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Books > Computing & IT > Applications of computing > Audio processing > Music & sound effects
The author, Andrea Pejrolo, is an experienced musician,
composer/arranger, MIDI programmer, sound designer, and engineer.
In this illustrated guidebook he focuses on the leading audio
sequencers: ProTools, Digital Performer, Cubase SX, and Logic
Audio, showing how to get the most out of them. Sequencing
techniques are divided into basic, intermediate, and advanced
sections, allowing readers with different levels of expertise to
access the book at the level appropriate for them. The advice
covered includes techniques such as groove quantizing, sounds
layering, tap tempo, creative meter, and tempo changes, advanced
use of plug-ins automation, and advanced mixing. The companion
website includes examples of arrangements and techniques showing,
for example, how to avoid common mistakes - and how to fix them
when they occur.
Unleash your iPod touch and take it to the limit using secret tips
and techniques. Fast and fun to read, Taking Your iPod touch 5 to
the Max will help you get the most out of iOS 5 on your iPod touch.
You'll find all the best undocumented tricks, as well as the most
efficient and enjoyable introduction to the iPod touch available.
Starting with the basics, you'll quickly move on to discover the
iPod touch's hidden potential, like how to connect to a TV and get
contract-free VoIP. From e-mail and surfing the Web, to using
iTunes, iBooks, games, photos, ripping DVDs and getting free VoIP
with Skype or FaceTime--whether you have a new iPod touch, or an
older iPod touch with iOS 5, you'll find it all in this book.
You'll even learn tips on where to get the best and cheapest iPod
touch accessories. Get ready to take iPod touch to the max What
you'll learn * How to get your music, videos, and data onto your
iPod touch * How to manage your media * Tips for shopping in the
App Store and iTunes Store * Getting the most out of iBooks * Using
Mail on your iPod touch * Keeping in touch with FaceTime Who this
book is for Anyone who wants to get the most out of their iPod
touch 5.Table of Contents * Bringing Home the iPod touch * Putting
Your Data and Media on the iPod touch * Interacting with Your iPod
touch * Browsing with Wi-fi and Safari * Touching Photos and Videos
* Touching Your Music * Shopping at the iTunes Store * Shopping at
the App Store * Reading and Buying Books with iBooks * Setting Up
and Using Mail * Staying on Time and Getting There * Using your
Desk Set * Photographing and Recording the World Around You * Video
Calling with FaceTime * Customizing Your iPod touch
Music is much more than listening to audio encoded in some
unreadable binary format. It is, instead, an adventure similar to
reading a book and entering its world, complete with a story, plot,
sound, images, texts, and plenty of related data with, for
instance, historical, scientific, literary, and musicological
contents. Navigation of this world, such as that of an opera, a
jazz suite and jam session, a symphony, a piece from non-Western
culture, is possible thanks to the specifications of new standard
IEEE 1599, "IEEE Recommended Practice for Defining a Commonly
Acceptable Musical Application Using XML," which uses symbols in
language XML and music layers to express all its multimedia
characteristics. Because of its encompassing features, this
standard allows the use of existing audio and video standards, as
well as recuperation of material in some old format, the events of
which are managed by a single XML file, which is human and machine
readable - musical symbols have been read by humans for at least
forty centuries.
Anyone wanting to realize a computer application using IEEE 1599
-- music and computer science departments, computer generated music
research laboratories (e.g. CCRMA at Stanford, CNMAT at Berkeley,
and IRCAM in Paris), music library conservationists, music industry
frontrunners (Apple, TDK, Yamaha, Sony), etc. -- will need this
first book-length explanation of the new standard as a
reference.
The book will include a manual teaching how to encode music with
IEEE 1599 as an appendix, plus a CD-R with a video demonstrating
the applications described in the text and actual sample
applications that the user can load onto his or her PC and
experiment with.
