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Books > Arts & Architecture > Music > Music recording & reproduction
Featuring 56 lessons by 49 music technology experts from around the world, The Music Technology Cookbook is an all-in-one guide to the world of music technology, covering topics like: composition (with digital audio workstations such as Ableton, Soundtrap, GarageBand); production skills such as recording, editing, and equalization; creating multimedia (ringtones, soundscapes, audio books, sonic brands, jingles); beatmaking; DJing; programming (Minecraft, Scratch, Sonic Pi, P5.js); and, designing instruments (MaKey MaKey). Each lesson tailored for easy use and provides a short description of the activity, keywords, materials needed, teaching context of the contributing author, time required, detailed instructions, modifications for learners, learning outcomes, assessment considerations, and recommendations for further reading. Music educators will appreciate the book's organization into five sections-Beatmaking and Performance; Composition; Multimedia and Interdisciplinary; Production; Programming-which are further organized by levels beginner, intermediate, and advanced. Written for all educational contexts from community organizations and online platforms to universities and colleges, The Music Technology Cookbook offers a recipe for success at any level.
Inside Computer Music is an investigation of how new technological developments have influenced the creative possibilities of composers of computer music in the last 50 years. This book combines detailed research into the development of computer music techniques with nine case studies that analyze key works in the musical and technical development of computer music. The book's companion website offers demonstration videos of the techniques used and downloadable software. There, readers can view interviews and test emulations of the software used by the composers for themselves. The software also presents musical analyses of each of the nine case studies to enable readers to engage with the musical structure aurally and interactively.
Making quality moving pictures has never been easier or more affordable, and the proliferation and ease of access to digital recording devices has prompted scores of amateurs to record and post videos to YouTube and the like. Paradoxically, however, scoring and arranging music for motion pictures is, in many ways, more complicated now than ever before, requiring extensive knowledge of notation, arranging, recording, and mixing software and multi-component DAW workstations. In Composing for Moving Pictures: The Essential Guide, author Jason Gaines offers practical tools with which to navigate the increasingly complex environment of movie music composition. He addresses both the principles of composition for moving pictures and the technologies which drive music composition, performance, and recording in an integrated and comprehensive fashion. The guide takes readers from square one - how technology can facilitate, rather than hinder, creativity in scoring - and then moves into the basics of working with MIDI files and on to more advanced concepts such as arranging, mixing, and integrating surround sound. Gaines illustrates each step of the process with screen shots and explanations in the form of program tutorials. Later chapters offer tips on budgeting out studio sessions, hiring music copyists, and presenting one's work to (and negotiating contracts with) clients. A section of appendices includes a glossary, a guide to keyboard shortcuts, and references to official software program documentation, as well as interviews with industry veterans. Composing for Moving Pictures fills a hole in literature on film scoring in the digital age and will prove to be an invaluable resource for music educators at the university and secondary level. Amateur composers will also delight in this easy-to-use guidebook.
Unruly Media argues that we're on the crest of a new international, intermedial style in which sonic and visual parameters become heightened and accelerated. This audiovisual turn, driven by digital technologies and socioeconomic changes, calls for new forms of attention. Post-classical cinema, with its multi-plot narratives and flashy style, fragments under the influence of audiovisual numbers and music-video-like sync. Music video, after migrating to the web, becomes more than a way of selling songs. YouTube's brief and low-res clips encompass many forms, and foreground reiteration, graphic values and affective intensity. All three of these media are riven by one another: a trajectory from YouTube through music video to the new digital cinema reveals structural commonalities, especially in the realms of rhythm, texture and form. Music video, YouTube, and postclassical cinema remain undertheorized. This is the first book to account for the current audiovisual landscape across medium and platform-to try to characterize the audiovisual swirl. Unruly Media includes both new theoretical models and readings of numerous current multimedia works. It also includes several chapters devoted to the oeuvre of highly popular directors, their films, commercials and music videos. Unruly Media argues that attending equally to soundtrack and image can show how these media work, and the ways they both mirror and shape our modern experience.
Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.
