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Books > Computing & IT > Applications of computing > Audio processing
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.
Welcome to the third volume of Game Audio Programming: Principles and Practices-the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio. The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more. This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you've been a game audio programmer for one year or ten years, or even if you've just been assigned the task and are trying to figure out what it's all about, this book is for you! Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine. Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he's not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
Cutting-edge perspectives on a hot topic, with few competing titles on the market Contributor list includes some very well known professionals, as well as diverse academics from different disciplines Accessible and interdisciplinary introductory volume
Finding Your Career in the Modern Audio Industry equips the reader with the skills they need to turn an interest in audio, sound, or music technology into a career. This book provides insight for aspiring professionals seeking audio-related opportunities in entertainment, technology, education, and more. In the audio industry, there is typically a gap between those in-training and those with professional (and financially sustainable) careers. This book bridges the information gap, offering practical and real-world advice to those in this volatile stage of their career. Including 70+ interviews with professionals from over 20 countries, Finding Your Career in the Modern Audio Industry offers insight into how others (across the industry and the world) have applied entrepreneurial thinking, problem-solving, and creative solutions to build their careers. Including international case studies and interviews with diverse professionals, Finding Your Career in the Modern Audio Industry is essential reading for anyone taking their first steps into an audio-related field.
This book presents recent advances in nonlinear speech processing beyond nonlinear techniques. It shows that it exploits heuristic and psychological models of human interaction in order to succeed in the implementations of socially believable VUIs and applications for human health and psychological support. The book takes into account the multifunctional role of speech and what is "outside of the box" (see Bjoern Schuller's foreword). To this aim, the book is organized in 6 sections, each collecting a small number of short chapters reporting advances "inside" and "outside" themes related to nonlinear speech research. The themes emphasize theoretical and practical issues for modelling socially believable speech interfaces, ranging from efforts to capture the nature of sound changes in linguistic contexts and the timing nature of speech; labors to identify and detect speech features that help in the diagnosis of psychological and neuronal disease, attempts to improve the effectiveness and performance of Voice User Interfaces, new front-end algorithms for the coding/decoding of effective and computationally efficient acoustic and linguistic speech representations, as well as investigations capturing the social nature of speech in signaling personality traits, emotions and improving human machine interactions.
- Filled with contributions from world-leading academics and practitioners, from a variety of backgrounds and countries. - Highly interdisciplinary overview of live music, which will be relevant to professionals and students interested in music business, music technology, music production and performance. - Includes papers on cutting-edge issues, such as augmented reality and virtual reality.
This is the second volume in the Vancouver studies in Cognitive Science series, and also the second in a series of conferences hosted by the Cognitive Science Programme at Simon Fraser University devoted to the exploration of issues in cognition and the nature of mental representation. The volumes overall theme is the relationship between the contents of grammatical formalisms and their real-time realizations in machine or biological systems. The range of topics includes issues of learnability, implementary and computational issues, parameter setting, and neurolinguistic issues. The core subdisciplines of linguistics - syntax, semantics, morphology, and phonology - are all represented. The contributions are on the leading edge of research in these fields.
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
The Creative Electronic Music Producer examines the creative processes of electronic music production, from idea discovery and perception to the power of improvising, editing, effects processing, and sound design. Featuring case studies from across the globe on musical systems and workflows used in the production process, this book highlights how to pursue creative breakthroughs through exploration, trial and error tinkering, recombination, and transformation. The Creative Electronic Music Producer maps production's enchanting pathways in a way that will fascinate and inspire students of electronic music production, professionals already working in the industry, and hobbyists.
This book is divided into three elements. Part I provides a broad introduction to the foundations of computer music instruments, covering some key points in digital signal processing, with rigorous but approachable mathematics, and programming examples, as well as an overview of development environments for computer instruments. In Part II, the author presents synthesis and processing, with chapters on source-filter models, summation formulae, feedback and adaptive systems, granular methods, and frequency-domain techniques. In Part III he explains application development approaches, in particular communication protocols and user interfaces, and computer music platforms. All elements are fully illustrated with programming examples using Csound, Python, and Faust. The book is suitable for advanced undergraduate and postgraduate students in music and signal processing, and for practitioners and researchers.
Audio production is an incredibly rewarding craft. To take the raw, basic tracks of a fledgling idea and shape them into one glorious stereophonic sound wave is an amazing feat. The transformation from analogue to digital dominance has brought many advances in sound quality and new techniques, but producing digital music with only a standard computer and DAW can be problematic, time-consuming and sometimes disappointing without the right approach and skills. In Template Mixing and Mastering, renowned mix engineer Billy Decker tackles the challenges of in-the-box production through his innovative template approach. He shares his passion and knowledge from over twenty years of industry experience, including an introduction to templates and a step-by-step guide to their set-up and a discussion of drum replacement technology. Channel and setting information for each of the drum, instrument and vocal sections of his template is discussed along with the master channel and his methodology of mixing and mastering. Finally, he gives professional advice and best practice. This book features the full template used on sixteen No 1 records!
