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Designing Sound

por Farnell, Andy

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Formato: Tapa dura (Hardcover)
Editorial: Mit Pr
Año de Edición: 2010/10/29
Tema: COMPUTERS / Digital Media / Audio, COMPUTERS / Social Aspects / General
Tags: Computer sound processing, Sound, Recording and reproducing, Digital techniques, Sounds, Motion pictures, Sound effects, Animated films
Idioma: Inglés
Páginas: 664
Peso: 1112.3 gramos
Estado: Nuevo
ISBN: 0262014416
ISBN 13: 9780262014410
Precio: US$ 74,93
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Resumen del libro
Publisher Summary 1
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, everday 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. "Procedual 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 implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analysed, and refined throughout. After mastering the techniques peresented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects.

Andy Farnell has a degree in computer Science and Electronic Engineering from University College London and now specializes in digital audio signal processing. He has worked as a sound effects programmer for BBC radio and television and as a programmer on server-side applications for product search and data storage.

"A monumental work. This surely has the potential of becoming the sound designer's bible!"---Kees van den Doel, Scientific Computing Laboratory, University of British Columbia

"An excellent, practical introduction to sound synthesis methods. The most useful resource on Pure Data that l've come across. Essential reading for anyone wanting to learn how to create sounds."---Karen Collins, Canada Research Chair in Interactive Audio, University of Waterloo

"Putting the creativity of every single sonic nuance in the hands of the sound designer---and the listener---is the gift that Farnell brings through his book Designing Sound. What an empowering experience!"---David Sonnenschein, Director, Musician, and author of Sound Design: The Expressive Power of Music, Voice, and Sound Effects in Cinema
 
Publisher Summary 2

A practitioner's guide to the basic principles of creating sound effects using easily accessed free software.

 
Publisher Summary 3

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

 


