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"Sound processing"
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Automated Sound Design
2022
Sound design is a ubiquitous subject for electronic musicians working across a staggering array of contemporary musical styles and practices. There is an extensive literature covering the creation of Foley effects, and another body of literature addressing domain-specific applications of sound design technique, e.g., how to make bass sounds for Dubstep or how to produce drum sounds for Trap. There is also a computer music literature that focuses on the mathematics of digital signal processing as it pertains to implementing classic digital synthesis and processing techniques. Automated Sound Design addresses the topic from a different perspective, demonstrating the power of sound design when enhanced by automated structures implemented with computer programming. Through the techniques and projects developed in this book, the reader will learn how to create sound design scenarios that generate classes of sounds with controlled unpredictability and unlimited variety of output. This adventure will reveal new ways to work with additive synthesis, frequency modulation, analysis-transformation synthesis, drum machines, Black MIDI, and spatialization for binaural listening.
Echoes of other worlds : sound in virtual reality : past, present and future
Approaching the subject from a holistic perspective, this book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
A Fully-Automated Method to Evaluate Coronavirus Disease Progression with COVID-19 Cough Sounds Using Minimal Phase Information
2021
This paper focuses on an important issue of disease progression of COVID-19 (coronavirus disease 2019) through processing COVID-19 cough sounds by proposing a fully-automated method. The new method is based on time-domain exploiting only phase 1 data which is always available for any cough events. The proposed approach generates plausible click sequences consist of clicks for various cough samples from covid-19 patients. The click sequence, which is extracted from the phase slope function of an input signal, is used to calculate inter-click intervals (ICIs), and thereby a scoring index (SI) is derived based on coefficient of variation(CV) of the extracted ICIs. Moreover, probability density function (pdf) of the output click sequence is obtained. The method does not need to adjust any parameters. The experimental results achieved from real-recorded COVID-19 cough data using the medically annotated Novel Coronavirus Cough Database (NoCoCoDa) reveal that the proposed time-domain method can be a very useful tool for automatic cough sound processing to determine the disease progression of coronavirus patients.
Journal Article
New realities in audio : a practical guide for VR, AR, MR, and 360 video
by
Schutze, Stephan, author
,
Irwin-Schèutze, Anna, author
in
Sound in virtual reality.
,
Computer sound processing.
,
Multimedia systems.
2018
The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it's essential. If the audio doesn't work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities.
Real Sound Synthesis for Interactive Applications
Virtual environments such as games and animated and \"real\" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices.
Mixing and Mastering in the Box
Mixing and Mastering in the Box is the ultimate reference manual for the home recordist and the perfect basic to intermediate text for any DAW (Digital Audio Workstation) training class in mixing or mastering. The book also provides ideal training for musicians who either do their own mixing and mastering or wish to be better informed when collaborating on mixes and masters.
Audio Processes
2016
Audio Processes: Musical Analysis, Modification, Synthesis, and Control describes the practical design of audio processes, with a step-by-step approach from basic concepts all the way to sophisticated effects and synthesizers. Without the need of extensive mathematical skills, the book covers the four main themes of analysis, modification, synthesis, and control in an accessible manner. Author David Creasey’s presentation style enables readers to create their own implementations, whatever their preferred programming language or environment. An extensive companion website provides further material and examples to support the book and aid in process development.