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Books > Computing & IT > Applications of computing > Audio processing
This innovative text bridges media theory, psychology, and interpersonal communication by describing how our relationships with media emulate the relationships we develop with friends and romantic partners through their ability to replicate intimacy, regularity, and reciprocity. In research-rich, conversational chapters, the author applies psychological principles to understand how nine influential media technologies-theatrical film, recorded music, consumer market cameras, radio, network and cable television, tape cassettes, video gaming, and dial-up internet service providers-irreversibly changed the communication environment, culture, and psychological expectations that we then apply to future media technologies. With special attention to mediums absent from the traditional literature, including recorded music, cable television, and magnetic tape, this book encourages readers to critically reflect on their own past relationships with media and consider the present environment and the future of media given their own personal habits. 20th Century Media and the American Psyche is ideal for media studies, communication, and psychology students, scholars, and industry professionals, as well as anyone interested in a greater understanding of the psychological significance of media technology, usage, and adoption across the past 150 years.
What does a place sound like - and how does the sound of place affect our perceptions, experiences, and memories? The Sound of a Room takes a poetic and philosophical approach to exploring these questions, providing a thoughtful investigation of the sonic aesthetics of our lived environments. Moving through a series of location-based case studies, the author uses his own field recordings as the jumping-off point to consider the underlying questions of how sonic environments interact with our ideas of self, sense of creativity, and memories. Advocating an awareness born of deep listening, this book offers practical and poetic insights for researchers, practitioners, and students of sound.
What does a place sound like - and how does the sound of place affect our perceptions, experiences, and memories? The Sound of a Room takes a poetic and philosophical approach to exploring these questions, providing a thoughtful investigation of the sonic aesthetics of our lived environments. Moving through a series of location-based case studies, the author uses his own field recordings as the jumping-off point to consider the underlying questions of how sonic environments interact with our ideas of self, sense of creativity, and memories. Advocating an awareness born of deep listening, this book offers practical and poetic insights for researchers, practitioners, and students of sound.
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.
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.
Classical Concert Studies: A Companion to Contemporary Research and Performance is a landmark publication that maps out a new interdisciplinary field of Concert Studies, offering fresh ways of understanding the classical music concert in the twenty-first century. It brings together essays, research articles, and case studies from scholars and music professionals including musicians, music managers, and concert designers. Gathering both historical and contemporary cases, the contributors draw on approaches from sociology, ethnology, musicology, cultural studies, and other disciplines to create a rich portrait of the classical concert's past, present, and future. Based on two earlier volumes published in German under the title Das Konzert (The Concert), and with a selection of new chapters written for the English edition, this companion enables students, researchers, and practitioners in the classical and contemporary music fields to understand this emerging field of research, go beyond traditional disciplinary boundaries and methodologies, and spark a renaissance for the classical concert.
Audio Education: Theory, Culture, and Practice is a groundbreaking volume of 16 chapters exploring the historical perspectives, methodologies, and theoretical underpinnings that shape audio in educational settings. Bringing together insights from a roster of international contributors, this book presents perspectives from researchers, practitioners, educators, and historians. Audio Education highlights a range of timely topics, including environmental sustainability, inclusivity, interaction with audio industries, critical listening, and student engagement, making it recommended reading for teachers, researchers, and practitioners engaging with the field of audio education.
Audio Education: Theory, Culture, and Practice is a groundbreaking volume of 16 chapters exploring the historical perspectives, methodologies, and theoretical underpinnings that shape audio in educational settings. Bringing together insights from a roster of international contributors, this book presents perspectives from researchers, practitioners, educators, and historians. Audio Education highlights a range of timely topics, including environmental sustainability, inclusivity, interaction with audio industries, critical listening, and student engagement, making it recommended reading for teachers, researchers, and practitioners engaging with the field of audio education.
This edited collection considers various meanings of the "Spotification" of music and other media. Specifically, it replies to the editor's call to address the changes in media cultures and industries accompanying the transition to streaming media and media services. Streaming media services have become part of daily life all over the world, with Spotify, in particular, inheriting and reconfiguring characteristics of older ways of publishing, distributing, and consuming media. The contributors look to the broader community of music, media, and cultural researchers to spell out some of the implications of the Spotification of music and popular culture. These include changes in personal media consumption and production, educational processes, and the work of media industries. Interdisciplinary scholarship on commercial digital distribution is needed more than ever to illuminate the qualitative changes to production, distribution, and consumption accompanying streaming music and television. This book represents the latest research and theory on the conversion of mass markets for recorded music to streaming services.
