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Books > Computing & IT > Applications of computing > Audio processing > General
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 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.
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.
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.
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.
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.
Covers the entire mixing process – from fundamental concepts to advanced techniques Features new sections on console emulation, the loudness war, LUFS targets, and DIY mastering, as well as updated figures and illustrations throughout Offers a robust companion website featuring over 2,000 audio samples as well as Pro Tools/ Multitrack Audio Sessions
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).
Optimal Audio and Video Reproduction at Home is a comprehensive guide that will help every reader set up a modern audio-video system in a small room such as a home theater or studio control room. Verdult covers everything the reader needs to know to optimize the reproduction of multichannel audio and high-resolution video. The book provides concrete advice on equipment setup, display calibration, loudspeaker positioning, room acoustics, and much more. Detailed, easy-to-grasp explanations of the underlying principles ensure the reader will make the right choices, find alternatives, and separate the rigid from the more flexible requirements to achieve the best possible results.
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.
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.
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.
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.
The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games. The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.
Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems. Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles. Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.
- This is the first book for academic podcasters. With theoretical background as well as detailed practical instructions, this book explores the what, why and how of academic podcasting. - Podcasting is becoming an ever-more popular form of both creating knowledge and disseminating research to reach both academic and non-academic audiences. - Competing titles are solely concerned with podcasting as an object of study or as a how-to guide. This book is unique in that it brings together research into a subfield of podcasting, with arguments about why it is a normatively good thing for academia before synthesising this knowledge by detailing how to do it. This is the only book specifically about academic podcasting.
Explores the principles and practical considerations of spatial
sound recording and reproduction. Particular emphasis is given to
the increasing importance of multichannel surround sound and 3D
audio, including binaural approaches, without ignoring conventional
stereo.
Computers are at the center of almost everything related to audio. Whether for synthesis in music production, recording in the studio, or mixing in live sound, the computer plays an essential part. Audio effects plug-ins and virtual instruments are implemented as software computer code. Music apps are computer programs run on a mobile device. All these tools are created by programming a computer. Hack Audio: An Introduction to Computer Programming and Digital Signal Processing in MATLAB provides an introduction for musicians and audio engineers interested in computer programming. It is intended for a range of readers including those with years of programming experience and those ready to write their first line of code. In the book, computer programming is used to create audio effects using digital signal processing. By the end of the book, readers implement the following effects: signal gain change, digital summing, tremolo, auto-pan, mid/side processing, stereo widening, distortion, echo, filtering, equalization, multi-band processing, vibrato, chorus, flanger, phaser, pitch shifter, auto-wah, convolution and algorithmic reverb, vocoder, transient designer, compressor, expander, and de-esser. Throughout the book, several types of test signals are synthesized, including: sine wave, square wave, sawtooth wave, triangle wave, impulse train, white noise, and pink noise. Common visualizations for signals and audio effects are created including: waveform, characteristic curve, goniometer, impulse response, step response, frequency spectrum, and spectrogram. In total, over 200 examples are provided with completed code demonstrations.
Active crossovers are used by almost every sound reinforcement system and every recording studio monitoring set-up; but the use of active crossovers is rapidly expanding. This new edition, presents all the updates to loudspeaker technology and crossover design. The edition expands on loudspeaker configurations and design issues, sound reinforcement issues, more on lowpass and highpass filters, and may other filters. This new edition is a must read for anyone wanting comprehensive practical knowledge.
* 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
Written for the beginner DJ, this accessible book presents everything you need to know in order to create great dance floor moments that will take your sets to the next level and get you noticed as a DJ. Using Ableton's industry-leading digital audio workstation, the reader will learn to achieve a professional sound by expertly manipulating Warping, pitching, editing, automation and plugin effects processing; also, avoiding mistakes such as key-clashing, jarring transitions, mismatched energies and more. The book's companion website includes key-charts, musical scale diagrams, organisational templates for live sessions, and follow-along video demonstrations.
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 maps, describes and further explores all contemporary forms of interaction between radio and its public, with a specific focus on those forms of content co-creation that link producers and listeners. Each essay will analyze one or more case studies, piecing together a map of emerging co-creation practices in contemporary radio. Contributors describe the rise of a new class of radio listeners: the networked ones. Networked audiences are made up of listeners that are not only able to produce written and audio content for radio and co-create along with the radio producers (even definitively bypassing the central hub of the radio station, by making podcasts), but that also produce social data, calling for an alternative rating system, which is less focused on attention and more on other sources, such as engagement, sentiment, affection, reputation, and influence. What are the economic and political consequences of this paradigm shift? How are radio audiences perceived by radio producers in this new radioscape? What's the true value of radio audiences in this new frame? How do radio audiences take part in the radio flow in this age? Are audiences' interactions and co-creations overrated or underrated by radio producers? To what extent listeners' generated content can be considered a form of participation or "free labour" exploitation? What's the role of community radio in this new context? These are some of the many issues that this book aims to explore. Visit https://www.facebook.com/pages/Radio-Audience-and-Participation-in-the-Age-of-Network-Society/869169869799842 for the book's Facebook page. |
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