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Books > Computing & IT > Applications of computing > Audio processing
This 2-volume work represents the proceedings of the First European Workshop on Fault Diagnostics, Reliability and Re- lated Knowledge-Based Approaches held in the Island of Rho- des, Greece (August 3l-September 3, 1986). This Workshop was organized in the framework of a joint research project spon- sored by the Commission of the European Communi ties under the Stimulation Action Programme. The principal aim of the Workshop was to bring together people working on the numeric and symbolic (knowledge-based) treatment of reliability and fault diagnosis problems, in order to promote the interaction and exhange of ideas, expe- riences and results in this area. The workshop was a real success, with SS papers presen- ted and 70 participants. A second Workshop of the same na- ture has been decided to be held in Manchester (UMIST), - gland, in April 1987. . The two volumes contain sufficient amount of informa- tion which reflects very well the state-of-the-art of the field, and shows the current tendency towards knowledge-ba- sed (expert systems) and fault-tolerant approaches. Volume 1 contains the contributions on fault diagnostics and reliability issues (numeric treatment), and Vo*lume 2 the contributions on knowledge~based and fault-tolerant techni- ques. We are grateful to the Commission of the European Com- munities for having sponsored the Workshop, and to all au- thors for their high quality contributions and presenta- tions.
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.
Now in its tenth edition, the Audio Production Worktext offers a comprehensive introduction to audio production in radio, television, and film. This hands-on, student-friendly text demonstrates how to navigate modern radio production studios and utilize the latest equipment and software. Key chapters address production planning, the use of microphones, audio consoles, and sound production for the visual media. The reader is shown the reality of audio production both within the studio and on location. New to this edition is material covering podcasting, including online storage and distribution. The new edition also includes an updated glossary and appendix on analog and original digital applications, as well as self-study questions and projects that students can use to further enhance their learning. The accompanying instructor website has been refreshed and includes an instructor's manual and PowerPoint images. This book remains an essential text for audio and media production students seeking a thorough introduction to the field.
Over the last 20 years, approaches to designing speech and language processing algorithms have moved from methods based on linguistics and speech science to data-driven pattern recognition techniques. These techniques have been the focus of intense, fast-moving research and have contributed to significant advances in this field.
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 Audio Expert is a comprehensive reference book covering all aspects of audio, with both practical and theoretical explanations. It is written for people who want to understand audio at the deepest, most technical level, but without needing an engineering degree. The Audio Expert explains how audio really works in much more depth than usual, using common sense plain-English explanations and mechanical analogies, with minimal math. It uses an easy to read conversational tone, and includes more than 400 figures and photos to augment the printed text. However, this book goes beyond merely explaining how audio works. It brings together the concepts of audio, aural perception, musical instrument physics, acoustics, and basic electronics, showing how they're intimately related. It also describes in great detail many practices and techniques used by recording and mixing engineers, including video production and computers. This book is meant for intermediate to advanced recording engineers and audiophiles who want to become experts. There's plenty for beginners too. One unique feature is explaining how audio devices such as equalizers, compressors, and A/D converters work internally, and how they're spec'd and tested, rather than merely describing how to use them. There's plenty of myth-busting and consumerism too. The book doesn't tell readers what brand power amplifier to buy, but it explains in great detail what defines a good amplifier so people can choose a first-rate model wisely without over-paying. Most explanations throughout the book are platform-agnostic, applying equally to Windows and Mac computers, and to most software and hardware. Many audio and video examples are included to enhance the written text. The new edition offers many updates and improvements throughout. New sections on coding an equalizer, comparing microphone preamps, testing results of loudspeaker isolation devices, new online video content on music theory, plus incorporated chapters on MIDI basics, computers, video production, plus new myth-busters, and much more!
What does the Coen Brothers' Barton Fink have in common with Norman McLaren's Synchromy? Or with audiovisual sculpture? Or contemporary music video? Composing Audiovisually interrogates how the relationship between the audiovisual media in these works, and our interaction with them, might allow us to develop mechanisms for talking about and understanding our experience of audiovisual media across a broad range of modes. Presenting close readings of audiovisual artefacts, conversations with artists, consideration of contemporary pedagogy and a detailed conceptual and theoretical framework that considers the nature of contemporary audiovisual experience, this book attempts to address gaps in our discourse on audiovisual modes, and offer possible starting points for future, genuinely transdisciplinary thinking in the field.
A handy source of essential data that every sound technician needs.
Whether you are a professional sound engineer, responsible for
broadcast or studio recording, or a student on a music technology
or sound recording course, you will find this book authoritative
and easily accessible.
Sound Inventions is a collection of 34 articles taken from Experimental Musical Instruments, the seminal journal published from 1984 through 1999. In addition to the selected articles, the editors have contributed introductory essays, placing the material in cultural and temporal context, providing an overview of the field both before and after the time of original publication. The Experimental Musical Instruments journal contributed extensively to a number of sub-fields, including sound sculpture and sound art, sound design, tuning theory, musical instrument acoustics, timbre and timbral perception, musical instrument construction and materials, pedagogy, and contemporary performance and composition. This book provides a picture of this important early period, presenting a wealth of material that is as valuable and relevant today as it was when first published, making it essential reading for anyone researching, working with or studying sound.
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.
