and Giri belong to this rare category: they are books that explain. (...) The third volume of Electronic Music and Sound Design is a kaleidoscopic catalog of ideas and applications for analyzing, synthesizing, and transforming signals in a wide variety of ways. (...) Cipriani and Giri succeed in addressing everyone without weakening the theoretical basis and without unnecessary specializations - achieving a masterful balance of comprehensibility, functionality, and breadth." (From the foreword by Carmine-Emanuele Cella, Assistant Professor in Music and Technology, CNMAT - University of California, Berkeley).


Designing Sound

Designing Sound

Author: Andy Farnell

Publisher: MIT Press

Published: 2010-08-20

Total Pages: 689

ISBN-13: 0262288834

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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