The Audio Programming Book The Mit Press Book PDF, EPUB Download & Read Online Free

The Audio Programming Book
Author: Richard Boulanger, Victor Lazzarini, Max Mathews
Publisher: MIT Press
ISBN: 0262288605
Pages: 920
Year: 2010-10-22
View: 489
Read: 446
This comprehensive handbook of mathematical and programming techniques for audio signal processing will be an essential reference for all computer musicians, computer scientists, engineers, and anyone interested in audio. Designed to be used by readers with varying levels of programming expertise, it not only provides the foundations for music and audio development but also tackles issues that sometimes remain mysterious even to experienced software designers. Exercises and copious examples (all cross-platform and based on free or open source software) make the book ideal for classroom use. Fifteen chapters and eight appendixes cover such topics as programming basics for C and C++ (with music-oriented examples), audio programming basics and more advanced topics, spectral audio programming; programming Csound opcodes, and algorithmic synthesis and music programming. Appendixes cover topics in compiling, audio and MIDI, computing, and math. An accompanying DVD provides an additional 40 chapters, covering musical and audio programs with micro-controllers, alternate MIDI controllers, video controllers, developing Apple Audio Unit plug-ins from Csound opcodes, and audio programming for the iPhone.The sections and chapters of the book are arranged progressively and topics can be followed from chapter to chapter and from section to section. At the same time, each section can stand alone as a self-contained unit. Readers will find The Audio Programming Book a trustworthy companion on their journey through making music and programming audio on modern computers.
The Audio Programming Book
Author: Richard Charles Boulanger, Victor Lazzarini
Publisher: MIT Press (MA)
ISBN: 0262014467
Pages: 889
Year: 2011
View: 1194
Read: 1066
An encyclopedic handbook on audio programming for students and professionals, withmany cross-platform open source examples and a DVD covering advanced topics.
The Csound Book
Author: Richard Charles Boulanger
Publisher: MIT Press
ISBN: 0262522616
Pages: 740
Year: 2000
View: 568
Read: 1001
This book/CD-ROM package covers both the basics of Csound, and the theoretical and musical concepts necessary to use the program effectively.
The SuperCollider Book
Author: Scott Wilson
Publisher: MIT Press (MA)
ISBN: 0262232693
Pages: 756
Year: 2011
View: 734
Read: 1286
The essential reference to SuperCollider, a powerful, flexible, open-source,cross-platform audio programming language.
Designing Audio Effect Plug-Ins in C++
Author: Will Pirkle
Publisher: Taylor & Francis
ISBN: 1136699767
Pages: 560
Year: 2012-11-12
View: 1115
Read: 662
Not just another theory-heavy digital signal processing book, nor another dull build-a-generic-database programming book, Designing Audio Effect Plug-Ins in C++ gives you everything you everything you need to know to do just that, including fully worked, downloadable code for dozens of professional audio effect plug-ins and practically presented algorithms. With this book, you get access to a companion website where you can download the accompanying Rapid Plug-In Development software to compile and test the book examples, all the code examples, and view student plug-ins and tutorial videos on the development software. Start with an intuitive and practical introduction to the digital signal processing (DSP) theory behind audio plug-ins, and quickly move on to plug-in implementation, gain knowledge of algorithms on filtering, delay, reverb, modulated effects, dynamics processing, and more. You will then be ready to design and implement your own unique plug-ins on any platform and within most any host program. Readers are expected to have some knowledge of C++, and high school math.
Getting Started with C++ Audio Programming for Game Development
Author: David Gouveia
Publisher: Packt Publishing Ltd
ISBN: 1849699100
Pages: 116
Year: 2013-01-01
View: 556
Read: 1044
This book is a standard tutorial targeted at game developers which aims to help them incorporate audio programming techniques to enhance their gameplay experience.This book is perfect for C++ game developers who have no experience with audio programming and who would like a quick introduction to the most important topics required to integrate audio into a game.
Basicsynth
Author: Daniel Mitchell
Publisher: Lulu.com
ISBN: 0557022126
Pages: 288
Year: 2009-01
View: 991
Read: 595
Books on music synthesizers explain the theory of music synthesis, or show you how to use an existing synthesizer, but don't cover the practical details of constructing a custom software synthesizer. Likewise, books on digital signal processing describe sound generation in terms of complex equations and leave it up to the reader to solve the practical problems of programming the equations. BasicSynth takes you beyond the theory and shows you how to create a custom synthesizer in software using the C++ programming language. The first part of the book explains the basic computer algorithms used to generate and process sound. Subsequent chapters explain instrument design using actual synthesis instruments. The example instruments are then combined with a text-based scoring system and sequencer to produce a complete working synthesizer. Complete source code to the C++ classes and example programs is available for download from the Internet.
Game Audio Programming 2
Author: Guy Somberg
Publisher: CRC Press
ISBN: 1351653946
Pages: 362
Year: 2018-09-11
View: 261
Read: 774
Welcome to the second volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art of game audio programming! This volume features more than 20 chapters containing advanced techniques from some of the top game audio programmers and sound designers in the industry. This book continues the tradition of collecting more knowledge and wisdom about game audio programming than any other volume in history. Both audio programming beginners and seasoned veterans will find content in this book that is valuable, with topics ranging from extreme low-level mixing to high-level game integration. Each chapter contains techniques that were used in games that have shipped, and there is a plethora of code samples and diagrams. There are chapters on threading, DSP implementation, advanced middleware techniques in FMOD Studio and Audiokinetic Wwise, ambiences, mixing, music, and more. This book has something for everyone who is programming audio for a game: programmers new to the art of audio programming, experienced audio programmers, and those souls who just got assigned the audio code. This book is for you!
