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Download PDF Designing Sound by Andy Farnell


Sinopsis

This is a textbook for anyone who wishes to understand and create sound effects starting from nothing. It’s about sound as a process rather than sound as data, a subject sometimes called “procedural audio.” The thesis of this book is that any sound can be generated from first principles, guided by analysis and synthesis. An idea evolving from this is that, in some ways, sounds so constructed are more realistic and useful than recordings because they capture behaviour. Although considerable work is required to create synthetic sounds with comparable realism to recordings the rewards are astonishing. Sounds which are impossible to record become accessible. Transformations are made available that cannot be achieved though any existing effects process. And fantastic sounds can be created by reasoned extrapolation. This considerably enhances the palette of the traditional sound designer beyond mixing and applying effects to existing material to include constructing and manipulating virtual sound objects. By doing so the designer obtains something with a remarkable property, something that has deferred form. Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. The advantage of this for video games is enormous, though it has equally exciting applications for animations and other modern media.

Content

  1. Theory
  2. Physical Sound
  3. Materials
  4. Waves
  5. Boundaries
  6. Analogues
  7. Oscillations
  8. Simple Harmonic Oscillators
  9. Complex Harmonic Oscillators
  10. Acoustics 
  11. Acoustic Systems
  12. Intensity and Attenuation
  13. Other Propagation Effects
  14. Acoustic Oscillations
  15. Psychoacoustics
  16. Perceiving Sounds
  17. Sound Cognition
  18. Auditory Scene Analysis
  19. Auditory Memory
  20. Listening Strategies
  21. Physiological Responses to Sound
  22. Sound, Language, and Knowledge
  23. Digital Signals
  24. Generating Digital Waveforms
  25. Tools
  26. Starting with Pure Data
  27. How Does Pure Data Work?
  28. Message Data and GUI Boxes
  29. Getting Help with Pure Data
  30. Using Pure Data
  31. Basic Objects and Principles of Operation 165
  32. Working with Time and Events
  33. Data Flow Control
  34. List Objects and Operations
  35. Input and Output
  36. Working with Numbers
  37. Common Idioms
  38. Pure Data Audio
  39. Audio Objects and Principles
  40. Abstraction
  41. Instantiation
  42. Editing
  43. Parameters
  44. Defaults and States
  45. Common Abstraction Techniques
  46. Amplitude-Dependent Signal Shaping
  47. Periodic Functions Other Functions
  48. Channel Strip
  49. Audio File Tools
  50. Events and Sequencing
  51. Effects
  52. Shaping Sound
  53. Technique
  54. Practical



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