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Books > Computing & IT > Applications of computing > Audio processing
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
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.
Capture great sound in the first place and spend less time "fixing it in the mix" with Ian Corbett's Mic It! With this updated and expanded second edition, you'll quickly understand essential audio concepts as they relate to microphones and mic techniques and learn how to apply them to your recording situation. Mic It! gives you the background to explore, discover, and design your own solutions, enabling you to record great source tracks that can be developed into anything from ultra-clean mixes to massive, organic soundscapes. Beginning with essential audio theory and a discussion of the desirable characteristics of "good sound", Mic It! covers microphones, mono and stereo mic techniques, the effect of the recording space or room, and large classical and jazz ensemble recording. This second edition also features new chapters on immersive audio, immersive recording concepts, drum tuning, and recording techniques for audio for video. Mic It! provides in-depth information on how different mic techniques can be used, modified, and fine-tuned to capture not only the best sound, but the best sound for the mix, as well as how to approach and set up the recording session, prepare for mixing, and avoid common recording and mixing mistakes. * Train your ears with practical audio examples on the companion website. * Develop and test your knowledge as you learn, with concise, applicable exercises and examples that cover the concepts presented. * Record the best sound possible in any situation with Mic It! Corbett's expert advice ranges from vital knowledge no novice should be without, to advanced techniques that more experienced engineers can explore to benefit and vary the sound of their recordings. Whether you only ever buy one microphone, are equipping a studio on a budget, or have a vast selection of great mics to use, with Mic It! you'll learn how to make the most of the tools you have.
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.
Data driven methods have long been used in Automatic Speech Recognition (ASR) and Text-To-Speech (TTS) synthesis and have more recently been introduced for dialogue management, spoken language understanding, and Natural Language Generation. Machine learning is now present "end-to-end" in Spoken Dialogue Systems (SDS). However, these techniques require data collection and annotation campaigns, which can be time-consuming and expensive, as well as dataset expansion by simulation. In this book, we provide an overview of the current state of the field and of recent advances, with a specific focus on adaptivity.
The MIDI Manual: A Practical Guide to MIDI within Modern Music Production, Fourth Edition, is a complete reference on MIDI. Written by David Miles Huber (a 4x Grammy-nominated musician, producer and author), this best-selling guide provides clear explanations of what MIDI 1.0 and 2.0 are, acting as a guide for electronic instruments, the DAW, MIDI sequencing and how to make best use of them. You will learn how to set up an efficient MIDI system and how to get the most out of your production room and ultimately ... your music. Packed full of useful tips and practical examples on sequencing and mixing techniques, The MIDI Manual also covers in-depth information on system interconnections, controllers, groove tools, the DAW, synchronization and more. For the first time, the MIDI 2.0 spec is explained in light of the latest developments and is accompanied with helpful guidelines for the long-established MIDI 1.0 spec and its implementation chart. Illustrated throughout with helpful photos and screenshots, this is the most readable and clearly explained book on MIDI available.
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
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
Speech and audio processing has undergone a revolution in preceding decades that has accelerated in the last few years generating game-changing technologies such as truly successful speech recognition systems; a goal that had remained out of reach until very recently. This book gives the reader a comprehensive overview of such contemporary speech and audio processing techniques with an emphasis on practical implementations and illustrations using MATLAB code. Core concepts are firstly covered giving an introduction to the physics of audio and vibration together with their representations using complex numbers, Z transforms and frequency analysis transforms such as the FFT. Later chapters give a description of the human auditory system and the fundamentals of psychoacoustics. Insights, results, and analyses given in these chapters are subsequently used as the basis of understanding of the middle section of the book covering: wideband audio compression (MP3 audio etc.), speech recognition and speech coding. The final chapter covers musical synthesis and applications describing methods such as (and giving MATLAB examples of) AM, FM and ring modulation techniques. This chapter gives a final example of the use of time-frequency modification to implement a so-called phase vocoder for time stretching (in MATLAB). Features A comprehensive overview of contemporary speech and audio processing techniques from perceptual and physical acoustic models to a thorough background in relevant digital signal processing techniques together with an exploration of speech and audio applications. A carefully paced progression of complexity of the described methods; building, in many cases, from first principles. Speech and wideband audio coding together with a description of associated standardised codecs (e.g. MP3, AAC and GSM). Speech recognition: Feature extraction (e.g. MFCC features), Hidden Markov Models (HMMs) and deep learning techniques such as Long Short-Time Memory (LSTM) methods. Book and computer-based problems at the end of each chapter. Contains numerous real-world examples backed up by many MATLAB functions and code.
