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
- Theory
- Physical Sound
- Materials
- Waves
- Boundaries
- Analogues
- Oscillations
- Simple Harmonic Oscillators
- Complex Harmonic Oscillators
- Acoustics
- Acoustic Systems
- Intensity and Attenuation
- Other Propagation Effects
- Acoustic Oscillations
- Psychoacoustics
- Perceiving Sounds
- Sound Cognition
- Auditory Scene Analysis
- Auditory Memory
- Listening Strategies
- Physiological Responses to Sound
- Sound, Language, and Knowledge
- Digital Signals
- Generating Digital Waveforms
- Tools
- Starting with Pure Data
- How Does Pure Data Work?
- Message Data and GUI Boxes
- Getting Help with Pure Data
- Using Pure Data
- Basic Objects and Principles of Operation 165
- Working with Time and Events
- Data Flow Control
- List Objects and Operations
- Input and Output
- Working with Numbers
- Common Idioms
- Pure Data Audio
- Audio Objects and Principles
- Abstraction
- Instantiation
- Editing
- Parameters
- Defaults and States
- Common Abstraction Techniques
- Amplitude-Dependent Signal Shaping
- Periodic Functions Other Functions
- Channel Strip
- Audio File Tools
- Events and Sequencing
- Effects
- Shaping Sound
- Technique
- Practical
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