Designing Sound - Procedural Audio for Games and Film.

This title is now published by The MIT Press

Table of Contents

  • 1 Introduction
  • PART I: Theory
  • 2 Introduction to theory chapters
  • 3 Physical Sound
    • 3.1 Elementary physics
    • 3.2 Materials
    • 3.3 Waves
    • 3.4 Boundaries
    • 3.5 Analogs
  • 4 Oscillations
    • 4.1 Oscillators
    • 4.2 Simple harmonic oscillators
    • 4.3 Complex harmonic oscillators
    • 4.4 Driven oscillations and resonance
  • 5 Acoustics
    • 5.1 Acoustic systems
    • 5.2 Intensity and attenuation
    • 5.3 Other propagation effects
    • 5.4 Acoustic oscillations
  • 6 Psychoacoustics
    • 6.1 Perceiving sounds
    • 6.2 Sound cognition
    • 6.3 Auditory scene analysis
    • 6.4 Auditory memory
    • 6.5 Listening strategies
    • 6.6 Physiological responses to sound
    • 6.7 Sound, language and knowledge
  • 7 Digital Signals
    • 7.1 Signals
    • 7.2 Graphs
    • 7.3 Generating digital waveforms
  • PART II: Tools
  • 8 Tools introduction
    • 8.1 You will need:
    • 8.2 Tools for sound design
    • 8.3 Supporting tools
  • 9 Starting with Pure Data
    • 9.1 Pure Data
    • 9.2 How does Pure Data work?
    • 9.3 Message data and GUI boxes
    • 9.4 Getting help with Pure Data
  • 10 Using Pure Data
    • 10.1 Basic objects and principles of operation
    • 10.2 Working with time and events
    • 10.3 Data flow control
    • 10.4 List ob jects and operations
    • 10.5 Input and output
    • 10.6 Working with numbers
    • 10.7 Common idioms
  • 11 Pure Data Audio
    • 11.1 Audio objects
    • 11.2 Audio objects and principles
  • 12 Abstraction
    • 12.1 Subpatches
    • 12.2 Instantiation
    • 12.3 Editing
    • 12.4 Parameters
    • 12.5 Defaults and states
    • 12.6 Common abstraction techniques
  • 13 Shaping sound
    • 13.1 Amplitude dependent signal shaping
    • 13.2 Periodic functions
    • 13.3 Other functions
    • 13.4 Time dependent signal shaping
  • 14 Pure Data essentials
    • 14.1 Channel strip
    • 14.2 Audio file tools
    • 14.3 Events and sequencing
    • 14.4 Effects
  • PART III: Technique
  • 15 Technique introduction
    • 15.1 Techniques of sound design
  • 16 Strategic production
    • 16.1 Working methods
    • 16.2 SE approaches
    • 16.3 Requirements analysis process
    • 16.4 Research
    • 16.5 Creating a model
    • 16.6 Analysis
    • 16.7 Methods
    • 16.8 Implementation
    • 16.9 Parameterisation
    • 16.10 Practice and psychology
  • 17 Technique 1 - Summation
    • 17.1 Additive synthesis
    • 17.2 Discrete summation synthesis
    • 17.3 Pre-computation
  • 18 Technique 2 - Tables
    • 18.1 Wavetable synthesis
    • 18.2 Practical wavetables
    • 18.3 Vector synthesis
    • 18.4 Wavescanning synthesis
  • 19 Technique 3 - Nonlinear Functions
    • 19.1 Waveshaping
    • 19.2 Chebyshev polynomials
  • 20 Technique 4 - Modulation
    • 20.1 Amplitude modulation
    • 20.2 Adding sidebands
    • 20.3 Cascade AM, with other spectra
    • 20.4 Single sideband modulation
    • 20.5 Frequency modulation
  • 21 Technique 5 - Grains
    • 21.1 Granular synthesis
    • 21.2 Time and pitch alteration
  • 22 Game Audio
    • 22.1 Virtual reality fundamentals
    • 22.2 Samples or procedural audio?
    • 22.3 Traditional game audio engine functions
    • 22.4 Procedural audio advantages
    • 22.5 Challenges for new games audio systems
  • PART IV: Practicals
  • 23 Practicals introduction
  • Practical series - Artificial sounds
    • 24 Pedestrians
    • 25 Phone tones
    • 26 DTMF Tones
    • 27 Alarm generator
    • 28 Police
  • Practical series - Idiophonics
    • 29 Telephone bell
    • 30 Bouncing
    • 31 Rolling
    • 32 Creaking
    • 33 Boing
  • Practical series - Nature
    • 34 Fire
    • 35 Bubbles
    • 36 Running water
    • 37 Pouring
    • 38 Rain
    • 39 Electricity
    • 40 Thunder
    • 41 Wind
  • Practical series - Machines
    • 42 Switches
    • 43 Clocks
    • 44 Motors
    • 45 Cars
    • 46 Fans
    • 47 Jet engine
    • 48 Helicopter
  • Practical series - Lifeforms
    • 49 Footsteps
    • 50 nsects
    • 51 Birds
    • 52 Mammals
  • Practical series - Mayhem
    • 53 Guns
    • 54 Explosions
    • 55 Rocket launcher
  • Practical series - Sci-Fi
    • 56 Transporter
    • 57 R2D2
    • 58 Red alert