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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
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