Go beyond HTML5's Audio tag and boost the audio capabilities of
your web application with the Web Audio API. Packed with lots of
code examples, crisp descriptions, and useful illustrations, this
concise guide shows you how to use this JavaScript API to make the
sounds and music of your games and interactive applications come
alive. You need little or no digital audio expertise to get
started. Author Boris Smus introduces you to digital audio
concepts, then shows you how the Web Audio API solves specific
application audio problems. You'll not only learn how to synthesize
and process digital audio, you'll also explore audio analysis and
visualization with this API. Learn Web Audio API, including audio
graphs and the audio nodes Provide quick feedback to user actions
by scheduling sounds with the API's precise timing model Control
gain, volume, and loudness, and dive into clipping and crossfading
Understand pitch and frequency: use tools to manipulate soundforms
directly with JavaScript Generate synthetic sound effects and learn
how to spatialize sound in 3D space Use Web Audio API with the
Audio tag, getUserMedia, and the Page Visibility API
Pure Data (Pd) is a graphical programming environment for audio and
more; libpd is a wrapper that turns Pd into a portable, embeddable
audio library. Brian Eno's soundtrack of the game Spore is
generated by Pure Data. Inception The App is based on libpd and has
been downloaded more than three million times. The popular RJDJ
also uses the technology. The purpose of this book is to present
tools and techniques for using Pure Data and libpd as an audio
engine in mobile apps (for Android and iOS). The tools described
are perfect for the sound engine for a game or for transforming a
phone or tablet into an experimental instrument. After reading the
book, audio developers will know how to prepare Pd patches for use
with libpd, and app developers will know how to use all features of
the libpd API. Readers with some experience in both computer music
and mobile development will be able to create complete musical
apps. The book includes a crash course in Pd, just enough to allow
readers to make sounds and control them, as well as a discussion of
existing solutions for rapidly deploying Pd patches to mobile
devices. An introduction to Android or iOS development is beyond
the scope of this book; readers will be expected to have a basic
grasp of their platform of choice, including a working development
setup. The book will, however, explain how to integrate libpd into
an existing setup. A number of sample apps, ranging from minimal to
full featured, for both Android and iOS, will illustrate all major
points.
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.
Selling Digital Music, Formatting Culture documents the transition
of recorded music on CDs to music as digital files on computers.
More than two decades after the first digital music files began
circulating in online archives and playing through new software
media players, we have yet to fully internalize the cultural and
aesthetic consequences of these shifts. Tracing the emergence of
what Jeremy Wade Morris calls the "digital music commodity,"
Selling Digital Music, Formatting Culture considers how a
conflicted assemblage of technologies, users, and industries helped
reformat popular music's meanings and uses. Through case studies of
five key technologies - Winamp, metadata, Napster, iTunes, and
cloud computing - this book explores how music listeners gradually
came to understand computers and digital files as suitable
replacements for their stereos and CD. Morris connects industrial
production, popular culture, technology, and commerce in a
narrative involving the aesthetics of music and computers, and the
labor of producers and everyday users, as well as the value that
listeners make and take from digital objects and cultural goods.
Above all, Selling Digital Music, Formatting Culture is a sounding
out of music's encounters with the interfaces, metadata, and
algorithms of digital culture and of why the shifting form of the
music commodity matters for the music and other media we love.
An introduction to the concepts and principles of sound design
practice, with more than 175 exercises that teach readers to put
theory into practice.This book offers an introduction to the
principles and concepts of sound design practice, from technical
aspects of sound effects to the creative use of sound in
storytelling. Most books on sound design focus on sound for the
moving image. Studying Sound is unique in its exploration of sound
on its own as a medium and rhetorical device. It includes more than
175 exercises that enable readers to put theory into practice as
they progress through the chapters. The book begins with an
examination of the distinction between hearing and listening (with
exercises to train the ears) and then offers an overview of sound
as an acoustic phenomenon. It introduces recording sound, covering
basic recording accessories as well as theories about recording and
perception; explores such spatial effects as reverberation and
echo; and surveys other common digital sound effects, including
tremolo, vibrato, and distortion. It introduces the theory and
practice of mixing; explains surround and spatial sound; and
considers sound and meaning, discussing ideas from semiotics and
psychology. Finally, drawing on material presented in the preceding
chapters, the book explores in detail using sound to support story,
with examples from radio plays, audio dramas, and podcasts.