Tabla de Contenidos del libro
Acknowledgements xxiii
1 Introduction
1(4)
I Theory
5(140)
2 Theory Introduction
7(2)
3 Physical Sound
9(30)
3.1 Elementary Physics
9(3)
Energy
9(1)
Force
9(1)
Pressure
9(1)
Work
10(1)
Systems
10(1)
Power
10(1)
Energy Sources
10(1)
Matter and Mass
11(1)
Force, Distance, and Acceleration
11(1)
Displacement, Movement, and Freedom
12(1)
Excitation
12(1)
3.2 Materials
12(5)
Elasticity and Restoration
13(2)
Density
15(1)
Plasticity
16(1)
Structure and Strength
17(1)
3.3 Waves
17(8)
Wave Models
17(1)
Exchange of Forces
18(1)
Propagation
19(1)
Wave Types
20(1)
Amplitude
20(1)
Speed
21(1)
Group and Phase Velocity
22(1)
Wavelength
23(1)
Frequency and Period
23(1)
Simple Wave Math
23(1)
Phase
24(1)
Superposition and Phase Cancellation
24(1)
3.4 Boundaries
25(7)
Phase of Bending Waves at Solid Boundaries
26(2)
Coupling
28(1)
Reflection and Standing Waves
28(1)
Modes
29(1)
Visualising Sound Waves
30(1)
Shape
30(1)
Entropy and Heat
31(1)
Loss and Damping
31(1)
3.5 Analogues
32(5)
Potential
32(1)
Energy Inlet
33(1)
Flow
33(1)
Resistance
33(1)
Tap or Outlet
34(1)
Capacitance
34(1)
Example Network Analogy
35(1)
Example System Analysis
36(1)
Acknowledgements
37(1)
References
37(2)
4 Oscillations
39(16)
4.1 Oscillators
39(4)
Period and Frequency
39(1)
Frequency of a Spinning Object
39(2)
Relaxation
41(1)
Frequency of Relaxation Systems
42(1)
Quantisation
43(1)
4.2 Simple Harmonic Oscillators
43(5)
Frequency of a Mass on Spring
44(2)
Frequency of a Pendulum
46(1)
Frequency of an LC Network
46(2)
4.3 Complex Harmonic Oscillators
48(3)
Oscillation of a String
48(1)
Oscillation of a Bar or Rod
49(1)
Oscillation of Cones, Membranes, Laminas
50(1)
4.4 Driven Oscillations and Resonance
51(2)
References
53(2)
5 Acoustics
55(22)
5.1 Acoustic Systems
55(3)
Virbrations in Air
55(1)
Radiation
56(1)
Radiation Patterns
56(1)
Spherical, Cylindrical, and Planar Waves
57(1)
5.2 Intensity and Attenuation
58(4)
Sound Pressure Level
58(1)
Position and Correlation
58(1)
Acoustic Sound Intensity
59(1)
Geometric Attenuation
60(1)
Transmission and Absorption
61(1)
5.3 Other Propagation Effects
62(8)
Reflection
62(1)
Scattering
62(1)
Dispersion
63(1)
Refraction
63(1)
Diffraction
64(1)
Diffusion
65(1)
Ground Effects
66(1)
Oblique Boundary Loss
66(1)
Wind Shear
67(1)
Aberration
67(1)
The Doppler Effect
67(1)
Room Acoustics
67(1)
Reverb Time
68(2)
Outdoor Acoustics
70(1)
5.4 Acoustic Oscillations
70(7)
Turbulence
70(1)
Reynolds Number
71(1)
Sounds of Turbulence
71(1)
Pipes
71(2)
Radiation from Pipes and Horns
73(1)
Helmholtz Oscillator
73(1)
Textbooks
74(1)
Papers
74(1)
Online Resources
74(3)
6 Psychoacoustics
77(42)
6.1 Perceiving Sounds
77(16)
Ears
77(1)
Frequency Range of Human Hearing
78(1)
Nonlinearity
78(1)
Threshold of Hearing
78(1)
Just Noticeable Difference
79(1)
Localisation
79(1)
Interaural Time Difference
79(1)
Interaural Intensity Difference
80(1)
Head Response Transfer Function
80(1)
Distance
80(1)
Source Identity
81(1)
Perception of Loudness
81(1)
Loudness Scales and Weighting
81(1)
Duration and Loudness
82(1)
Fatigue
83(1)
Change of Loudness
83(1)
Perception of Frequency
83(1)
Pure Tone Discrimination
83(1)
Critical Bands
83(1)
Ranges
84(1)
Resolution
85(1)
Average of Close Components
85(1)
Rapid Change of Amplitude
85(1)
Phantom Fundamentals
86(1)
Huggins Binaural Pitch
86(1)
Bilsen Band Edge Pitch
86(1)
Perception of Spectra
86(1)
Perception of Harmonic and Inharmonic Spectra
87(1)
Consonance, Harmony, and Roughness
87(1)
Brightness, Dullness, and Spectral Centroid
88(1)
Resonance, Flatness, and Formants
88(1)
Perception of Temporal Structure
88(1)
Granularity
89(1)
Events and Flows
89(1)
Envelopes
89(1)
Attack
89(1)
Transient and Rise Time
90(1)
Slow Attacks
90(1)
Decay
90(1)
Sustain
90(1)
Release
91(1)
Effort and Movement
91(1)
Precedence and Belonging
91(1)
Gabor Limit for Duration
91(1)
Hirsh Limit for Ordering
91(1)
Streaming
92(1)
Streaming by Pitch
92(1)
Van Noorden Ambiguity
92(1)
Spectral and Spacial Streams
92(1)
6.2 Sound Congnition
93(6)
Gestalt Effects
93(1)
Discrimination
93(1)
Scaling
94(1)
Similarity
94(1)
Matching
95(1)
Classification
95(1)
Identification
95(1)
Recognition