In Max/MSP/Jitter for Music, expert author and music technologist V. J. Manzo provides a user-friendly introduction to a powerful programming language that can be used to write custom software for musical interaction. Through clear, step-by-step instructions illustrated with numerous examples of working systems, the book equips readers with everything they need to know in order to design and complete meaningful music projects. The book also discusses ways to interact with software beyond the mouse and keyboard through use of camera tracking, pitch tracking, video game controllers, sensors, mobile devices, and more. The book does not require any prerequisite programming skills, but rather walks readers through a series of small projects through which they will immediately begin to develop software applications for practical musical projects. As the book progresses, and as the individual's knowledge of the language grows, the projects become more sophisticated. This new and expanded second edition brings the book fully up-to-date including additional applications in integrating Max with Ableton Live. It also includes a variety of additional projects as part of the final three project chapters. The book is of special value both to software programmers working in Max/MSP/Jitter and to music educators looking to supplement their lessons with interactive instructional tools, develop adaptive instruments to aid in student composition and performance activities, and create measurement tools with which to conduct music education research.
Music and the Broadcast Experience explores the complex ways in which music and broadcasting have developed together throughout the twentieth and into the twenty-first centuries. It brings into dialogue researchers working in media and music studies; explores and develops crucial points of contact between studies of music in radio and music in television; and investigates the limits, persistence, and extensions of music broadcasting in the Internet era. The book presents a series of case studies that address key moments and concerns in music broadcasting, past and present, written by leading scholars in the field, who hail from both media and music studies. Unified by attentiveness both to musical sound and meaning and to broadcasting structures, practices, audiences, and discourses, the chapters in this collection address the following topics: the role of live orchestral concerts and opera in the early development of radio and their relation to ideologies of musical uplift; the relation between production culture, music, and television genre; the function of music in sponsored radio during the 1930s; the fortunes of musical celebrity and artistic ambition on television; questions of music format and political economy in the development of online radio; and the negotiation of space, community, and participation among audiences, online and offline, in the early twenty-first century. The collection's ultimate aim is to explore the usefulness and limitations of broadcasting as a concept for understanding music and its cultural role, both historically and today.
Electronic music instruments weren't called synthesizers until the
1950s, but their lineage began in 1919 with Russian inventor Lev
Sergeyevich Termen's development of the Etherphone, now known as
the Theremin. From that point, synthesizers have undergone a
remarkable evolution from prohibitively large mid-century models
confined to university laboratories to the development of musical
synthesis software that runs on tablet computers and portable media
devices.
Now in its fourth edition, The Art of Music Production has established itself as the definitive guide to the art and business of music production and a primary teaching tool for college programs. It is the first book to comprehensively analyze and describe the non-technical role of the music producer. Author Richard James Burgess lays out the complex field of music production by defining the several distinct roles that fall under the rubric of music producer. In this completely updated and revised fourth edition of a book already lauded as "the most comprehensive guide to record production ever published," Burgess has expanded and refined the types of producers, bringing them fully up to date. The first part of the book outlines the underlying theory of the art of music production. The second part focuses on the practical aspects of the job including training, getting into the business, day-to-day responsibilities, potential earnings, managers, lawyers, and - most importantly - the musical, financial, and interpersonal relationships producers have with artists and their labels. The book is packed with insights from the most successful music producers ranging from today's chart-toppers to the beginnings of recorded sound, including mainstream and many niche genres. The book also features many revealing anecdotes about the business, including the stars and the challenges (from daily to career-related) a producer faces. Burgess addresses the changes in the nature of music production that have been brought about by technology and, in particular, the paradigmatic millennial shift that has occurred with digital recording and distribution. Burgess's lifelong experience in the recording industry as a studio musician, artist, producer, manager, and marketer combined with his extensive academic research in the field brings a unique breadth and depth of understanding to the topic.
Beyond Sound: The College and Career Guide in Music Technology is a must-read for anyone who loves music technology and wants to build a career in this competitive, fast-paced and exciting world. It is an outstanding resource for college and high school students, high school career centers, university placement centers, and libraries. Beyond Sound reflects on major technological advancements in recent history and explains why now is the ideal time to start a music technology career. An in-depth consideration of music technology education looks at over 200 schools that offer Music Technology, Music Recording, Music Industry, and Music Business programs. Beyond Sound considers the differences between BM, BS, BA, and BFA degrees as well as Graduate School, Trade School, and Art school programs. The reader is given the tools to research and make informed decisions about where to go to pursue their own formal music technology education. Beyond Sound provides practical guidance on career preparation, including how to get a great internship, how to land that first job, and how to make connections and move up in the business. Music technology jobs in recording, live sound, television and film, digital media, video games, retail sales, and education are described in great depth and clarity. Successful professionals in each of these fields share their stories, experiences, advice, and suggestions in candid interviews that provide the reader with a rare glimpse inside the professional world of music technology. Author Scott L. Phillips draws on his seventeen-year career as a technology trainer and educator, his scholarly research of music technology programs, and his extensive network of music technology professionals to bring the reader an intimate and accurate view of the exciting world of music technology. With this book, the aspiring music technologist will be able to learn about, prepare for, and begin a successful career that goes far Beyond Sound.
