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Books > Computing & IT > Applications of computing > Audio processing > Music & sound effects
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.
In today's digital age, learning and creating music has never been so easy and affordable. Anyone can enhance their musical knowledge, skills, and creativity with the multitude of music apps available. However, sifting through thousands of music apps in the Apple App Store and Google Play can be a daunting task for any musician or music instructor. But not anymore! Having spent countless hours researching the most interesting useful, educational, fun, and easy-to-use music apps, Elizabeth C. Axford in Music Apps for Musicians and Music Teachers surveys the landscape of music-related apps for both iOS and Android mobile devices, including tablets and smartphones. Music Apps for Musicians and Music Teachers lists hundreds of music-related apps organized by category, including singing, musical instruments, music theory and composition, songwriting, improvisation, recording, evaluating music performances, listening to music, music history and literature, music appreciation, and more. App developers are listed with each app, including links to their websites for updates and support. The book sections and chapters align with the newly revised National Standards for Music Education released in 2014 by the National Association for Music Education. Suggested activities for educators are provided, as well as key terms and a bibliography. Music Apps for Musicians and Music Teachers is for anyone interested in music, whether hobbyist or professional. It enhances the ability to learn on the go by offering musicians, music students, and music instructors a list of the most useful music apps available.
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.
(Seconda Edizione aggiornata a Max 6) Il primo testo su sintesi ed elaborazione del suono con MaxMSP. Piu di 500 pagine su sintesi, elaborazione del suono e programmazione MaxMSP, esempi interattivi, centinaia di esempi, supporti online, test, attivita di reverse engineering, di completamento, correzione e analisi di algoritmi, sostituzione di parti di algoritmi, ecc. E un sistema didattico organico in tre volumi e una parte online che sviluppa una concezione aperta e interattiva dell'insegnamento e dell'apprendimento della musica elettronica e del sound design.
Il secondo volume di un'opera fondamentale dedicata alla sintesi e alla elaborazione del suono con Max e MSP. Il presente volume composto da pi di 650 pagine su sintesi, elaborazione del suono e programmazione Max, esempi sonori e interattivi, centinaia di patch, supporti online, test, attivit di reverse engineering, ecc. Include inoltre un esteso capitolo su Max for Live, un'applicazione con cui possibile creare plug-in per il software Ableton Live. un sistema didattico organico in tre volumi e una parte online che sviluppa una concezione aperta e interattiva dell'insegnamento e dell'apprendimento della musica elettronica e del sound design.
CSound per PC e MACTeoria e pratica della sintesi e dell'elaborazione del suono attraverso CsoundSeconda edizione riveduta e ampliataCSound: come funziona Sintesi additiva Sintesi sottrattiva Diagrammi di flusso Stereo e segnali di controllo, vibrato, tremolo, suono in 3D Audio digitale I suoni campionati e la loro elaborazione Analisi e risintesi Uso di files MIDI Controlli MIDI e tempo reale AM e ring modulation Modulazione di frequenza (FM) Variabili globali, eco, riverbero, chorus, flanger, phaser, convoluzione Sintesi per distorsione non lineare (DNL) e sintesi vettoriale Sintesi granulare e sintesi per formanti La sintesi per modelli fisici Csound come linguaggio di programmazione Lista degli Opcode Messaggi di Errore e di Avvertimento di Csound Siti Internet
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.
Understanding Video Game Music develops a musicology of video game music by providing methods and concepts for understanding music in this medium. From the practicalities of investigating the video game as a musical source to the critical perspectives on game music - using examples including Final Fantasy VII, Monkey Island 2, SSX Tricky and Silent Hill - these explorations not only illuminate aspects of game music, but also provide conceptual ideas valuable for future analysis. Music is not a redundant echo of other textual levels of the game, but central to the experience of interacting with video games. As the author likes to describe it, this book is about music for racing a rally car, music for evading zombies, music for dancing, music for solving puzzles, music for saving the Earth from aliens, music for managing a city, music for being a hero; in short, it is about music for playing.
This book is built on recipes written in an easy-to-follow manner accompanied by diagrams and crucial insights and knowledge on what they mean in the real world. This book is ideal for musicians and producers who want to take their music creation skills to the next level, learn tips and tricks, and understand the key elements and nuances in building inspirational music. It's good to have some knowledge about music production, but if you have creativity and a good pair of ears, you are already ahead of the curve and well on your way.
This is the second in a series of three volumes dedicated to digital synthesis and sound design. It is part of a teaching method incorporating a substantial amount of online supporting materials: hundreds of sound examples and interactive examples, programs written in Max, as well as a library of Max objects created especially for this book. Structured for use in university courses, the book is an overview of the theory and practice of Max/MSP, with a glossary of terms and suggested tests that allow students to evaluate their progress. This book will provide a reader with skill and understanding in using Max/MSP for sound design and musical composition.
(Quick Pro Guides). Dot Bustelo's signature approach to teaching Logic will get you up and running quickly. She'll help you move beyond the basics to discover a professional-level Logic workflow, taught through highly musical examples that expose Logic's essential features and powerful production tools. You'll find many of the tips, tricks, and insider techniques that powered Logic to its industry-leading status as the best tool for unleashing creativity in songwriting, composing, making beats, and remixing. Plus, find out why musicians over the years have sworn Logic "grooves better." Dot provides the powerful methodology for creating in Logic that she has shared with countless high-profile bands and Grammy Award-winning producers and engineers. Here's just a sampling of what some of music's most successful artists say about Dot's approach to Logic: Ronnie Vannucci, The Killers: "Dot has made Logic, well, logical." Ryan Tedder, OneRepublic: "Dot Bustelo has hands down the most extensive working knowledge of Logic and all its intricacies." James Valentine, Maroon 5: "Dot was the first one to introduce me to Logic.... She knows this software inside and out, and she breaks everything down in an easy-to-understand way. And she knows the best insider techniques that will make your recording more efficient and creative.... I wonder when Dot will get sick of me asking her Logic-related questions?" Nathaniel Motte, 3OH 3: "Dot has provided me with an incredible source of in-depth and practical knowledge of Apple's Logic program. She has shown me tricks in Logic that have opened creative doors that I didn't even know existed." Chad Hugo, N.E.R.D., The Neptunes: "When you got a Logic problem / Dot has wrote a book to solve 'em . . . / And this right here is it. Yeya "
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.
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. |
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