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Books > Computing & IT > Applications of computing > Audio processing > General
Sound Reproduction: The Acoustics and Psychoacoustics of Loudspeakers and Rooms, Third Edition explains the physical and perceptual processes that are involved in sound reproduction and demonstrates how to use the processes to create high-quality listening experiences in stereo and multichannel formats. Understanding the principles of sound production is necessary to achieve the goals of sound reproduction in spaces ranging from recording control rooms and home listening rooms to large cinemas. This revision brings new science-based perspectives on the performance of loudspeakers, room acoustics, measurements and equalization, all of which need to be appropriately used to ensure the accurate delivery of music and movie sound tracks from creators to listeners. The robust website (www.routledge.com/cw/toole) is the perfect companion to this necessary resource.
This textbook presents an introduction to signal processing for audio applications. The author's approach posits that math is at the heart of audio processing and that it should not be simplified. He thus retains math as the core of signal processing and includes concepts of difference equations, convolution, and the Fourier Transform. Each of these is presented in a context where they make sense to the student and can readily be applied to build artifacts. Each chapter in the book builds on the previous ones, building a linear, coherent story. The book starts with a definition of sound and goes on to discuss digital audio signals, filters, The Fourier Transform, audio effects, spatial effects, audio equalizers, dynamic range control, and pitch estimation. The exercises in each chapter cover the application of the concepts to audio signals. The exercises are made specifically for Pure Data (Pd) although traditional software, such as MATLAB, can be used. The book is intended for students in media technology bachelor programs. The book is based on material the author developed teaching on the topic over a number of years.
This step-by-step guide for editing sound to picture using Pro Tools starts by explaining the Pro Tools systems and covers all key audio topics, including equipment, sound, music, effects, output and mixing tools, to give users the skills needed to work on any project from big budget feature film to amateur DV video in mono, stereo or surround sound. Clearly set out and thorough in coverage, the book takes a practical real world approach, a live 35mm film project runs through the chapters illustrating how different functions are added to a film providing the real detail of how to apply it to an edit. Extensively illustrated in color and packed with time-saving hints and tips, the companion website, http://www.focalpress.com/cw/angell-9780240520773/ ., contains the various Pro Tools sessions of the project film as it moves through audio editing, ADR, mixing and final 35mm release prints.
This book offers a quick guide and complete reference to the fundamentals of test and measurement for all aspects of sound engineering.Including electrical and acoustic testing, measurement systems, levels, methods, protecting the ear, units of measurement and standards, this guide comes with and multiple tables to ensure quick easy access to information and illustrate points this is a must have reference for all audio engineers.
DJ Skills: The Essential Guide to Mixing & Scratching is the most comprehensive, up to date approach to DJing ever produced. With insights from top club, mobile, and scratch DJs, the book includes many teaching strategies developed in the Berklee College of Music prototype DJ lab. From scratching and mixing skills to the latest trends in DVD and video mixing this book gives you access to all the tools, tips and techniques you need. Topics like hand position are taught in a completely new way, and close-up photos of famous DJ's hands are featured. As well as the step-by-step photos the book includes downloadable resources to demonstrate techniques. This book is perfect for intermediate and advanced DJs looking to improve their skills in both the analogue and digital domain.
From Demo to Delivery: The Process of Production discusses each stage of the typical music production process from start to finish. Beginning with the creation and development of the composition and song production, the book then traces the process from the recording, mixing and mastering stages through to marketing and distribution. This book is a must read for anyone who wants to learn the pro techniques involved in creating music from start to finish. Packed with essential information, including signposts to other sources of information at the end of each chapter, From Demo to Delivery provides a map for musicians, semi-pro and aspiring producers, engineers and music professionals interested in learning how music makes it from the an idea to the page to the studio to a demo and into the hands of the market and beyond.Check out the book's website - http://demo2delivery.com/
Making music for the movies is a complicated, involved, and challenging process. Music Editing for Film and Television covers the practical skills needed to successfully hone your craft. Through an overview of the music editing process, this book will equip you with detailed techniques to solve musical problems encountered during editing. An abundance of interviews with well-known professionals provide a wide range of perspectives on music editing for film, while special features address an array of projects, from a low-budget documentary, to a Hollywood blockbuster, to indie projects.