- One of the first titles to be published on the state-of-the-art of Soundwalking as a practice - This book offers a unique, interdisciplinary approach which considers cultural studies, environmental studies, politics, as well as sound studies - Brings together voices from both academic and professional spheres
- One of the first titles to be published on the state-of-the-art of Soundwalking as a practice - This book offers a unique, interdisciplinary approach which considers cultural studies, environmental studies, politics, as well as sound studies - Brings together voices from both academic and professional spheres
Featuring a distinguished editorial team who have brought together a group of international and reputable scholars. The collection is interdisciplinary by design, encompassing cultural theory, gender and race studies, musicology, and record production analysis Offering analysis of tracks from the blues, hip-hop, R&B, pop, Motown, funk, disco, rock, metal, and country An ideal companion to William Moylan's previous work, Recording Analysis, which outlines the framework upon which these analyses are developed
This book provides cutting-edge research in the growing areas of Audio Education and Popular Music Pedagogy Offers an ideal blend of theory and practice as well as acknowledging the practical elements of music production pedagogy A variety of international viewpoints are included, making it accessible to educators in the US, UK, Australia and beyond
* The book will include high quality contributions from practitioners and researchers that consider the ethics and aesthetics of the work, investigating the role of sound in community building, wellbeing, education, and social or environmental justice. * Would be recommended reading in leading applied and socially engaged theatre courses, in sound studies and sonic art courses and in media and communication courses. * The closest competitors are more a broad survey of sound art while this book looks to the future, building possibilities, and imagining what might be through the creative acts of inquiry and sound. Contribution from Brandon LaBelle (key theorist in sound studies) First book to address community engaged arts through a sound studies lens An area of community engaged arts that has exploded recently since the COVID-19 pandemic
The spoken language is the most important means of human
information transmission. Thus, as we enter the age of the
Information Society, the use of the man-machine interface through
the spoken language becomes increasingly important. Due to the
extent of the problems involved, however, full realization of such
an interface calls for coordination of research efforts Thus a nationwide research project was conceived and started in
1987 as one of the first Priority Research Areas supported by the
Ministry of Education, Science and Culture of Japan. The The present volume begins with an overview of the project, followed by 41 papers presented at the symposia. This work is expected to serve as an important source of information on each of the nine topics adopted for intensive study under the project. This book will serve as a guideline for further work in the important scientific and technological field of spoken language processing.
Sounds of the Pandemic offers one of the first critical analyses of the changes in sonic environments, artistic practice, and listening behaviour caused by the Coronavirus outbreak. This multifaceted collection provides a detailed picture of a wide array of phenomena related to sound and music, including soundscapes, music production, music performance, and mediatisation processes in the context of COVID-19. It represents a first step to understanding how the pandemic and its by-products affected sound domains in terms of experiences and practices, representations, collective imaginaries, and socio-political manipulations. This book is essential reading for students, researchers, and practitioners working in the realms of music production and performance, musicology and ethnomusicology, sound studies, and media and cultural studies.
This book presents works from world-class experts from academia, industry, and national agencies representing countries from across the world focused on automotive fields for in-vehicle signal processing and safety. These include cutting-edge studies on safety, driver behavior, infrastructure, and human-to-vehicle interfaces. Vehicle Systems, Driver Modeling and Safety is appropriate for researchers, engineers, and professionals working in signal processing for vehicle systems, next generation system design from driver-assisted through fully autonomous vehicles.
This book delves into the notion of intimacy as a defining feature of podcasting, examining the concept of intimacy itself and how the public sphere explores the relationships created and maintained through podcasts The book situates textual analysis of specific American podcasts within podcast criticism, monetization, and production advice Through analysis of these sources' self-descriptions, the text builds a podcasting-specific framework for intimacy and uses that framework to interpret how podcasting imagines the connections it forms within communities Instead of intimacy being inherent, the book argues that podcasting constructs intimacy and uses it to define the quality of its own mediation This book will be of interest to scholars and students of New and Digital Media, Media Studies, Communication Studies, Journalism, Literature, Cultural Studies, and American Studies
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.
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.
Outlines how in modern societies hearing, health and sound technologies are entangled in multi-faceted ways. The book brings together, for the first time, historians, scholars from media studies, social sciences, cultural studies, acoustics and neuroscientists to show and discuss how modern technologies play a decisive role in the ways 'normal', enhanced or 'smart' hearing as well as hearing impairment have been configured and experienced. Addresses current hearing practices that become increasingly mediated by personalized hearing technologies and aids that engage with continuously changing sonic situations along advanced algorithms and intuitive apps.
This book provides a comprehensive overview of the recent advancement in the field of automatic speech recognition with a focus on deep learning models including deep neural networks and many of their variants. This is the first automatic speech recognition book dedicated to the deep learning approach. In addition to the rigorous mathematical treatment of the subject, the book also presents insights and theoretical foundation of a series of highly successful deep learning models.
Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching
Learn how to program JavaScript while creating interactive audio applications with JavaScript for Sound Artists: Learn to Code With the Web Audio API! William Turner and Steve Leonard showcase the basics of JavaScript language programing so that readers can learn how to build browser based audio applications, such as music synthesizers and drum machines. The companion website offers further opportunity for growth. Web Audio API instruction includes oscillators, audio file loading and playback, basic audio manipulation, panning and time. This book encompasses all of the basic features of JavaScript with aspects of the Web Audio API to heighten the capability of any browser. Key Features Uses the readers existing knowledge of audio technology to facilitate learning how to program using JavaScript. The teaching will be done through a series of annotated examples and explanations. Downloadable code examples and links to additional reference material included on the books companion website. This book makes learning programming more approachable to nonprofessional programmers The context of teaching JavaScript for the creative audio community in this manner does not exist anywhere else in the market and uses example-based teaching |
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