The Computer Music Tutorial
Author: Curtis Roads
Publisher: MIT Press
ISBN: 0262680823
Pages: 1234
Year: 1996-01
View: 796
Read: 815
This text provides a step-by-step introduction to the entire field of computer music techniques. Written for nontechnical as well as technical readers, it uses hundreds of charts, diagrams, screen images, and photographs as well as clear explanations to present basic concepts and terms.
Game Sound
Author: Karen Collins
Publisher: MIT Press
ISBN: 026203378X
Pages: 200
Year: 2008
View: 326
Read: 280
An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition.
A Composer's Guide to Game Music
Author: Winifred Phillips
Publisher: MIT Press
ISBN: 0262026643
Pages: 275
Year: 2014-02-14
View: 470
Read: 801
A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field.
Musimathics
Author: Gareth Loy
Publisher: MIT Press
ISBN: 0262516551
Pages: 504
Year: 2011-08-19
View: 605
Read: 174
"Mathematics can be as effortless as humming a tune, if you know the tune," writes Gareth Loy. In Musimathics, Loy teaches us the tune, providing a friendly and spirited tour of the mathematics of music--a commonsense, self-contained introduction for the nonspecialist reader. It is designed for musicians who find their art increasingly mediated by technology, and for anyone who is interested in the intersection of art and science.In this volume, Loy presents the materials of music (notes, intervals, and scales); the physical properties of music (frequency, amplitude, duration, and timbre); the perception of music and sound (how we hear); and music composition. Musimathics is carefully structured so that new topics depend strictly on topics already presented, carrying the reader progressively from basic subjects to more advanced ones. Cross-references point to related topics and an extensive glossary defines commonly used terms. The book explains the mathematics and physics of music for the reader whose mathematics may not have gone beyond the early undergraduate level. Calling himself "a composer seduced into mathematics," Loy provides answers to foundational questions about the mathematics of music accessibly yet rigorously. The topics are all subjects that contemporary composers, musicians, and musical engineers have found to be important. The examples given are all practical problems in music and audio. The level of scholarship and the pedagogical approach also make Musimathics ideal for classroom use. Additional material can be found at a companion web site.
DAFX
Author: Udo Zölzer
Publisher: John Wiley & Sons
ISBN: 0470979674
Pages: 624
Year: 2011-03-16
View: 765
Read: 1202
The rapid development in various fields of Digital Audio Effects, or DAFX, has led to new algorithms and this second edition of the popular book, DAFX: Digital Audio Effects has been updated throughout to reflect progress in the field. It maintains a unique approach to DAFX with a lecture-style introduction into the basics of effect processing. Each effect description begins with the presentation of the physical and acoustical phenomena, an explanation of the signal processing techniques to achieve the effect, followed by a discussion of musical applications and the control of effect parameters. Topics covered include: filters and delays, modulators and demodulators, nonlinear processing, spatial effects, time-segment processing, time-frequency processing, source-filter processing, spectral processing, time and frequency warping musical signals. Updates to the second edition include: Three completely new chapters devoted to the major research areas of: Virtual Analog Effects, Automatic Mixing and Sound Source Separation, authored by leading researchers in the field . Improved presentation of the basic concepts and explanation of the related technology. Extended coverage of the MATLABTM scripts which demonstrate the implementation of the basic concepts into software programs. Companion website (www.dafx.de) which serves as the download source for MATLABTM scripts, will be updated to reflect the new material in the book. Discussing DAFX from both an introductory and advanced level, the book systematically introduces the reader to digital signal processing concepts, how they can be applied to sound and their use in musical effects. This makes the book suitable for a range of professionals including those working in audio engineering, as well as researchers and engineers involved in the area of digital signal processing along with students on multimedia related courses.
Designing Software Synthesizer Plug-Ins in C++
Author: Will Pirkle
Publisher: CRC Press
ISBN: 1317661680
Pages: 760
Year: 2014-10-30
View: 979
Read: 1016
Bridging the gap from theory to programming, Designing Software Synthesizer Plug-Ins in C++ For RackAFX, VST3 and Audio Units contains complete code for designing and implementing software synthesizers for both Windows and Mac platforms. You will learn synthesizer operation, starting with the underlying theory of each synthesizer component, and moving on to the theory of how these components combine to form fully working musical instruments that function on a variety of target digital audio workstations (DAWs). Containing some of the latest advances in theory and algorithm development, this book contains information that has never been published in textbook form, including several unique algorithms of the author’s own design. The book is broken into three parts: plug-in programming, theory and design of the central synthesizer components of oscillators, envelope generators, and filters, and the design and implementation of six complete polyphonic software synthesizer musical instruments, which can be played in real time. The instruments implement advanced concepts including a user-programmable modulation matrix. The final chapter shows you the theory and code for a suite of delay effects to augment your synthesizers, introducing you to audio effect processing. The companion website, www.focalpress.com/cw/pirkle, gives you access to free software to guide you through the application of concepts discussed in the book, and code for both Windows and Mac platforms. In addition to the software, it features bonus projects, application notes, and video tutorials. A reader forum, monitored by the author, gives you the opportunity for questions and information exchange.
Designing Sound
Author: Andy Farnell
Publisher: MIT Press
ISBN: 0262288834
Pages: 688
Year: 2010-08-20
View: 1078
Read: 452
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

Recently Visited