Sure, you can import and mix a track in Pro Tools. You can work with MIDI and you know your way around the Edit window. The UI is as familiar as your most broken-in pair of jeans. We get it you don't need another button-pushing guide starting from the ground floor. Get uniquely in-depth coverage instead with In the Box Music Production: Advanced Tools and Techniques for Pro Tools. Author Mike Collins splits the book into three distinct sections covering how you use Pro Tools now whether you're working with the synths and samplers or loops and beats of a dance or hip-hop project, the soaring vocals of the next pop sensation, or the lush layers of an instrumental world music track. Use Pro Tools to its full potential with advice on studio techniques and full exploration of its internal capabilities. Learn to leverage Pro Tools and make it work for you with this guide that is fully grounded in real-world applications and process. This book assumes that the user has some music production experience and has worked through the basics in Pro Tools.
Whether trying to land that first big gig or working to perfect the necessary skills to fill a game world with sound, Aaron Marks' Complete Guide to Game Audio 3rd edition will teach the reader everything they need to know about the audio side of the multi-million dollar video game industry. This book builds upon the success of the second edition with even more expert advice from masters in the field and notes current changes within the growing video game industry. The tools of the trade excerpts will showcase what professionals, like Marty O'Donnell, Richard Jacques and Tom Salta, use to create their work and to help newcomers in the field prepare their own sound studios. Sample contracts are reviewed within the text as well as helpful advice about contractual terms and negotiable points. These sample contracts can also be found as a downloadable zip for the reader's convenience. Aaron Marks also explores how to set your financial terms and network efficiently along with examples of how projects can go completely awry and achieving the best results in often complicated situations. Aaron Marks' Complete Guide to Game Audio serves as the ultimate survival guide to navigating an audio career in the video game industry. Key Features New, full color edition with a complete update of information. Added and expanded coverage of field recording for games, creating voiceovers, adaptive and interactive audio and other cutting edge sound creation and implementation techniques used within games. Update/Replacement of interviews. Include interviews/features on international game audio professionals New and expanded interview features from game composers and sound designers of every experience level such as Keith Arem, Bradley Meyer, Christopher Tin and Rodney Gates including many international professionals like Pasi Pitkanen, Henning Nugel and Christos Panayides. Expanded and updated game console coverage of the Wii, Wii U, Xbox 360, Xbox One, PS3 and PS4. Includes new scripting and middleware concepts and techniques and review of powerful tools such as FMOD and Wwise.
Packed with studio tips and professional tricks and more than 200 illustrations, Secrets of Recording by Lorne Bregitzer makes it easier than ever to create pro-quality music at home. This book is the only reference you will ever need to start producing and engineering your music, or other artists' music, in your own home studio. Covering less than ideal acoustics, solving problems before they occur, tools of the editing phase, and much more, you can gain the knowledge and know-how to make your recordings sound like pro recordings -- understand the technology, use it in the right way and you can make a good recording great.
To complete an album, a producer needs to know what goes into capturing great music and teasing out inspirational performances from artists. As a producer, you are guiding not only the music, but also the business and the technical aspects of an album. What Is Music Production? is a "guide to this guidance."Formed from a blend of solid information extracted from detailed interviews, the book focuses on the process of music production, providing insight into how the producer guides this process and molds the final product.Whether you are a student or just starting your professional career, What is Music Production? explains what you need to know-from working with artists, songs, pre-production, mixing, and mastering to the finance and budgeting-to glean a professional result. Combining the "how to" with online assets and interviews, this book arms you with vital insight into the business of being a music producer.
The sound recorder is themirror with a memory for those who listen. With it we can capture glimpses of our reality, producingpictures as we express ourselves. These may ultimately serve as reminders of who we were and of our dreams Your recordings are the vehicle for your compositions. Improve the artistry of your productions with this techniques guide, which focuses throughout on musicality and how your decisions affect it. Author Carlos Lellis Ferreira walks you through the recording process, bringing aesthetic considerations into each discussion. Learn visually with detailed diagrams and clear explanations of best practices. Unlike many other recording books, Music Production: Recording is organized around real-world scenarios, with details about roles and responsibilities that help you navigate through key stages of production.
Presents the first comprehensive book on electronics for vinyl High-level, practical information with minimal mathematics Includes topics such as low-noise amplification, proper cartridge loading, equalisation for archival recordings, and more Includes tricks and innovations from an expert author
Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices. Links to code examples and sound files can be found on the Downloads/Updates tab.