Studying Sound is suitable for classroom use or independent study.
An examination of the many complex aspects of game audio, from the
perspectives of both sound design and music composition. A
distinguishing feature of video games is their interactivity, and
sound plays an important role in this: a player's actions can
trigger dialogue, sound effects, ambient sound, and music. And yet
game sound has been neglected in the growing literature on game
studies. This book fills that gap, introducing readers to the many
complex aspects of game audio, from its development in early games
to theoretical discussions of immersion and realism. In Game Sound,
Karen Collins draws on a range of sources-including composers,
sound designers, voice-over actors and other industry
professionals, Internet articles, fan sites, industry conferences,
magazines, patent documents, and, of course, the games
themselves-to offer a broad overview of the history, theory, and
production practice of video game audio. Game Sound has two
underlying themes: how and why games are different from or similar
to film or other linear audiovisual media; and technology and the
constraints it has placed on the production of game audio. Collins
focuses first on the historical development of game audio, from
penny arcades through the rise of home games and the recent rapid
developments in the industry. She then examines the production
process for a contemporary game at a large game company, discussing
the roles of composers, sound designers, voice talent, and audio
programmers; considers the growing presence of licensed
intellectual property (particularly popular music and films) in
games; and explores the function of audio in games in theoretical
terms. Finally, she discusses the difficulties posed by
nonlinearity and interactivity for the composer of game music.
Take your projects from vision to victory with Avid Pro Tools by
delivering high-quality results with perfect recipes for every
challenge Purchase of the print or Kindle book includes a free PDF
eBook Key Features Learn to edit audio quickly and efficiently
using different techniques Discover advanced automation techniques
used during a mix session Unlock Pro Tools' most powerful features
and explore their uses Book DescriptionPro Tools has long been an
industry-standard Digital Audio Workstation (DAW) for audio
professionals, but it can often be overwhelming for new and
experienced users alike. The Pro Tools 2023 Post-Audio Cookbook
acts as a reference guide to the software and breaks down each
stage of a project into manageable phases. From planning a session,
editing a sequence, performing a mix to printing the final masters,
you can approach this book either sequentially or peruse the
self-contained recipes. You’ll come to grips with workflows for
music production, motion picture, and spoken word production,
helping you gain expertise in the area of your choice. You'll learn
aspects of music mixing like side chain processing to keep
instruments from overshadowing each other and conforming for motion
picture. The author’s expertise with Pro Tools will help you
discover and incorporate different techniques into your workflows.
You’ll also learn to build consistent and replicable workflows
and templates by understanding what happens behind the scenes in
Pro Tools. With this cookbook, you’ll be able to focus on the
creative aspects of your audio production and not get mired by the
technical hurdles. By the end of this book, you’ll be
well-equipped to handle even the most complex features of Pro Tools
to deliver immaculate results for your clients.What you will learn
Explore the inner workings of Pro Tools Plan and organize projects
effectively Edit audio quickly and efficiently Understand and
explore the usage of audio routing Build effective mix templates
Deliver custom solutions for varied service requirements Use
advanced mixing techniques to enhance sound tracks Pick appropriate
use cases for different audio effects and plugins Who this book is
forThe book is for audio professionals, sound designers/editors,
music engineers, podcast producers, re-recordist mixers, and
students looking to learn about Pro Tools and its features. A basic
understanding of Digital Audio Workstations and its operations such
as import, edit, mix and bounce is a must.
