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
This nuts-and-bolts guide to sound design for animated films explains audio software, free downloads, how sound works, the power of sound when wielded by an animation filmmaker, and provides varieties of examples for how to use sound to enliven your films with professional sound. Sound-savvy animators save precious resources (time and money) by using sound for effects they don't necessarily have time to create. For example, the sound of a crow flying gives viewers a sense of the crow without the crow. Where there's a macabre element or scene in an animated film, this book explains why you should choose a low frequency sound for it-low frequencies are scary, because the ear can't decipher their origin or direction! On the DVD: three 5-minute animations; sample sound clips, jump cuts and video streams; plus motion graphics with which to practice sound-applications explained in this book.
The late 1960s and 1970s are widely recognized as a golden age for American film, as directors like Francis Ford Coppola, George Lucas, and Martin Scorsese expanded the Hollywood model with aesthetically innovative works. As this groundbreaking new study reveals, those filmmakers were blessed with more than just visionary eyes; Designing Sound focuses on how those filmmakers also had keen ears that enabled them to perceive new possibilities for cinematic sound design. Offering detailed case studies of key films and filmmakers, Jay Beck explores how sound design was central to the era’s experimentation with new modes of cinematic storytelling. He demonstrates how sound was key to many directors’ signature aesthetics, from the overlapping dialogue that contributes to Robert Altman’s naturalism to the wordless interludes at the heart of Terrence Malick’s lyricism. Yet the book also examines sound design as a collaborative process, one where certain key directors ceded authority to sound technicians who offered significant creative input. Designing Sound provides readers with a fresh take on a much-studied era in American film, giving a new appreciation of how artistry emerged from a period of rapid industrial and technological change. Filled with rich behind-the-scenes details, the book vividly conveys how sound practices developed by 1970s filmmakers changed the course of American cinema.
Sound can profoundly impact how people interact with your product. Well-designed sounds can be exceptionally effective in conveying subtle distinctions, emotion, urgency, and information without adding visual clutter. In this practical guide, Amber Case and Aaron Day explain why sound design is critical to the success of products, environments, and experiences. Just as visual designers have a set of benchmarks and a design language to guide their work, this book provides a toolkit for the auditory experience, improving collaboration for a wide variety of stakeholders, from product developers to composers, user experience designers to architects. You’ll learn a complete process for designing, prototyping, and testing sound. In two parts, this guide includes: Past, present, and upcoming advances in sound design Principles for designing quieter products Guidelines for intelligently adding and removing sound in interactions When to use voice interfaces, how to consider personalities, and how to build a knowledge map of queries Working with brands to create unique and effective audio logos that will speak to your customers Adding information using sonification and generative audio
Diderich describes tools and techniques, which can be used to develop quantitative models for actively managing investment products, and focuses on how theoretical models can and should be used in practice. He describes the interaction between different elements of an investment process's value chain in a single and consistent framework. A key focus is placed on illustrating the theory with real world examples. At the end of the book the reader will be capable of designing or enhancing an investment process for an investment or portfolio managers products from start to finish. * Increased pressure to add value through investments makes this a hot topic in the investment world * Combined theoretical and practical approach makes this book appealing to a wide audience of quants and investors * The only book to show how to design and implement quantitative models for gaining positive alpha
The same loved book you've been using for years - now including everything you need to know about sound design for the theatre. This edition still focuses on aesthetics of sound design for the stage along with design approaches and techniques. You'll still get the in-depth discussion with leading sound designers and composers to see how the experts get the job done. BUT, this new third edition has swept out the old to bring you the new! Now included is all of the latest technical information that you will need including: *Information about Digital Audio Workstations as everyday tools for sound effects *Maximizing the Internet and computer as a major, important, every day tool for today's sound designers and also composer? as a 24-hour library *new roundtable forum discussion with sound reinforcement designers that uncovers the way they make and communicate aesthetic decision *A fresh look at technology used to build and execute shows (digital audio workstations, software, and your computer as creative management tool) *Everyday paperwork'new examples for sound plots and queue sheets to increase the variety of examples and so you can pick your best fit
Four modules explore topics in physical science, earth and space science, life science, and science and technology with hands-on activities designed to engage students in the processes of scientific inquiry and technological design. Modules within a developmental level may be taught in any sequence.
"Provides previously unavailable material in sound quality crucial for a more effective design process. Presents all aspects of product sound quality, such as ""rules of thumb"" and design formulas and charts. Covers sound radiation and targeting, resolving, and testing design features."
Cinematography for Games covers the space between the game and film industries by pointing out the most relevant cinematic techniques in today's hottest games, and including interviews with the game industry's greatest luminaries (including Will Wright: Sims legend, Harvey Smith, legendary game Deus Ex, Warren Spector creator of one of the original game companies, Origin). The convergence of games and film is a widely discussed and debated topic in the game industry. Many major publishers, along with some high-profile directors (John Woo, James Cameron, Steven Spielberg, Tony Scott) are exploring the middle ground between the industries. This book introduces game producers and directors to the tried and true techniques cinematographers have relied on for years. Game developers learn how to create compelling video games by: developing quality stories and characters; visualizing scenes within the game through the eyes of a cinematographer; using tried and true film industry methods for casting, voice-over, direction, and production. The book will also feature screen shots from some of today's hottest titles that illustrate key cinematic concepts, as well as advice from successful game industry professionals already using these techniques.