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
Guiding you through the history and emergence of modern mastering techniques, then providing practical hints and tips on how to use them in your set up, Practical Mastering is the book for anyone wanting to master this elusive art form. Providing you with solid mastering theory underpinned by years of professional experience and hands-on advice to getting the most out of your set up. Using years of practical and professional experience, Mark and Russ offer a discussion of how to effectively listen to and interpret post-mix tracks, showing you how to pick out areas of the mix that could be optimized or need development. Backing this up with professional tips and tricks on how to develop and fine tuning your hearing skills. Honing your ears to efficiently and effectively listen to your mixes and create perfectly polished master tracks.
Fully updated throughout this best selling title on surround sound offers you a wealth of practical information, now considered the 'go to' book for those requiring a working knowledge. Concentrating specifically on surround audio, Holman provides clear comprehensive explanations of complex concepts, making this a must have book for all those in the field.
Just as computer software changed the face of performing and recording over the past decades, Apple's iPad tablet has the power to change how you produce music today. Author Mark Jenkins summarizes the iPad tablet's massive potential for music creation, explaining in detail how all iPad models can connect to musically oriented accessories and reviewing the vast range of audio inputs, microphones, MIDI interfaces, music keyboards, drum controllers, and even DJ and karaoke equipment now available. Keyboard players, guitarists, drummers, vocalists, DJs, karaoke singers, and experimental musicians, whether experienced or just starting out, can all benefit from expanding the amazing built-in abilities of the iPad using carefully chosen musical add-ons and accessories. Mark Jenkins explains and reviews the musical potential of iPad-oriented music equipment from dozens of manufacturers, including Akai, Alesis, IK Multimedia, Korg, Line 6, M-Audio, Novation, Roland, TASCAM, and many others. The potential of Android tablets for music creation is also examined. Appendices list in detail the specifications for the iPad interface sockets and include links to Apple's schemes for software and hardware developers.
Designed for music technology students, enthusiasts, and professionals, Audio Processes: Musical Analysis, Modification, Synthesis, and Control describes the practical design of audio processes, with a step-by-step approach from basic concepts all the way to sophisticated effects and synthesizers. The themes of analysis, modification, synthesis, and control are covered in an accessible manner and without requiring extensive mathematical skills. The order of material aids the progressive accumulation of understanding, but topics are sufficiently contained that those with prior experience can read individual chapters directly. Extensively supported with block diagrams, algorithms, and audio plots, the ideas and designs are applicable to a wide variety of contexts. The presentation style enables readers to create their own implementations, whatever their preferred programming language or environment. The designs described are practical and extensible, providing a platform for the creation of professional quality results for many different audio applications. There is an accompanying website (www.routledge.com/cw/creasey), which provides further material and examples, to support the book and aid in process development. This book includes: A comprehensive range of audio processes, both popular and less well known, extensively supported with block diagrams and other easily understood visual forms. Detailed descriptions suitable for readers who are new to the subject, and ideas to inspire those with more experience. Designs for a wide range of audio contexts that are easily implemented in visual dataflow environments, as well as conventional programming languages.
Nonlinear is a buzzword for every broadcaster and facility house worldwide. Systems range from the humble to the exotic, and despite the growing acceptance of the technology, many users, both new and experienced, find the complexity of the operation and the time spent loading the material and rendering effects difficult to manage at first. Non-linear editing also comes with its own specialist language, requiring each editor to be conversant with a new range of skills from day one. As desktop systems improve the role of the traditional editor is constantly evolving and expanding. This is an operational manual for professional trainees and students in the post-production industry. It will also serve as a useful reference tool for producers and directors. Written in a concise and clear manner, the book serves as a practical guide to the efficient management and operation of non-linear editing systems. It describes the technology involved, the essential techniques to be mastered including on-line and off-line editing, project management, rendering effects, working with graphics and audio, and adding third party applications. Designed for quick and easy reference, this is a practical user guide to non-linear editing that comes complete with an extensive jargon buster that will get you fully conversant with the technology in a short space of time. Patrick Morris is a Trainer in Post-Production for the Television Corporation of Singapore and the Singapore Broadcasting Authority as well as Chairman of the South East Asia User Group. He is an AVID Certified Trainer with a working knowledge of Lightworks, Media 100, Quantel, D Vision and other systems. Formerly a consultant and Senior Editor for BBC, ITV and SKY TV, he also spent many years a Training Manager for BBC Wood Norton and as Senior Video-Tape Editor for Television South West.
