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Books > Computing & IT > Applications of computing > Audio processing > General
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.
In this book, Geoff Hill demonstrates modern software and hardware being applied to the processes behind loudspeaker design and modelling. Modern computing power has progressed to the point that such analyses are now practical for any interested individual or small company. Loudspeaker Modelling and Design: A Practical Introduction examines the process from initial concept through specifications and theoretical simulations and onto detailed design. It demonstrates the processes of design and specification, by using detailed simulations of a loudspeaker driver; sufficient to give re-assurance that a design is practical and will perform as expected.This book brings together many different strands of modelling from electro-magnetic through to mechanical and acoustic, without getting bogged down in theoretical discussions and arguments. This practice-based book shows the techniques used in designing modern loudspeakers and transducers.
Audio Mastering: The Artists collects more than twenty interviews, drawn from more than 60 hours of discussions, with many of the world's leading mastering engineers. In these exclusive and often intimate interviews, engineers consider the audio mastering process as they, themselves, experience and shape it as the leading artists in their field. Each interview covers how engineers got started in the recording industry, what prompted them to pursue mastering, how they learned about the process, which tools and techniques they routinely use when they work, and a host of other particulars of their crafts. We also spoke with mix engineers, and craftsmen responsible for some of the more iconic mastering tools now on the market, to gain a broader perspective on their work. This book is the first to provide such a comprehensive overview of the audio mastering process told from the point-of-view of the artists who engage in it. In so doing, it pulls the curtain back on a crucial, but seldom heard from, agency in record production at large.
New to this edition:
Anyone wanting to set up a low cost web radio station will benefit from the advice and information provided by this book. Not only will you gain technical and practical know-how to enable your station to go live, but also an appreciation of the legal and copyright implications of making radio, potentially for international audiences and in the rapidly evolving environment of the web. To succeed, your radio content will need to be carefully planned and your station properly promoted. Advice is given on taking advantage of the scalability web radio introduces for building audiences in line with your resources, for scheduled live output and for making programmes available on demand, including music, news, speech radio and audience participation. Case studies from around the world are provided to demonstrate how different radio organisations are applying the new flexibility web radio has to offer in a wide range of situations. Together with its associated website www.web-radio-book.com, the book also acts as a starting point for locating a range of sources for further advice and lines of research. Learn how to: - go live with your own low cost web radio station (either managing the server yourself or using a host service) - assess the right server set-up to handle the number of simultaneous listeners expected - get the best sound quality to your listeners - take account of the range of devices available for receiving web radio - plan your station, programming and associated website - identify and reach your audience - build audience feedback and data into your station's strategy - tackle the additional legal and ethical dimensions of radio on the web - source more detailed information
Digital technology has changed the ways in which music is perceived, stored, distributed, mediated and created. The world of music is now a vast and complex jungle, teeming with CDs, MP3s, concerts, clubs, festivals, conferences, exhibitions, installations, websites, software programmes, scenes, Ideas and competing theories. In the eye of the storm stands David Toop, shedding light on the most interesting music now being made - on laptops, In downtown bars in Tokyo, wherever he finds it. Haunted Weather is part personal memoir and part travel journal, as well as an intensive survey of recent developments in digital technology, sonic theory and musical practice. Along the way Toop probes into the meaning of sound (and silence), offering fascinating insights into how computers can be used for improvisation. His wealth of musical knowledge provides inspiration for anyone interested in music.
Audio Signal Processing for Next-Generation Multimedia Communication Systems presents cutting-edge digital signal processing theory and implementation techniques for problems including speech acquisition and enhancement using microphone arrays, new adaptive filtering algorithms, multichannel acoustic echo cancellation, sound source tracking and separation, audio coding, and realistic sound stage reproduction. This book's focus is almost exclusively on the processing, transmission, and presentation of audio and acoustic signals in multimedia communications for telecollaboration where immersive acoustics will play a great role in the near future.