This book covers everything you need to know to master the fundamentals of location sound recording and postproduction sound in a comprehensive one-stop guide. This user-friendly book provides real world situations to analyze the many kinds of location recording configurations and postproduction scenarios and offers easy-to-adopt, budget-conscious solutions to some of the most common issues that arise when working with sound. Chapters cover the theory of sound, preproduction with a sound emphasis, microphone selection, testing equipment, how to boom and mix on set, synchronization and time code, and editing sound while doing a picture cut in a traditional picture software platform. Additionally, the book discusses bringing a project into a Digital Audio Workstation and explores basic sound design, dialogue editing, Automated Dialogue Replacement, Foley, sound effects, music for film, re-recording the final mix, and outputting sound to finish a project. Accompanying examples allow readers the opportunity to try out the various techniques and drills on location, in postproduction, or both. Aimed at students, early career and independent filmmakers, as well as those considering a vocation in location and postproduction sound, Location and Postproduction Sound for Low-Budget Filmmakers makes achieving great sound attainable for all, and is an invaluable tool for anyone wanting to better understand the art of film sound.
This volume comprises eight well-versed contributed chapters devoted to report the latest findings on the intelligent approaches to multimedia data analysis. Multimedia data is a combination of different discrete and continuous content forms like text, audio, images, videos, animations and interactional data. At least a single continuous media in the transmitted information generates multimedia information. Due to these different types of varieties, multimedia data present varied degrees of uncertainties and imprecision, which cannot be easy to deal by the conventional computing paradigm. Soft computing technologies are quite efficient to handle the imprecision and uncertainty of the multimedia data and they are flexible enough to process the real-world information. Proper analysis of multimedia data finds wide applications in medical diagnosis, video surveillance, text annotation etc. This volume is intended to be used as a reference by undergraduate and post graduate students of the disciplines of computer science, electronics and telecommunication, information science and electrical engineering. THE SERIES: FRONTIERS IN COMPUTATIONAL INTELLIGENCE The series Frontiers In Computational Intelligence is envisioned to provide comprehensive coverage and understanding of cutting edge research in computational intelligence. It intends to augment the scholarly discourse on all topics relating to the advances in artifi cial life and machine learning in the form of metaheuristics, approximate reasoning, and robotics. Latest research fi ndings are coupled with applications to varied domains of engineering and computer sciences. This field is steadily growing especially with the advent of novel machine learning algorithms being applied to different domains of engineering and technology. The series brings together leading researchers that intend to continue to advance the fi eld and create a broad knowledge about the most recent state of the art.
This book lays out all the latest research in the area of multimedia data hiding. The book introduces multimedia signal processing and information hiding techniques. It includes multimedia representation, digital watermarking fundamentals and requirements of watermarking. It moves on to cover the recent advances in multimedia signal processing, before presenting information hiding techniques including steganography, secret sharing and watermarking. The final part of this book includes practical applications of intelligent multimedia signal processing and data hiding systems.
Women in Audio features almost 100 profiles and stories of audio engineers who are women and have achieved success throughout the history of the trade. Beginning with a historical view, the book covers the achievements of women in various audio professions and then focuses on organizations that support and train women and girls in the industry. What follows are eight chapters divided by discipline, highlighting accomplished women in various audio fields: radio; sound for film and television; music recording and electronic music; hardware and software design; acoustics; live sound and sound for theater; education; audio for games, virtual reality, augmented reality, and mixed reality, as well as immersive sound. Women in Audio is a valuable resource for professionals, educators, and students looking to gain insight into the careers of trailblazing women in audio-related fields and represents required reading for those looking to add diversity to their music technology programs.
For a machine to convert text into sounds that humans can understand as speech requires an enormous range of components, from abstract analysis of discourse structure to synthesis and modulation of the acoustic output. Work in the field is thus inherently interdisciplinary, involving linguistics, computer science, acoustics, and psychology. This collection of articles by leading researchers in each of the fields involved in text-to-speech synthesis provides a picture of recent work in laboratories throughout the world and of the problems and challenges that remain. By providing samples of synthesized speech as well as video demonstrations for several of the synthesizers discussed, the book will also allow the reader to judge what all the work adds up to -- that is, how good is the synthetic speech we can now produce? Topics covered include: Signal processing and source modeling Linguistic analysis Articulatory synthesis and visual speech Concatenative synthesis and automated segmentation Prosodic analysis of natural speech Synthesis of prosody Evaluation and perception Systems and applications.
Digital Sampling is the first book about the design and use of sampling technologies that have shaped the sounds of popular music since the 1980s. Written in two parts, Digital Sampling begins with an exploration of the Fairlight CMI and how artists like Kate Bush and Peter Gabriel used it to sample the sounds of everyday life. It also focuses on E-mu Systems and the use of its keyboards and drum machines in hip-hop. The second part follows users across a range of musical worlds, including US/UK garage, indie folk music, and electronic music made from the sounds of sewers, war zones, and crematoriums. Using material from interviews and concepts from the field of Science and Technology Studies (STS), Digital Sampling provides a new and alternative approach to the study of sampling and is crucial reading for undergraduates, postgraduates, and researchers from a wide range of disciplines, including music technology, media, communication, and cultural studies.
