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Sound is everywhere! This book uses real-world examples to bring the concept of sound to life in an approachable way. Clearly-written text draws in readers with concrete examples involving familiar, everyday things, from a train whistle to a thunder clap. The book covers the history of and key figures in the understanding of sound, including Pythagoras and Galileo. Major concepts covered include sound waves, frequency, amplitude, ultrasound, sonar, echoes, the Doppler effect, sonic booms, cochlear implants, noise pollution, echolocation, and decibels. Full-color photos, a glossary, an index, sidebars, primary source documents, and other creative content enhance the book. It also includes prompts and activities that directly engage students in developing the reading, writing, and critical thinking skills promoted by the Common Core standards. This well-researched title has a credentialed content consultant and aligns with Common Core and state standards. Aligned to Common Core Standards and correlated to state standards. Core Library is an imprint of Abdo Publishing, a division of ABDO.
"A lucid and passionate case for a more mindful way of listening to and engaging with musical, natural, and manmade sounds." —New York Times In this tour of the world’s most unexpected sounds, Trevor Cox—the “David Attenborough of the acoustic realm” (Observer)—discovers the world’s longest echo in a hidden oil cavern in Scotland, unlocks the secret of singing sand dunes in California, and alerts us to the aural gems that exist everywhere in between. Using the world’s most amazing acoustic phenomena to reveal how sound works in everyday life, The Sound Book inspires us to become better listeners in a world dominated by the visual and to open our ears to the glorious cacophony all around us.
Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and traini
The sounds that we hear travel as sound waves. This science reader introduces students to the concept of sound waves. With easy-to-read text and detailed, vivid images, this book teaches students important scientific subjects and vocabulary terms like pitch, volume, and vibration. Aligned to state and national standards, the book contains nonfiction text features like an index, a glossary, captions, and bold font to keep students connected to the text. A hands-on science experiment helps students apply what they have learned and develops critical thinking skills.
Merging anecdote and biography, autobiography and interviews, fact and fiction and a characteristically eclectic selection of music, David Toop spirals us through the 20th century's guilty fascination with exotica. Notions of the exotic have long inspired musicians across the musical spectrum, from classical to ?easy listening? to rap - from Stravinsky to the Boo-Yah T.R.I.B.E. Exotica takes a look at some of the world's most witty, experimental and adventurous sound recordings while taking in the work of Les Baxter, the meaning of Carmen Miranda, leopard skin leotards, pink fluffy cubicles, elevator music, and more... Painstakingly researched and brilliantly insightful, Exotica includes interviews with Burt Bacharach, Ornette Coleman, Bill Laswell, YMO's Haroumi Hosono, Nusrat Fateh Ali Khan and The Boo-Yah Tribe.
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.
Long considered the only book an audio engineer needs on their shelf, Sound System Engineering provides an accurate, complete and concise tool for all those involved in sound system engineering. Fully updated on the design, implementation and testing of sound reinforcement systems this great reference is a necessary addition to any audio engineering library. Packed with revised material, numerous illustrations and useful appendices, this is a concentrated capsule of knowledge and industry standard that runs the complete range of sound system design from the simplest all-analog paging systems to the largest multipurpose digital systems.
An exploration of the production, transmission, and mutation of affective tonality—when sound helps produce a bad vibe. Sound can be deployed to produce discomfort, express a threat, or create an ambience of fear or dread—to produce a bad vibe. Sonic weapons of this sort include the “psychoacoustic correction” aimed at Panama strongman Manuel Noriega by the U.S. Army and at the Branch Davidians in Waco by the FBI, sonic booms (or “sound bombs”) over the Gaza Strip, and high-frequency rat repellants used against teenagers in malls. At the same time, artists and musicians generate intense frequencies in the search for new aesthetic experiences and new ways of mobilizing bodies in rhythm. In Sonic Warfare, Steve Goodman explores these uses of acoustic force and how they affect populations. Traversing philosophy, science, fiction, aesthetics, and popular culture, he maps a (dis)continuum of vibrational force, encompassing police and military research into acoustic means of crowd control, the corporate deployment of sonic branding, and the intense sonic encounters of sound art and music culture. Goodman concludes with speculations on the not yet heard—the concept of unsound, which relates to both the peripheries of auditory perception and the unactualized nexus of rhythms and frequencies within audible bandwidths.
What does a one hour contemporary orchestral piece by Georg Friedrich Haas have in common with a series of glitch-noise electronic tracks by Pan Sonic? This book proposes that, despite their differences, they share a particular understanding of sound that is found across several quite distinct genres of contemporary art music: the ecstatic-materialist perspective. Sound in the ecstatic-materialist perspective is considered as a material mass or element, unfolding in time, encountered by a listener, for whom the experience of that sound exceeds the purely sonic without becoming entirely divorced from its materiality. It is "material" by virtue of the focus on the texture, consistency, and density of sound; it is "ecstatic" in the etymological sense, that is to say that the experience of this sound involves an instability; an inclination to depart from material appearance, an ephemeral and transitory impulse in the very perception of sound to something beyond – but still related to – it. By examining musical pieces from spectralism to electroacoustic domains, from minimalism to glitch electronica and dubstep, this book identifies the key intrinsic characteristics of this musical perspective. To fully account for this perspective on sonic experience, listener feedback and interviews with composers and performers are also incorporated. Sound in the ecstatic-materialist perspective is the common territory where composers, sound artists, performers, and listeners converge.