Auralization is the creation of audible acoustic sceneries from computer-generated data. The term "auralization" is to be understood as being analogue to the well-known technique of "visualization." In visual illustration of scenes, data or any other meaningful information, in movie animation and in computer graphics, we describe the process of "making visible" as visualization. In acoustics, auralization is taking place when acoustic effects, primary sound signals or means of sound reinforcement or sound transmission, are processed to be presented by using electro-acoustic equipment. This book is organized as comprehensive collection of basics, methodology and strategies of acoustic simulation and auralization. With mathematical background of advanced students the reader will be able to follow the main strategy of auralization easily and work own implementations of auralization in various fields of applications in acoustic engineering, sound design and virtual reality. For readers interested in basic research the technique of auralization may be useful to create sound stimuli for specific investigations in linguistic, medical, neurological and psychological research and in the field of human-machine interaction.
This book constitutes the refereed proceedings of the 4th International Workshop on Haptic and Audio Interaction Design, HAID 2009 held in Dresden, Germany in September 2009. The 17 revised full papers presented were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on haptic communication and perception, navigation and guidance, visual impairment, vibrotactile feedback and music, multimodal user interfaces: design and evaluation, and multimodal gaming.
We are surrounded by noise; we must be able to separate the signals we want to hear from those we do not. To overcome this 'cocktail party effect' we have developed various strategies; endowing computers with similar abilities would enable the development of devices such as intelligent hearing aids and robust speech recognition systems. This book describes a system which attempts to separate multiple, simultaneous acoustic sources using strategies based on those used by humans. It is both a review of recent work on the modelling of auditory processes, and a presentation of a new model in which acoustic signals are decomposed into elements. These structures are then re-assembled in accordance with rules of auditory organisation which operate to bind together elements that are likely to have arisen from the same source. The model is evaluated by measuring its ability to separate speech from a wide variety of other sounds, including music, phones and other speech.
Developing Virtual Synthesizers with VCV Rack takes the reader step by step through the process of developing synthesizer modules, beginning with the elementary and leading up to more engaging examples. Using the intuitive VCV Rack and its open-source C++ API, this book will guide even the most inexperienced reader to master efficient DSP coding to create oscillators, filters, and complex modules. Examining practical topics related to releasing plugins and managing complex graphical user interaction, with an intuitive study of signal processing theory specifically tailored for sound synthesis and virtual analog, this book covers everything from theory to practice. With exercises and example patches in each chapter, the reader will build a library of synthesizer modules that they can modify and expand. Supplemented by a companion website, this book is recommended reading for undergraduate and postgraduate students of audio engineering, music technology, computer science, electronics, and related courses; audio coding and do-it-yourself enthusiasts; and professionals looking for a quick guide to VCV Rack. VCV Rack is a free and open-source software available online.
This new Springer volume provides a comprehensive and detailed look at current approaches to automated question answering. The level of presentation is suitable for newcomers to the field as well as for professionals wishing to study this area and/or to build practical QA systems. The book can serve as a "how-to" handbook for IT practitioners and system developers. It can also be used to teach graduate courses in Computer Science, Information Science and related disciplines.
This book guides nonfiction storytellers in the art of creatively and strategically using sound to engage their audience and bring stories to life. Sound is half of film and video storytelling, and yet its importance is often overlooked until a post-production emergency arises. Written by two experienced creators-one a seasoned nonfiction producer/director with a background in music, and one a sound designer who owns a well-regarded mix studio-this book teaches nonfiction producers, filmmakers, and branded content creators how to reimagine their storytelling by improving sound workflow from field to post. In addition to real-world examples from the authors' own experiences, interviews with and examples from industry professionals across many genres of nonfiction production are included throughout. Written in a conversational style, the book pinpoints practical topics and considerations like 360 video and viewer accessibility. As such, it is a vital point of reference for all nonfiction filmmakers, directors, and producers, or anyone wanting to learn how to improve their storytelling. An accompanying Companion Website offers listening exercises, production sound layout diagrams, templates, and other resources.