Many technical issues like speech recognition and signal processing have to be addressed for the design of speech communication systems. However, before designing a speech application starts, 3 key questions that have to be answered: who will use it, why and how often? Only if the designer is clear about these questions, he is able to provide a maximum of target group orientation. This book gives focuses on these high-level questions and gives a criteria when and how to design speech systems. After an introduction, the state of the art in modern voice user interfaces is displayed. The following parts of the book evolve criteria for designing and evaluating successful voice user interfaces. In the last chapter, outlines and trends of this fast growing area are displayed.
This volume in the NATO Special Programme on Advanced Educational Technology addresses fundamental principles in the design of a dialogue component in intelligent tutoring systems. The purpose of the book is to link fundamental issues of communication and interaction to the more restricted domain of instructional dialogue. The papers are grouped into parts on: theoretical issues in instructional dialogue; theory into practice - interaction in learning environments; natural dialogue and interaction theory; and feedback and control in human-machine communication. The book originates from a NATO Advanced Research Workshop held in Italy in 1992 and the authors are leading researchers in educational technology, dialogue research and user-interface design.
Once Upon a Pixel examines the increasing sophistication of storytelling and worldbuilding in modern video games. Drawing on some of gaming's most popular titles, including Red Dead Redemption 2, The Last of Us, Horizon Zero Dawn, and the long-running Metal Gear Solid series, it is a pioneering exploration into narrative in games from the perspective of the creative writer. With interviews and insights from across the industry, it provides a complete account of how Triple-A, independent, and even virtual reality games are changing the way we tell stories. Key Features A fresh perspective on video games as a whole new form of creative writing. Interviews with a range of leading industry figures, from critics to creators. Professional analysis of modern video game script excerpts. Insights into emerging technologies and the future of interactive storytelling.
Providing a complete review of existing work in music emotion developed in psychology and engineering, Music Emotion Recognition explains how to account for the subjective nature of emotion perception in the development of automatic music emotion recognition (MER) systems. Among the first publications dedicated to automatic MER, it begins with a comprehensive introduction to the essential aspects of MER-including background, key techniques, and applications. This ground-breaking reference examines emotion from a dimensional perspective. It defines emotions in music as points in a 2D plane in terms of two of the most fundamental emotion dimensions according to psychologists-valence and arousal. The authors present a computational framework that generalizes emotion recognition from the categorical domain to real-valued 2D space. They also: Introduce novel emotion-based music retrieval and organization methods Describe a ranking-base emotion annotation and model training method Present methods that integrate information extracted from lyrics, chord sequence, and genre metadata for improved accuracy Consider an emotion-based music retrieval system that is particularly useful for mobile devices The book details techniques for addressing the issues related to: the ambiguity and granularity of emotion description, heavy cognitive load of emotion annotation, subjectivity of emotion perception, and the semantic gap between low-level audio signal and high-level emotion perception. Complete with more than 360 useful references, 12 example MATLAB (R) codes, and a listing of key abbreviations and acronyms, this cutting-edge guide supplies the technical understanding and tools needed to develop your own automatic MER system based on the automatic recognition model.
Recording Classical Music presents the fundamental principles of digitally recording and editing acoustic music in ambient spaces, focusing on stereo microphone techniques that will help musicians understand how to translate "live" environments into recorded sound. The book covers theory and the technical aspects of recording from sound source to delivery: the nature of soundwaves and their behavior in rooms, microphone types and the techniques of recording in stereo, proximity and phase, file types, tracking and critical listening, loudness, meters, and the post-production processes of EQ, control of dynamic range (compressors, limiters, dynamic EQ, de-essers), and reverberation (both digital reflection simulation and convolution), with some discussion of commercially available digital plugins. The final part of the book applies this knowledge to common recording situations, showcasing not only strategies for recording soloists and small ensembles, along with case studies of several recordings, but also studio techniques that can enhance or replace the capture of performances in ambient spaces, such as close miking and the addition of artificial reverberation. Recording Classical Music provides the tools necessary for anyone interested in classical music production to track, mix, and deliver audio recordings themselves or to supervise the work of others. |
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