This volume provides a comprehensive introduction to foundational topics in sound design for embedded media, such as physical computing; interaction design; auditory displays and data sonification; speech synthesis; wearables; smart objects and instruments; user experience; toys and playful tangible objects; and the new sensibilities entailed in expanding the concept of sound design to encompass the totality of our surroundings. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational products and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its many embedded forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, programming and design, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.
This comprehensive book on audio power amplifier design will appeal to members of the professional audio engineering community as well as the student and enthusiast. Designing Audio Power Amplifiers begins with power amplifier design basics that a novice can understand and moves all the way through to in-depth design techniques for very sophisticated audiophiles and professional audio power amplifiers. This book is the single best source of knowledge for anyone who wishes to design audio power amplifiers. It also provides a detailed introduction to nearly all aspects of analog circuit design, making it an effective educational text. Develop and hone your audio amplifier design skills with in-depth coverage of these and other topics: Basic and advanced audio power amplifier design Low-noise amplifier design Static and dynamic crossover distortion demystified Understanding negative feedback and the controversy surrounding it Advanced NFB compensation techniques, including TPC and TMC Sophisticated DC servo design MOSFET power amplifiers and error correction Audio measurements and instrumentation Overlooked sources of distortion SPICE simulation for audio amplifiers, including a tutorial on LTspice SPICE transistor modeling, including the VDMOS model for power MOSFETs Thermal design and the use of ThermalTrak (TM) transistors Four chapters on class D amplifiers, including measurement techniques Professional power amplifiers Switch-mode power supplies (SMPS).
Learn how to create, produce, and perform your music at the next level by unlocking the power of Ableton Live 9. This book and web combination shows, if you get it right, exactly what Live can deliver. Engineered to follow Live's non-linear music environment, the book looks and feels like the program. Its unique format utilizes the terms and creative features of Live - tabs, keys, pointers, and labels-to help you learn the littlest things that make the biggest difference. Packed with professional insight, concepts, definitions, and hundreds of tips, tricks, and hidden features, author Keith Robinson covers the software's nuts and bolts, while never neglecting creative techniques for creating, producing, performing, - all the tools for making music on the fly. The accompanying website contains bonus chapters, Live Sets and clips to sync and download. Ableton Live 9... * Features step-by-step tutorials, useful web-based media (Sets, Clips, Loops, and Samples) designed to perfect your techniques * Identifies key concepts and definitions, and uncovers hidden features of Live 9 * Its unique graphic format, mirrors Live's structure, terms, and creative features, so you can get into a "Live frame of mind" as you read
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.
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.
Digital technology is transforming the musical score as a broad array of innovative score systems have become available to musicians. From attempts to mimic the print score, to animated and graphical scores, to artificial intelligence-based options, digital scoring affects the musical process by opening up new possibilities for dynamic interaction between the performer and the music, changing how we understand the boundaries between composition, score, improvisation and performance. The Digital Score: Musicianship, Creativity and Innovation offers a guide into this new landscape, reflecting on what these changes mean for music-making from both theoretical and applied perspectives. Drawing on findings from over a decade's worth of practice-based experimentation in the field, author Craig Vear builds a framework for understanding how digital scores create meaning. He considers the interactions between affect, embodiment and digital scores, offering the first comprehensive and critical consideration of an exciting field with no agreed-upon borders. Featuring insights from interviews with over fifty musicians and composers from across four continents, this book is a valuable resource for music researchers and practitioners alike.
During the last two decades, the field of music production has attracted considerable interest from the academic community, more recently becoming established as an important and flourishing research discipline in its own right. Producing Music presents cutting-edge research across topics that both strengthen and broaden the range of the discipline as it currently stands. Bringing together the academic study of music production and practical techniques, this book illustrates the latest research on producing music. Focusing on areas such as genre, technology, concepts, and contexts of production, Hepworth-Sawyer, Hodgson, and Marrington have compiled key research from practitioners and academics to present a comprehensive view of how music production has established itself and changed over the years.
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.
Game Audio with FMOD and Unity introduces readers to the principles and practice of game audio through the process of creating their own First Person Shooter (FPS) game. All the basics are covered, as well as a simple introduction to coding. Using the free software Unity and FMOD Audio Middleware, the reader will be able to create a game of their own and develop a portfolio that demonstrates their capacities in interactive sound design. Perfect for classroom use or independent study, Game Audio with FMOD and Unity also comes with a full suite of audio assets provided on a companion website. |
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