This book contains a selection of revised papers from the 4th Workshop on Machine Learning for Multimodal Interaction (MLMI 2007), which took place in Brno, Czech Republic, during June 28-30, 2007. As in the previous editions of the MLMI series, the 26 chapters of this book cover a large area of topics, from multimodal processing and human-computer interaction to video, audio, speech and language processing. The application of machine learning techniques to problems arising in these ?elds and the design and analysis of software s- portingmultimodalhuman-humanandhuman-computerinteractionarethetwo overarching themes of this post-workshop book. The MLMI 2007 workshop featured 18 oral presentations-two invited talks, 14 regular talks and two special session talks-and 42 poster presentations. The participants were not only related to the sponsoring projects, AMI/AMIDA (http://www.amiproject.org) and IM2 (http://www.im2.ch), but also to other largeresearchprojects onmultimodalprocessingand multimedia browsing,such as CALO and CHIL. Local universities were well represented, as well as other European, US and Japanese universities, research institutions and private c- panies, from a dozen countries overall.
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.
Innovation in Music: Performance, Production, Technology and Business is an exciting collection comprising of cutting-edge articles on a range of topics, presented under the main themes of artistry, technology, production and industry. Each chapter is written by a leader in the field and contains insights and discoveries not yet shared. Innovation in Music covers new developments in standard practice of sound design, engineering and acoustics. It also reaches into areas of innovation, both in technology and business practice, even into cross-discipline areas. This book is the perfect companion for professionals and researchers alike with an interest in the Music industry. Chapter 31 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license. https://tandfbis.s3-us-west-2.amazonaws.com/rt-files/docs/Open+Access+Chapters/9781138498211_oachapter31.pdf
Making its first huge impact in the 1960s through the inventions of Bob Moog, the analog synthesizer sound, riding a wave of later developments in digital and software synthesis, has now become more popular than ever. Analog Synthesizers charts the technology, instruments, designers, and musicians associated with its three major historical phases: invention in the 1960s-1970s and the music of Walter Carlos, Pink Floyd, Gary Numan, Genesis, Kraftwerk, The Human League, Tangerine Dream, and Jean-Michel Jarre; re-birth in the 1980s-1990s through techno and dance music and jazz fusion; and software synthesis. Now updated, this new edition also includes sections on the explosion from 2000 to the present day in affordable, mass market Eurorack format and other analog instruments, which has helped make the analog synthesizer sound hugely popular once again, particularly in the fields of TV and movie music. Major artists interviewed in depth include: Hans Zimmer (Golden Globe and Academy Award nominee and winner, "Gladiator" and "The Lion King") Mike Oldfield (Grammy Award winner, "Tubular Bells") Isao Tomita (Grammy Award nominee, "Snowflakes Are Dancing") Rick Wakeman (Grammy Award nominee, Yes) Tony Banks (Grammy, Ivor Novello and Brit Awards, Genesis) Nick Rhodes (Grammy Award Winner, Duran Duran) and from the worlds of TV and movie music: Kyle Dixon and Michael Stein (Primetime Emmy Award, "Stranger Things") Paul Haslinger (BMI Film and TV Music Awards, "Underworld") Suzanne Ciani (Grammy Award Nominee, "Neverland") Adam Lastiwka ("Travelers") The book opens with a grounding in the physics of sound, instrument layout, sound creation, purchasing, and instrument repair, which will help entry level musicians as well as seasoned professionals appreciate and master the secrets of analog sound synthesis. Analog Synthesizers has a companion website featuring hundreds of examples of analog sound created using dozens of classic and modern instruments.
This book constitutes of the major results of the EU COST (European Cooperation in the field of Scientific and Technical Research) Action 277: NSP, Nonlinear Speech Processing, running from April 2001 to June 2005. Coverage includes such areas as speech analysis for speech synthesis, speech recognition, speech-non speech discrimination and voice quality assessment, speech enhancement, and emotional state detection.