In Max/MSP/Jitter for Music, expert author and music technologist
V. J. Manzo provides a user-friendly introduction to a powerful
programming language that can be used to write custom software for
musical interaction. Through clear, step-by-step instructions
illustrated with numerous examples of working systems, the book
equips you with everything you need to know in order to design and
complete meaningful music projects. The book also discusses ways to
interact with software beyond the mouse and keyboard through use of
camera tracking, pitch tracking, video game controllers, sensors,
mobile devices, and more.
Based on educational theory, and on recognized music teaching methods, Theory and Practice of Technology-Based Music Instruction develops a framework for examining music teaching that uses technology to introduce, reinforce, and assess skills and concepts. The framework guides in-depth discussions about theoretical and philosophical foundations of technology-based music instruction (TBMI), materials for teaching, teaching behaviors, and assessment of student work, teacher work, and fit of technology into the music program. The book includes examples of TBMI lessons from real teachers, and analyses of the successful and developing parts of these lessons. Also included are Profiles of Practice: firsthand accounts of music teachers using technology in their classrooms based on the author's observations, and the teachers' own reflections on their work. Because TBMI is situated in the world of public education, issues of accountability and standards are addressed. Also included are recommendations for professional development in technology based music instruction. Finally, the text looks to the future to discuss emerging technologies, alternative ensembles, and social issues that may impact technology based music instruction in years to come.
Why don't Guitar Hero players just pick up real guitars? What happens when millions of people play the role of a young black gang member in Grand Theft Auto: San Andreas? How are YouTube-based music lessons changing the nature of amateur musicianship? This book is about play, performance, and participatory culture in the digital age. Miller shows how video games and social media are bridging virtual and visceral experience, creating dispersed communities who forge meaningful connections by "playing along" with popular culture. Playing Along reveals how digital media are brought to bear in the transmission of embodied knowledge: how a Grand Theft Auto player uses a virtual radio to hear with her avatar's ears; how a Guitar Hero player channels the experience of a live rock performer; and how a beginning guitar student translates a two-dimensional, pre-recorded online music lesson into three-dimensional physical practice and an intimate relationship with a distant teacher. Through a series of engaging ethnographic case studies, Miller demonstrates that our everyday experiences with interactive digital media are gradually transforming our understanding of musicality, creativity, play, and participation.
Audio recordings are the calling card with which musicians share
and promote their work so a knowledge of recording techniques and
technologies is essential to the 21st century musician. Recording
On a Budget provides a comprehensive introduction to the recording
arts from a budget-conscious perspective. Written by a professional
musician and educator, this book is ideal for musicians, educators,
music students, songwriters and hobbyists. . Musicians who are interested in recording a quality CD or
demo
Arduino, Teensy, and related microcontrollers provide a virtually limitless range of creative opportunities for musicians and hobbyists who are interested in exploring "do it yourself" technologies. Given the relative ease of use and low cost of the Arduino platform, electronic musicians can now envision new ways of synthesizing sounds and interacting with music-making software. In Arduino for Musicians, author and veteran music instructor Brent Edstrom opens the door to exciting and expressive instruments and control systems that respond to light, touch, pressure, breath, and other forms of real-time control. He provides a comprehensive guide to the underlying technologies enabling electronic musicians and technologists to tap into the vast creative potential of the platform. Arduino for Musicians presents relevant concepts, including basic circuitry and programming, in a building-block format that is accessible to musicians and other individuals who enjoy using music technology. In addition to comprehensive coverage of music-related concepts including direct digital synthesis, audio input and output, and the Music Instrument Digital Interface (MIDI), the book concludes with four projects that build on the concepts presented throughout the book. The projects, which will be of interest to many electronic musicians, include a MIDI breath controller with pitch and modulation joystick, "retro" step sequencer, custom digital/analog synthesizer, and an expressive MIDI hand drum. Throughout Arduino for Musicians, Edstrom emphasizes the convenience and accessibility of the equipment as well as the extensive variety of instruments it can inspire. While circuit design and programming are in themselves formidable topics, Edstrom introduces their core concepts in a practical and straightforward manner that any reader with a background or interest in electronic music can utilize. Musicians and hobbyists at many levels, from those interested in creating new electronic music devices, to those with experience in synthesis or processing software, will welcome Arduino for Musicians.
