MARC Record
Leader
001
003469171
003
BE-GnUNI
005
20241204144649.0
008
091222s2010 xxka ||b |001 ||eng||
010
a| 2009050741
015
a| GBB078031
2| bnb
016
7
a| 015588791
2| Uk
020
a| 9780262014410 (hbk. : alk. paper)
035
a| (OCoLC)ocn494275436
040
a| Howest
050
0
0
a| TK7881.4
b| .F365 2010
084
a| 527
2| vsiso
100
1
a| Farnell, Andy,
d| ....-
0| (viaf)
245
1
0
a| Designing sound /
c| Andy Farnell.
260
a| Cambridge, Mass. :
b| MIT Press,
c| 2010.
300
a| 664 p. : ill.
520
a| 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.
650
4
a| Animated films
650
4
a| Motion pictures
650
4
a| Video games
852
4
b| HWPNT
c| PENTA
j| PENTA.527 FARN 10
p| 100000001969
920
a| book