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar's ears; how a Guitar Hero player channels the experience of a live rock performer; and how a beginning guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through a series of engaging ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.
Drum Sound and Drum Tuning assists drummers, sound engineers, and music students in learning critical skills related to drum sound and achieving an optimised and personalised drum kit set-up. The book covers the essential theories of percussion acoustics and develops this knowledge in order to facilitate creative approaches to drum tuning and professional-level recording and mixing of drums. All aspects of drumhead vibration, drumhead equalisation, and resonant drumhead coupling are de-mystified, alongside discussions relating to drumhead types, drum shell vibration, and tuning to musical intervals for different performance genres. The book develops drum sound theory and creative analysis into a detailed dissection of recording and production techniques specifically for drums, including discussions on studio technologies, room acoustics, microphone techniques, phase coherence, and mixing drums with advanced digital audio workstation (DAW) techniques and creative processing tools. Drum Sound and Drum Tuning includes many practical hands-on exercises that incorporate example tutorials with Logic Pro and iDrumTune Pro software, encouraging the reader to put theory into immediate creative practice and to develop their own listening skills in an informed and reflective manner. The book also documents primary interviews and opinion from some of the world's most celebrated drummers, music producers, and sound engineers, enabling the reader to connect the relevant theories with real-world context, whilst refining their own personalised approach to mastering drum sound.
Most of our everyday life experiences are multisensory in nature; that is, they consist of what we see, hear, feel, taste, smell, and much more. Almost any experience you can think of, such as eating a meal or going to the cinema, involves a magnificent sensory world. In recent years, many of these experiences have been increasingly transformed and capitalised on through advancements that adapt the world around us - through technology, products, and services - to suit our ever more computerised environment. Multisensory Experiences: Where the senses meet technology looks at this trend and offers a comprehensive introduction to the dynamic world of multisensory experiences and design. It takes the reader from the fundamentals of multisensory experiences, through the relationship between the senses and technology, to finally what the future of those experiences may look like, and our responsibility in it. This book empowers you to shape your own and other people's experiences by considering the multisensory worlds that we live in through a journey that marries science and practice. It also shows how we can take advantage of the senses and how they shape our experiences through intelligent technological design.
The book presents the history of time-domain representation and the extent of its development along with that of spectral domain representation in the cognitive and technology domains. It discusses all the cognitive experiments related to this development, along with details of technological developments related to both automatic speech recognition (ASR) and text to speech synthesis (TTS), and introduces a viable time-domain representation for both objective and subjective analysis, as an alternative to the well-known spectral representation. The book also includes a new cohort study on the use of lexical knowledge in ASR. India has numerous official dialects, and spoken-language technology development is a burgeoning area. In fact TTS and ASR taken together constitute the most important technology for empowering people. As such, the book describes time domain representation in such a way that it can be easily and seamlessly incorporated into ASR and TTS research and development. In short, it is a valuable guidebook for the development of ASR and TTS in all the Indian Standard Dialects using signal domain parameters.
Handmade Electronic Music: The Art of Hardware Hacking provides a long-needed, practical, and engaging introduction to the craft of making-as well as creatively cannibalizing-electronic circuits for artistic purposes. With a sense of adventure and no prior knowledge, the reader can subvert the intentions designed into devices such as radios and toys to discover a new sonic world. You will also learn how to make contact microphones, pickups for electromagnetic fields, oscillators, distortion boxes, mixers, and unusual signal processors cheaply and quickly. At a time when computers dominate music production, this book offers a rare glimpse into the core technology of early live electronic music, as well as more recent developments at the hands of emerging artists. This revised and expanded third edition has been updated throughout to reflect recent developments in technology and DIY approaches. New to this edition are chapters contributed by a diverse group of practitioners, addressing the latest developments in technology and creative trends, as well as an extensive companion website that provides media examples, tutorials, and further reading. This edition features: Over 50 new hands-on projects. New chapters and features on topics including soft circuitry, video hacking, neural networks, radio transmitters, Arduino, Raspberry Pi, data hacking, printing your own circuit boards, and the international DIY community A new companion website at www.HandmadeElectronicMusic.com, containing video tutorials, video clips, audio tracks, resource files, and additional chapters with deeper dives into technical concepts and hardware hacking scenes around the world With a hands-on, experimental spirit, Nicolas Collins demystifies the process of crafting your own instruments and enables musicians, composers, artists, and anyone interested in music technology to draw on the creative potential of hardware hacking.