Special Sound traces the fascinating creation and legacy of the
BBC's electronic music studio, the Radiophonic Workshop, in the
context of other studios in Europe and America. The BBC built a
studio to provide its own avant-garde dramatic productions with
experimental sounds "neither music nor sound effect." Quickly,
however, a popular kind of electronic music emerged in the form of
quirky jingles, signature tunes such as Doctor Who, and incidental
music for hundreds of programs. These influential sounds and
styles, heard by millions of listeners over decades of operation on
television and radio, have served as a primary inspiration for the
use of electronic instruments in popular music.
Movies have never been the same since MTV. While the classic symphonic film score promised direct insight into a character's mind, the expanded role of popular music has made more ambiguous the question of when, if ever, we are allowed to see or share a character's emotions. As a result, the potential for irony and ambiguity has multiplied exponentially, and characterization and narrative capacities have fragmented. At the most basic level, this new aesthetic has required filmgoers to renegotiate some of their most basic instinctual connections with the human voice and with any sense of a filmmaking self. Music videos widened the creative vocabulary of filmmaking: they increased speeds of event in cinema and deflecting filmmakers from narrative, characterization, and storytelling toward a concentration on situation, feeling, mood, and time. Popular Music and the New Auteur charts the impact of music videos on seven visionary directors: Martin Scorsese, Sofia Coppola, David Lynch, Wong Kar-Wai, the Coen brothers, Quentin Tarantino, and Wes Anderson. Ashby and his contributors define these filmmakers' relation to the soundtrack as their key authorial gesture. These filmmakers demonstrate a fresh kind of cinematic musicality by writing against music rather than against script, and allowing pop songs a determining role in narrative and imagery. Featuring important new theoretical work by some of the most stimulating and provocative writers in the area today, Popular Music and the New Auteur will be required reading for all who study film music and sound. It will also be particularly relevant for readers in popular music studies, and its intervention in the ongoing debate on auteurism will make it necessary reading in film studies.
This book puts sampling studies on the academic map by focusing on sampling as a logic of exchange between audio-visual media. While some recent scholarship has addressed sampling primarily in relation to copyright, this book is a first: a critical study of sampling and remixing across audio-visual media. Of special interest here are works that bring together both audio and visual sampling: music that samples film and television; underground dance and multimedia scenes that rely on sampling; Internet "memes" that repurpose music videos, trailers and news broadcasts; films and videos that incorporate a wide range of sampling aesthetics; and other provocative variations. Comprised of four sections titled "roots," "scenes," "cinema" and "web" this collection digs deep into and across sampling practices that intervene in popular culture from unconventional or subversive perspectives. To this end, Sampling Media extends the conceptual boundaries of sampling by emphasizing its inter-medial dimensions, exploring the politics of sampling practice beyond copyright law, and examining its more marginal applications. It likewise puts into conversation compelling instances of sampling from a wide variety of historical and contemporary, global and local contexts.
Mixing and mastering, the two final steps in the complex process of sound engineering, require both artistic finesse and technical facility. Even the slightest difference in the way a sound is processed can lead to a shift in the overall aesthetic of a piece, and so sound engineers must work towards an understanding of sound engineering that is particularly oriented towards the artistic and aesthetic. In order to create effective mixes, a sound engineer must maintain a distinct set of artistic goals while drawing on an in-depth understanding of the software involved in the process. Creating final masters requires specialized aural skills and a similarly advanced understanding of the software in order to fine-tune the product with respect to these goals. Mixing and Mastering in the Box addresses the practical and technological necessities of these two final steps without neglecting the creative process that is integral to the creation of high-quality recordings. Savage focuses primarily on creating mixes and masters in the Digital Audio Workstation (DAW), or "in the box," currently a popular platform in the field of sound engineering due to the creative advantages and advanced technological capabilities it offers to its users. However, much of the information presented in Mixing and Mastering in the Box is also applicable to analog mixing gear or a hybrid system of digital and analog tools. This book, which features over one hundred illustrations and a comprehensive companion website, is ideal for beginning or intermediate students in sound engineering with a focus on DAW, recording artists who do their own mixing and mastering, or musicians who wish to be better informed when collaborating on mixes and masters.
