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How a team of musicians, engineers, computer scientists, and psychologists developed computer music as an academic field and ushered in the era of digital music. In the 1960s, a team of Stanford musicians, engineers, computer scientists, and psychologists used computing in an entirely novel way: to produce and manipulate sound and create the sonic basis of new musical compositions. This group of interdisciplinary researchers at the nascent Center for Computer Research in Music and Acoustics (CCRMA, pronounced “karma”) helped to develop computer music as an academic field, invent the technologies that underlie it, and usher in the age of digital music. In The Sound of Innovation, Andrew Nelson chronicles the history of CCRMA, tracing its origins in Stanford's Artificial Intelligence Laboratory through its present-day influence on Silicon Valley and digital music groups worldwide. Nelson emphasizes CCRMA's interdisciplinarity, which stimulates creativity at the intersections of fields; its commitment to open sharing and users; and its pioneering commercial engagement. He shows that Stanford's outsized influence on the emergence of digital music came from the intertwining of these three modes, which brought together diverse supporters with different aims around a field of shared interest. Nelson thus challenges long-standing assumptions about the divisions between art and science, between the humanities and technology, and between academic research and commercial applications, showing how the story of a small group of musicians reveals substantial insights about innovation. Nelson draws on extensive archival research and dozens of interviews with digital music pioneers; the book's website provides access to original historic documents and other material.
The rudiments of sound synthesis are demonstrated in 5 lessons, on a wide range of synthesizers. Topics covered: the physical properties of sound; making sound; modifying sound; synthesizers and editing techniques; frequency modulation synthesis.
(Book). The Great British Recording Studios tells the story of the iconic British facilities where many of the most important recordings of all time were made. The first comprehensive account of British recording studios ever published, it was written with the cooperation of the British APRS (Association of Professional Recording Services, headed by Sir George Martin) to document the history of the major British studios of the 1960s and 1970s and to help preserve their legacy. The book surveys the era's most significant British studios (including Abbey Road, Olympic, and Trident), with complete descriptions of each studio's physical facilities and layout, along with listings of equipment and key personnel, as well as details about its best-known technical innovations and a discography of the major recordings done there. Seamlessly interweaving narrative text with behind-the-scenes anecdotes from dozens of internationally renowned record producers and a wealth of photographs (many never published before), this book brings to life the most famous British studios and the people who created magic there. Meticulously researched and organized, The Great British Recording Studios will inform and inspire students of the recording arts, music professionals, casual music fans, and anyone interested in the acoustically pristine facilities, groundbreaking techniques, and innovative artists and technicians that have shaped the course of modern recording.
Guides the reader through the complicated DirectX APIs, allowing the user to create their own DirectX powered applications featuring smooth 3D graphics and sound. In addition to laying the COM-based DirectX foundation, the book covers animation, DirectSound, DirectMusic, Direct3D, control devices, force feedback controls, and multi-user games.
This accessible Introduction explores both mainstream and experimental electronic music and includes many suggestions for further reading and listening.
Designing Software Synthesizer Plugins in C++ provides everything you need to know to start designing and writing your own synthesizer plugins, including theory and practical examples for all of the major synthesizer building blocks, from LFOs and EGs to PCM samples and morphing wavetables, along with complete synthesizer example projects. The book and accompanying SynthLab projects include scores of C++ objects and functions that implement the synthesizer building blocks as well as six synthesizer projects, ranging from virtual analog and physical modelling to wavetable morphing and wave-sequencing that demonstrate their use. You can start using the book immediately with the SynthLab-DM product, which allows you to compile and load mini-modules that resemble modular synth components without needing to maintain the complete synth project code. The C++ objects all run in a stand-alone mode, so you can incorporate them into your current projects or whip up a quick experiment. All six synth projects are fully documented, from the tiny SynthClock to the SynthEngine objects, allowing you to get the most from the book while working at a level that you feel comfortable with. This book is intended for music technology and engineering students, along with DIY audio programmers and anyone wanting to understand how synthesizers may be implemented in C++.