Procedural audio = Sound as a process, building synthetic models. Creating engines which reproduce the physics of events that create sounds.
Idiophonic - any struct, rigid body, eg drum, piano, etc. there is only decay … no attack really
Attenuator - a divisor to reduce audio signal.
Noise != All frequencies mixed together at equal levels. This is a common misconception. Over a period of time each frequency is represented equally but one short snippet of noise is not the same as another short snippet of noise.
How do we work with sound
Different layers built on top of each other
-map performance parameters (affordances) eg when playing the violin, these would be the pressure of the bow, velocity, angle of play . Behaviour is the mapping of the performers mind on the instrument.
Signature processes eg. slip stick model. How do things actually interact
eg fm synthesis, waveshaping, granular, subtractive, additive, physical modelling(wave guides etc)
how do we get the sound Max msp, csound, analog, pd, chuck, supercollider, recording(creative sound montage layering), physical
Philosophy of sound
Sound = change.
A branch of dynamics, no sound without a change in equilibrium intersection of interdisciplinary thoughts.
DSP <-> Physics<-> Psychology <-> philosophy <-> dsp
philosophy doesn't give answers, instead provides a framework
- theory and techniques - miller puckett
- the computer music tutorial - curtis roads
- micro sound - curtis roads
- computer sound design - eduardo miranda
- computer music - dodge jerse
- computer music - f r moore
- audio programming - v lazarrine boolanger
- thinking in sound - mcAdams warren and bregman
- Auditory neuroscience - nelken schnup king
- sound design - sonnenschein
- audiovision - m chion
- sonic interaction design - stefania seffarin , d. rochesso
husseslers philosophy of things interacting.
- Denis Gabor - acoustical quantum theory of hearing.
A waaay better reference for all the sounds (and understanding pd + a lot more) is Andy's book Designing sound. Scribd link.
Basic doom tone
A low rumble used for representing a lot of dark ominous situations. This is the base for creating fire sounds.
- low rumble
- hiss of escaping gasses
Wind itself doesn't have a sound. It creates sounds based on what it is hitting in it's environment. Wind of same speed through a forest sounds different from an urban space without trees.
Wind with interaction of changing the speed. Patch and whistle sub patch
Thunder has 3 distinct sound events happening. First we hear is the head, followed by body and tail. The delay of the tail depends on the distance.
Thunder patches and subpatches (in clockwise order)
Music day, Drum Machine
Drum machine with its sub patches
We also looked at a lot of other sounds like machines, automobiles, animals etc. all of which can be found in Andy's book.