Democracy of Sound is the first book to examine music piracy in the United States from the dawn of sound recording to the rise of Napster and online file-sharing. It asks why Americans stopped thinking of copyright as a monopoly-a kind of necessary evil-and came to see intellectual property as sacrosanct and necessary for the prosperity of an "information economy." Recordings only became eligible for federal copyright in 1972, following years of struggle between pirates, musicians, songwriters, broadcasters, and record companies over the right to own sound. Beginning in the 1890s, the book follows the competing visions of Americans who proposed ways to keep obscure and noncommercial music in circulation, preserve out-of-print recordings from extinction, or simply make records more freely and cheaply available. Genteel jazz collectors swapped and copied rare records in the 1930s; radicals pitched piracy as a mortal threat to capitalism in the 1960s, while hip-hop DJs from the 1970s onwards reused and transformed sounds to create a freer and less regulated market for mixtapes. Each challenged the idea that sound could be owned by anyone. The conflict led to the contemporary stalemate between those who believe that "information wants to be free" and those who insist that economic prosperity depends on protecting intellectual property. The saga of piracy also shows how the dubbers, bootleggers, and tape traders forged new social networks that ultimately gave rise to the social media of the twenty first century. Democracy of Sound is a colorful story of people making law, resisting law, and imagining how law might shape the future of music, from the Victrola and pianola to iTunes and BitTorrent.
With Computational Thinking in Sound, veteran educators Gena R. Greher and Jesse M. Heines provide the first book ever written for music fundamentals educators which is devoted specifically to music, sound, and technology. The authors demonstrate how the range of mental tools in computer science - for example, analytical thought, system design, and problem design and solution - can be fruitfully applied to music education, including examples of successful student work. While technology instruction in music education has traditionally focused on teaching how computers and software work to produce music, Greher and Heines offer context: a clear understanding of how music technology can be structured around a set of learning challenges and tasks of the type common in computer science classrooms. Using a learner-centered approach that emphasizes project-based experiences, the book provides music educators with multiple strategies to explore, create, and solve problems with music and technology in equal parts. It also provides examples of hands-on activities which encourage students, alone and in interdisciplinary groups, to explore the basic principles that underlie today's music technology and which expose them to current multimedia development tools.
Making great audio recordings requires striking the right balance between technical know-how and practical understanding of recording sessions. Even in the digital age, some of the most important aspects of creating and recording music are non-technical and, as a result, are often overlooked by traditional recording manuals. The Art of Digital Audio Recording teaches readers what they really need to know in order to make great sound recordings with computers - both the practical and the technical information, including: . What to look and listen for in a recording environment . How to walk into a commercial studio and be the engineer
PRO TOOLS 101: AN INTRODUCTION TO PRO TOOLS 10 takes a comprehensive approach to learning the fundamentals of Pro Tools systems. Now updated for Pro Tools 10 software, this new edition from the definitive authority on Pro Tools covers everything you need to know to complete a Pro Tools project. Learn to build sessions that include multitrack recordings of live instruments, MIDI sequences, and virtual instruments. Through hands-on tutorials, develop essential techniques for recording, editing, and mixing. The included DVD-ROM offers tutorial files and videos, additional documentation, and Pro Tools sessions to accompany the projects in the text.
Owning the Masters provides the first in-depth history of sound recording copyright. It is this form of intellectual property that underpins the workings of the recording industry. Rather than being focused on the manufacture of goods, this industry is centred on the creation, exploitation and protection of rights. The development and control of these rights has not been straightforward. This book explores the lobbying activities of record companies: the principal creators, owners and defenders of sound recording copyright. It addresses the counter-activity of recording artists, in particular those who have fought against the legislative and contractual practices of record companies to claim these master rights for themselves. In addition, this book looks at the activities of the listening public, large numbers of whom have been labelled 'pirates' for trespassing on these rights. The public has played its own part in shaping copyright legislation. This is an essential subject for an understanding of the economic, artistic and political value of recorded sound.
The turn of the millennium has heralded an outgrowth of culture that demonstrates an awareness of the ephemeral nature of history and the complexity underpinning the relationship between location and the past. This has been especially apparent in the shifting relationship between landscape, memory and sound in film, television and other media. The result is growing interest in soundtracks, as part of audiovisual culture, as well as an interest in the spectral aspects of culture more generally. This collection of essays focuses on audiovisual forms that foreground landscape, sound and memory. The scope of inquiry emphasises the ghostly qualities of a certain body of soundtracks, extending beyond merely the idea of 'scary films' or 'haunted houses.' Rather, the notion of sonic haunting is tied to ideas of trauma, anxiety or nostalgia associated with spatial and temporal dislocation in contemporary society. Touchstones for the approach are the concepts of psychogeography and hauntology, pervasive and established critical strategies that are interrogated and refined in relation to the reification of the spectral within the soundtracks under consideration here. |
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