This complete guide to the Avid S6 console offers the best techniques and practices from a seasoned industry veteran, Curt Schulkey, for utilizing its unique features and functions. The Avid S6 was created to be the industry standard virtual mixing console; however, it is so feature-packed that it can be difficult for new users to navigate. This book provides the ultimate guide to breaking down these amazing features and demonstrating how to use them effectively in your next project, with easy-to-follow instructions, rich illustrations, and general real-world advice from the author. This book takes students from neophyte to high-level intermediate. Readers should begin with a functional knowledge of Pro Tools and general understanding of mixing for cinema, but previous knowledge of mixing surfaces is not necessary as this book provides guidance through rudimentary, basic, and intermediary level workflows.
In both video games and animated films, worlds are constructed through a combination of animation, which defines what players see on the screen, and music and sound, which provide essential cues to action, emotion, and narrative. This book offers a rich exploration of the intersections between animation, video games, and music and sound, bringing together a range of multidisciplinary lenses. In fourteen chapters, the contributors consider similarities and differences in how music and sound structure video games and animation, as well as the animation within video games, and explore core topics of nostalgia, adaptation, gender and sexuality. Offering fresh insights into the aesthetic interplay of animation, video games, and sound, this volume provides a gateway into new areas of study that will be of interest to scholars and students across musicology, animation studies, game studies, and media studies more broadly.
Novel Techniques for Dialectal Arabic Speech describes approaches to improve automatic speech recognition for dialectal Arabic. Since speech resources for dialectal Arabic speech recognition are very sparse, the authors describe how existing Modern Standard Arabic (MSA) speech data can be applied to dialectal Arabic speech recognition, while assuming that MSA is always a second language for all Arabic speakers. In this book, Egyptian Colloquial Arabic (ECA) has been chosen as a typical Arabic dialect. ECA is the first ranked Arabic dialect in terms of number of speakers, and a high quality ECA speech corpus with accurate phonetic transcription has been collected. MSA acoustic models were trained using news broadcast speech. In order to cross-lingually use MSA in dialectal Arabic speech recognition, the authors have normalized the phoneme sets for MSA and ECA. After this normalization, they have applied state-of-the-art acoustic model adaptation techniques like Maximum Likelihood Linear Regression (MLLR) and Maximum A-Posteriori (MAP) to adapt existing phonemic MSA acoustic models with a small amount of dialectal ECA speech data. Speech recognition results indicate a significant increase in recognition accuracy compared to a baseline model trained with only ECA data.
This book explores how the rise of widely available digital technology impacts the way music is produced, distributed, promoted, and consumed, with a specific focus on the changing relationship between artists and audiences. Through in-depth interviewing, focus group interviewing, and discourse analysis, this study demonstrates how digital technology has created a closer, more collaborative, fluid, and multidimensional relationship between artist and audience. Artists and audiences are simultaneously engaged with music through technology-and technology through music-while negotiating personal and social aspects of their musical lives. In light of consistent, active engagement, rising co-production, and collaborative community experience, this book argues we might do better to think of the audience as accomplices to the artist.
This illuminating, engaging book offers an introduction to the art of sound design and postproduction audio, written especially for for directors, producers, sound designers, and teachers without a technical background in sound. Building on over 50 years of combined expertise in teaching, filmmaking, and sound design, experienced instructor and author Peter Rea and sound designer Matthew Polis offer a cogent, clear, and practical overview of sound design principles and practices, from exploring the language and vocabulary of sound to teaching readers how to work with sound professionals, and later to overseeing the edit, mix, and finishing processes. In this book, Rea and Polis focus on creative and practical ways to utilize sound in order to achieve the filmmaker's vision and elevate their films. Balancing practical, experienced-based insight, numerous examples, and unique concepts like storyboarding for sound, A Filmmaker’s Guide to Sound Design arms students, filmmakers, and educators with the knowledge to creatively and confidently navigate their film through the post audio process.
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
Intelligent Speech Signal Processing investigates the utilization of speech analytics across several systems and real-world activities, including sharing data analytics, creating collaboration networks between several participants, and implementing video-conferencing in different application areas. Chapters focus on the latest applications of speech data analysis and management tools across different recording systems. The book emphasizes the multidisciplinary nature of the field, presenting different applications and challenges with extensive studies on the design, development and management of intelligent systems, neural networks and related machine learning techniques for speech signal processing.
This illuminating, engaging book offers an introduction to the art of sound design and postproduction audio, written especially for for directors, producers, sound designers, and teachers without a technical background in sound. Building on over 50 years of combined expertise in teaching, filmmaking, and sound design, experienced instructor and author Peter Rea and sound designer Matthew Polis offer a cogent, clear, and practical overview of sound design principles and practices, from exploring the language and vocabulary of sound to teaching readers how to work with sound professionals, and later to overseeing the edit, mix, and finishing processes. In this book, Rea and Polis focus on creative and practical ways to utilize sound in order to achieve the filmmaker's vision and elevate their films. Balancing practical, experienced-based insight, numerous examples, and unique concepts like storyboarding for sound, A Filmmaker’s Guide to Sound Design arms students, filmmakers, and educators with the knowledge to creatively and confidently navigate their film through the post audio process. |
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