Expert guidance on enhancing your live music production skills with
MIDI, audio sequencing and arrangement techniques, automation,
modulation, MPE, and external instruments from an Ableton Certified
Trainer Key Features Make the most of Ableton Live 11 tools and
processes to create, record and edit your own music Engage with
non-linear workflow for both music production and live performance
Unveil the best solutions to common pitfalls and mistakes committed
by Ableton Live users Purchase of the print or Kindle book includes
a free PDF eBook Book DescriptionThe Music Producer's Guide to
Ableton Live will help you sharpen your production skills and gain
a deeper understanding of the Live workflow. If you are a music
maker working with other digital audios workstations (DAWs) or
experienced in Ableton Live, perhaps earlier versions, you'll be
able to put your newfound knowledge to use right away with this
book. You'll start with some basic features and workflows that are
more suitable for producers from another DAW looking to transfer
their skills to Ableton Live 11.2. As you explore the Live concept,
you'll learn to create expressive music using Groove and MIDI
effects and demystify Live 11's new workflow improvements, such as
Note Chance and Velocity Randomization. The book then introduces
the Scale Mode, MIDI Transform tools, and other key features that
can make composition and coming up with melodic elements easier
than ever before. It will also guide you in implementing Live 11's
new and updated effects into your current workflow. By the end of
this Ableton Live book, you'll be able to implement advanced
production and workflow techniques and amplify live performance
capabilities with what the Live 11 workflow has to offer. What you
will learn Understand the concept of Live, the workflow of
recording and editing audio and MIDI, and warping Use Groove, MIDI
effects, and Live 11's new workflow enhancements to create
innovative music Use audio to MIDI conversion tools to translate
and generate ideas quickly Employ Live's automation and modulation
capabilities and project organization techniques to speed up your
workflow Utilize MIDI Polyphonic Expression to create evolving
sounds and textures Adopt advanced techniques for production and
discover the capabilities of live performance Who this book is
forIf you are a music producer, enthusiast, or hobbyist with a
basic understanding of using Ableton Live for simple projects, this
Ableton Live 11 book will help you improve your skills to employ
the best features and techniques in your projects. This book is
also for producers familiar with other DAWs looking to leverage
their transferable skills to learn Ableton Live.
Create and compose production-quality music with the power of FL
Studio 20 along with MuseScore and Wwise Key Features Develop
widely applicable music composition techniques and create full
orchestral scores Leverage the power of FL Studio to create your
own production-level soundtracks Use cutting-edge tools to fuel
your creative ideas and launch your composer career Book
DescriptionFL Studio is a cutting-edge software music production
environment and a powerful and easy-to-use tool for composing
music. In this comprehensive guide, you'll discover how to use FL
Studio's tools and techniques to design exciting soundtracks for
your films, TV shows, video games, and much more. You'll start by
understanding the business of composing, learning how to
communicate, score, market your services, land gigs, and deliver
music projects for clients like a professional. Next, you'll set up
your studio environment, navigate key tools, such as the channel
rack, piano roll, playlist, mixer, and browser, and export songs.
The book then advances to show you how to compose orchestral music
using MIDI (musical instrument digital interface) programming, with
a dedicated section to string instruments. You'll create sheet
music using MuseScore for live musicians to play your compositions.
Later, you'll learn about the art of Foley for recording realistic
sound effects, create adaptive music that changes throughout video
games, and design music to trigger specific emotions, for example,
scary music to terrify your listener. Finally, you'll work on a
sample project that will help you prepare for your composing
career. By the end of this book, you'll be able to create
professional soundtrack scores for your films and video games. What
you will learn Compose production-ready music for films and video
games Plan and deliver a soundtrack music score for clients like a
professional Apply practical music theory using themes, leitmotifs,
scales, and modes Compose orchestral music with MIDI programming
Design music for specific emotions Create sheet music with
MuseScore, score music for films with Fruity Video Player, and make
diegetic music Design interactive music by leveraging horizontal
resequencing and vertical remixing Who this book is forThis book is
for musicians and programmers who want to take their music
composing skills to a professional level. Film directors and game
designers who want to get involved in scoring music for their own
productions will also find this book useful. All you need is a
computer and FL Studio to get started.
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