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How do you take the sounds you imagine in your head and make them come out of the speakers? Making Sound takes some different but very effective perspectives on learning to use the tools at hand to create the sounds you want. Following these techniques and philosophies will help bridge the gap between the tools you use and the ideas in your head. Apart from the more in-depth topics in the 19 chapters there are 95 short inspiring tips and tricks that you can reference and use while creating music. Making Sound is philosophical at times, highly practical and packed with actionable tips, tricks and creative techniques. The content is designed to give you new ideas and perspecitves to help you fuel your creativity and ultimately make the techniques your own. The second edition also includes interviews with some top music industry professionals that reveil their processes for the first time. The topics in the book include: Use common tools to create different moods and textures Make virtual instruments sound realistic Advanced sound design Ways to become more productive The secret of contrast in mixing and composition Techniques to get the low end of the mix perfect The art of arrangement Create compelling and exciting grooves Create different kinds of space in a mix How to "glue" a mix Techniques for dealing with stress Essential music theory for composers and producers Ways to overcome digital "sterility" or harshness Dealing with clients What do people in the industry say about the book? "This book will open your eyes!" - Joey Sturgis, legendary music producer "You've got to check this book out!" - iZotope "This opened my eyes more than once! Absolute must-read." - Chris Leon, Your Music Radio "He has a way of presenting things that makes you want to immediately open your DAW and start experimenting." - Dan Comerchero, founder of The Pro Audio Files "A really great practical book that asks the question 'Why?'" - Brian Funk, Music Production Podcast
Re-Making Sound is concise and flexible primer to sound studies. It takes students through six ways of conceptualizing sound and its links to other social phenomena: soundscapes; noise; sound and semiotics of the voice; sound and/through/in text; background sound/sound design; and sound art. Each chapter summarizes the history and scholarly theoretical underpinnings of these areas and concludes with a student activity that concretizes the historical and theoretical discussion via sound-making projects. With chapters designed to be flexible and non-sequential, the text fits within various course designs, and includes an introduction to key concepts in sound and sound studies, a cumulative concluding chapter with sound accompanying podcast exercise, and an extensive bibliography for students to pursue sound studies beyond the book itself.
When a child hears a noise in the night he gets up to investigate. He calls his father to help him and they work through all the things that the 'noise' could be, eventually realising that it is nothing to be scared of. An empowering book about over coming ones fears handled with brilliant originality by John Irving and Tatjana Hauptmann.
How To Make A Noise: a Comprehensive Guide to Synthesizer Programming is perhaps the most widely ready book about synthesizer sound programming. It is a comprehensive, practical guide to sound design and synthesizer programming techniques using: subtractive (analog) synthesis; frequency modulation synthesis (including phase modulation and ring modulation); additive synthesis; wave-sequencing; sample-based synthesis.
A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects
An integrated overview of hearing and the interplay of physical, biological, and psychological processes underlying it. Every time we listen—to speech, to music, to footsteps approaching or retreating—our auditory perception is the result of a long chain of diverse and intricate processes that unfold within the source of the sound itself, in the air, in our ears, and, most of all, in our brains. Hearing is an "everyday miracle" that, despite its staggering complexity, seems effortless. This book offers an integrated account of hearing in terms of the neural processes that take place in different parts of the auditory system. Because hearing results from the interplay of so many physical, biological, and psychological processes, the book pulls together the different aspects of hearing—including acoustics, the mathematics of signal processing, the physiology of the ear and central auditory pathways, psychoacoustics, speech, and music—into a coherent whole.
Re-Making Sound is concise and flexible primer to sound studies. It takes students through six ways of conceptualizing sound and its links to other social phenomena: soundscapes; noise; sound and semiotics of the voice; sound and/through/in text; background sound/sound design; and sound art. Each chapter summarizes the history and scholarly theoretical underpinnings of these areas and concludes with a student activity that concretizes the historical and theoretical discussion via sound-making projects. With chapters designed to be flexible and non-sequential, the text fits within various course designs, and includes an introduction to key concepts in sound and sound studies, a cumulative concluding chapter with sound accompanying podcast exercise, and an extensive bibliography for students to pursue sound studies beyond the book itself.
Sound Heritage is the first study of music in the historic house museum, featuring contributions from both music and heritage scholars and professionals in a richly interdisciplinary approach to central issues. It examines how music materials can be used to create narratives about past inhabitants and their surroundings - including aspects of social and cultural life beyond the activity of music making itself - and explores how music as sound, material, and practice can be more consistently and engagingly integrated into the curation and interpretation of historic houses. The volume is structured around a selection of thematic chapters and a series of shorter case studies, each focusing on a specific house, object or project. Key themes include: Different types of historic house, including the case of the composer or musician house; what can be learned from museums and galleries about the use of sound and music and what may not transfer to the historic house setting Musical instruments as part of a wider collection; questions of restoration and public use; and the demands of particular collection types such as sheet music Musical objects and pieces of music as storytelling components, and the use of music to affectively colour narratives or experiences. This is a pioneering study that will appeal to all those interested in the intersection between Music and Museum and Heritage Studies. It will also be of interest to scholars and researchers of Music History, Popular Music, Performance Studies and Material Culture.
DIVAn ethnography of the recording of Mbaqanga music, that examines its relation to issues of identity, South African politics, and global political economy./div
For intermediate programmers, beginning sound designers. Sound gives your native, web, or mobile apps that extra dimension, and it's essential for games. Rather than using canned samples from a sample library, learn how to build sounds from the ground up and produce them for web projects using the Pure Data programming language. Even better, you'll be able to integrate dynamic sound environments into your native apps or games--sound that reacts to the app, instead of sounding the same every time. Start your journey as a sound designer, and get the power to craft the sound you put into your digital experiences. Add sound effects or music to your web, Android, and iOS apps and games--sound that can react to changing environments or user input dynamically (at least in the native apps). You can do all this with Pure Data, a visual programming language for digital sound processing. Programming Sound with Pure Data introduces and explores Pure Data, building understanding of sound design concepts along the way. You'll start by learning Pure Data fundamentals and applying them, creating realistic sound effects. Then you'll see how to analyze sound and re-create what you hear in a recorded sample. You'll apply multiple synthesis methods to sound design problems. You'll finish with two chapters of real-world projects, one for the web, and one for an iOS and Android app. You'll design the sound, build the app, and integrate effects using the libpd library. Whether you've had some experience with sound synthesis, or are new to sound design, this book is for you. These techniques are perfect for independent developers, small shops specializing in apps or games, and developers interested in exploring musical apps.