Refereed postproceedings of the International Conference on Non-Linear Speech Processing, NOLISP 2005. The 30 revised full papers presented together with one keynote speech and 2 invited talks were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers are organized in topical sections on speaker recognition, speech analysis, voice pathologies, speech recognition, speech enhancement, and applications.
The Sound System Design Primer is an introduction to the many topics, technologies, and sub-disciplines that make up contemporary sound systems design. Written in clear, conversational language for those who do not have an engineering background, or who think more in language than in numbers, The Sound System Design Primer provides a solid foundation in this expanding discipline for students, early/mid-career system designers, creative and content designers seeking a better grasp on the technical side of things, and non-sound professionals who want or need to be able to speak intelligently with sound system designers.
Every session, every gig, every day, recording engineers strive to
make the most of their audio signal processing devices. EQ,
Compression, Delay, Distortion, Reverb and all those other FX are
the well-worn tools of the audio trade. Recording and mixing, live
and in the studio, engineers must thoroughly master these devices
to stay competitive sonically. Its not enough to just know what
each effect is supposed to do. Sound FX explains the basic and
advanced signal processing techniques used in professional music
production, describing real world techniques used by experienced
engineers, and referencing popular music examples released
internationally. The reader learns not just how to, but also what
if, so they can better achieve what they already hear in the
productions they admire and chase what they only hear in their
imaginative minds ear. Sound FX will immediately help you make more
thorough, more musical use of your sound FX.
Speech recognition technology is being increasingly employed in human-machine interfaces. A remaining problem however is the robustness of this technology to non-native accents, which still cause considerable difficulties for current systems.In this book, methods to overcome this problem are described. A speaker adaptation algorithm that is capable of adapting to the current speaker with just a few words of speaker-specific data based on the MLLR principle is developed and combined with confidence measures that focus on phone durations as well as on acoustic features. Furthermore, a specific pronunciation modelling technique that allows the automatic derivation of non-native pronunciations without using non-native data is described and combined with the previous techniques to produce a robust adaptation to non-native accents in an automatic speech recognition system.
This volume contains the ?nal proceedings for the Computer Music Modeling andRetrievalSymposium(CMMR2003).Thiseventwasheldduring26-27May 2003 on the campus of CNRS/Universit e de Montpellier II, located in Montp- lier, France. CMMR is a new annual event focusing on important aspects of computer music. CMMR 2003 is the ?rst event in this new series. CMMR 2003 was jointly organized by Aalborg University, Esbjerg in Denmark and LIRMM in France. The use of computers in music is well established. CMMR 2003 provided a unique opportunity to meet and interact with peers concerned with the cro- in?uence of the technological and creative in computer music. The ?eld of c- putermusicisinterdisciplinarybynatureandcloselyrelatedtoanumberofc- puter science and engineering areas such as information retrieval, programming, human computer interaction, digital libraries, hypermedia, arti?cial intelligence, acoustics, signal processing, etc. The event gathered several interesting people (researchers, educators, composers, performers, and others). There were many high-quality keynote and paper presentations that fostered inspiring discussions. I hope that you ?nd the work presented in these proceedings as interesting and exciting as I have. First of all, I would like to thank Marc Nanard, Jocelyne Nanard, and - olaine Prince for the very fruitful cooperation that led to the organization of this ?rst event in the CMMR series. I would also like to thank my colleague Kirstin Lyon for her help in compiling these proceedings. Finally, this volume would not have been possible without the help of Springer-Verlag, Heidelberg."
- Includes a number of interviews with diverse practitioners, offering extensive case studies - Supplemented by a website to be hosted and developed by the author, including videos, practice files and additional interviews - Acts as a supplementary text to the bestselling 'Dance Music Manual', which does not include a section on performance/performance tech
This book constitutes the refereed proceedings of the 4th
International Conference on Text, Speech and Dialogue, TSD 2001,
held in Zelezna Ruda, Czech Republic in September 2001. |
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