Designing Software Synthesizer Plugins in C++ provides everything you need to know to start designing and writing your own synthesizer plugins, including theory and practical examples for all of the major synthesizer building blocks, from LFOs and EGs to PCM samples and morphing wavetables, along with complete synthesizer example projects. The book and accompanying SynthLab projects include scores of C++ objects and functions that implement the synthesizer building blocks as well as six synthesizer projects, ranging from virtual analog and physical modelling to wavetable morphing and wave-sequencing that demonstrate their use. You can start using the book immediately with the SynthLab-DM product, which allows you to compile and load mini-modules that resemble modular synth components without needing to maintain the complete synth project code. The C++ objects all run in a stand-alone mode, so you can incorporate them into your current projects or whip up a quick experiment. All six synth projects are fully documented, from the tiny SynthClock to the SynthEngine objects, allowing you to get the most from the book while working at a level that you feel comfortable with. This book is intended for music technology and engineering students, along with DIY audio programmers and anyone wanting to understand how synthesizers may be implemented in C++.
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.
This book gives an overview of the research and application of speech technologies in different areas. One of the special characteristics of the book is that the authors take a broad view of the multiple research areas and take the multidisciplinary approach to the topics. One of the goals in this book is to emphasize the application. User experience, human factors and usability issues are the focus in this book.
The interest of AI in problems related to understanding sounds has
a rich history dating back to the ARPA Speech Understanding Project
in the 1970s. While a great deal has been learned from this and
subsequent speech understanding research, the goal of building
systems that can understand general acoustic signals--continuous
speech and/or non-speech sounds--from unconstrained environments is
still unrealized. Instead, there are now systems that understand
"clean" speech well in relatively noiseless laboratory
environments, but that break down in more realistic, noisier
environments. As seen in the "cocktail-party effect," humans and
other mammals have the ability to selectively attend to sound from
a particular source, even when it is mixed with other sounds.
Computers also need to be able to decide which parts of a mixed
acoustic signal are relevant to a particular purpose--which part
should be interpreted as speech, and which should be interpreted as
a door closing, an air conditioner humming, or another person
interrupting.
Brings together a cohesive and coherent account of the dramaturgy of sound in three key contemporary performance genres. Written for contemporary performance scholars and upper level students, using case studies and clear genre delineations. Moves existing scholarship in this area forward by drawing on a wealth of supplementary material tied to its research funding, including a full dataset, interview footage and a podcast.
Brings together a cohesive and coherent account of the dramaturgy of sound in three key contemporary performance genres. Written for contemporary performance scholars and upper level students, using case studies and clear genre delineations. Moves existing scholarship in this area forward by drawing on a wealth of supplementary material tied to its research funding, including a full dataset, interview footage and a podcast.
This volume is a direct result of the International Symposium on
Japanese Sentence Processing held at Duke University. The symposium
provided the first opportunity for researchers in three
disciplinary areas from both Japan and the United States to
participate in a conference where they could discuss issues
concerning Japanese syntactic processing. The goals of the
symposium were three-fold:
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.
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!
Translation, accessibility and the viewing experience of foreign, deaf and blind audiences has long been a neglected area of research within film studies. The same applies to the film industry, where current distribution strategies and exhibition platforms severely underestimate the audience that exists for foreign and accessible cinema. Translated and accessible versions are usually produced with limited time, for little remuneration, and traditionally involving zero contact with the creative team. Against this background, this book presents accessible filmmaking as an alternative approach, integrating translation and accessibility into the filmmaking process through collaboration between translators and filmmakers. The book introduces a wide notion of media accessibility and the concepts of the global version, the dubbing effect and subtitling blindness. It presents scientific evidence showing how translation and accessibility can impact the nature and reception of a film by foreign and sensory-impaired audiences, often changing the film in a way that filmmakers are not always aware of. The book includes clips from the award-winning film Notes on Blindness on the Routledge Translation Studies Portal, testimonies from filmmakers who have adopted this approach, and a presentation of the accessible filmmaking workflow and a new professional figure: the director of accessibility and translation. This is an essential resource for advanced students and scholars working in film, audiovisual translation and media accessibility, as well as for those (accessible) filmmakers who are not only concerned about their original viewers, but also about those of the foreign and accessible versions of their films, who are often left behind.
Designing Audio Effect Plugins in C++ presents everything you need to know about digital signal processing in an accessible way. Not just another theory-heavy digital signal processing book, nor another dull build-a-generic-database programming book, this book includes fully worked, downloadable code for dozens of professional audio effect plugins and practically presented algorithms. Sections include the basics of audio signal processing, the anatomy of a plugin, AAX, AU and VST3 programming guides; implementation details; and actual projects and code. More than 50 fully coded C++ audio signal-processing objects are included. Start with an intuitive and practical introduction to the digital signal processing (DSP) theory behind audio plug-ins, and quickly move on to plugin implementation, gain knowledge of algorithms on classical, virtual analog, and wave digital filters, delay, reverb, modulated effects, dynamics processing, pitch shifting, nonlinear processing, sample rate conversion and more. You will then be ready to design and implement your own unique plugins on any platform and within almost any host program. This new edition is fully updated and improved and presents a plugin core that allows readers to move freely between application programming interfaces and platforms. Readers are expected to have some knowledge of C++ and high school math.
- 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 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.
Coproduction in the Recording Studio: Perspectives from the Vocal Booth details how recording studio environments affect performance in the vocal booth. Drawing on interviews with professional session singers, this book considers sociocultural and sociotechnical theory, the modern home studio space, as well as isolation and self-recording in light of the COVID-19 pandemic. This is cutting-edge reading for advanced undergraduates, scholars and professionals working in the disciplines of recording studio production, vocal performance, audio engineering and music technology. |
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