95(1)
Attention
96(1)
Correspondence
96(1)
Asynchronous Sound
96(1)
Acousmatic Sound
97(1)
The Audiovisual Contract
97(1)
Absence
97(1)
Concurrent Masking
98(1)
Temporal Proximity Masking
98(1)
6.3 Auditory Scene Analysis
99(4)
Segregation
99(1)
Schema Activation
100(1)
Primitive Features
100(1)
Harmonicity
100(1)
Continuity
101(1)
Momentum
101(1)
Monotonicity
101(1)
Temporal Correlation
102(1)
Coherence
102(1)
The Process of Scene Analysis
102(1)
6.4 Auditory Memory
103(1)
Short- and Long-term Memory
103(1)
Auditory Pipeline
103(1)
Verbal and Nonverbal Memory
103(1)
Visual Augmentation
104(1)
6.5 Listening Strategies
104(4)
Listening Hierarchy
104(1)
Reflexive
104(1)
Connotative
105(1)
Causal
105(1)
Empathetic
105(1)
Functional
105(1)
Semantic
106(1)
Critical
106(1)
Reduced
106(1)
Analytic Listening
106(1)
Component Analysis
106(1)
Signal Listening
107(1)
Engaged
107(1)
6.6 Physiological Responses to Sound
108(2)
Stapedius Reflex
108(1)
Startle Response
108(1)
Orientation Response
108(1)
Ecstatic Response
108(1)
Stress Responses
109(1)
Binaural Beat Entrainment
109(1)
Psychotherapeutical Applications and Art
109(1)
Cross-modal Perception
110(1)
6.7 Sound, Language, and Knowledge
110(4)
Imagining Sound
110(1)
Talking about Sound
111(1)
Noun Descriptions
111(1)
Adjective and Adjunctive Descriptions
111(1)
Gerund Verb Descriptions
111(1)
Onomatopoeia and Alliteration
112(1)
Reference Points
112(1)
Procedural Knowledge
112(1)
Declarative Domain Knowledge
112(1)
Imperative Knowledge
113(1)
Poetic Knowledge
113(1)
Categorical Knowledge
113(1)
Weak Cultural Domain Knowledge
113(1)
Strong Cultural Domain Knowledge
113(1)
Exercises
114(1)
Exercise 1 Perception
114(1)
Exercise 2 Language
114(1)
Exercise 3 Knowledge and Communication
114(1)
Acknowledgements
114(1)
References
114(5)
Books
114(1)
Papers
115(2)
Online Resources
117(2)
7 Digital Signals
119(26)
7.1 Signals
119(6)
Transducers
119(1)
Electronic, Continuous Signals
119(1)
Sound Transducers
119(1)
Information
119(1)
Representing Signals
120(1)
Digital Encoding
121(1)
Digital-to-Analog Conversion
121(1)
Analog-to-Digital Conversion
122(1)
Digital Signal Processing
123(1)
Floating Point Normalised Form
123(1)
Smoothing Samples
124(1)
7.2 Graphs
125(3)
Spectra
125(1)
Spectrograms
126(1)
Waterfall Plots
127(1)
7.3 Generating Digital Waveforms
128(15)
Generating Samples
128(1)
Buffering
128(1)
The Sound of Zero (Silence)
129(1)
The Sound of One (Constants)
129(2)
Moving Signals
131(1)
Sinusoidal Waves
132(2)
Complex Harmonic Motion
134(2)
Randomly Moving Signals
136(1)
Suddenly Moving Signals
137(2)
Slowly Moving Signals
139(2)
Signal Programming Abstraction
141(1)
A Csound Snippet
142(1)
A CLM Snippet
142(1)
Acknowledgements
143(1)
References
143(2)
Books
143(1)
Papers
143(1)
Online Resources
144(1)
II Tools
145(92)
8 Tools Introduction
147(2)
8.1 What You Will Need
147(1)
8.2 Tools for Sound Design
147(1)
8.3 Supporting Tools
148(1)
9 Starting with Pure Data
149(16)
9.1 Pure Data
149(2)
Installing and Running Pure Data
150(1)
Testing Pure Data
150(1)
9.2 How Does Pure Data Work?
151(6)
Objects
152(1)
Connections
152(1)
Data
152(1)
Patches
152(1)
A Deeper Look at Pd
153(1)
Pure Data Software Architecture
153(1)
Your First Patch
153(2)
Creating a Canvas
155(1)
New Object Placement
155(1)
Edit Mode and Wiring
155(1)
Initial Parameters
156(1)
Modifying Objects
156(1)
Number Input and Output
156(1)
Toggling Edit Mode
156(1)
More Edit Operations
157(1)
Patch Files
157(1)
9.3 Message Data and GUI Boxes
157(5)
Selectors
158(1)
Bang Message
158(1)
Bang Box
158(1)
Float Messages
158(1)
Number Box
159(1)
Toggle Box
159(1)
Sliders and Other Numerical GUI Elements
159(1)
General Messages
160(1)
Message Box
160(1)
Symbolic Messages
160(1)
Symbol Box
161(1)
Lists
161(1)
Pointers
161(1)
Tables, Arrays, and Graphs
161(1)
9.4 Getting Help with Pure Data
162(1)
Exercises
163(1)
Exercise 1
163(1)
Exercise 2
163(1)
Exercise 3
163(1)
References
163(2)
10 Using Pure Data
165(20)
10.1 Basic Objects and Principles of Operation
165(2)
Hot and Cold Inlets
165(1)
Bad Evaluation Order
165(1)
Trigger Objects
166(1)
Making Cold Inlets Hot
166(1)
Float Objects
166(1)
Int Objects
167(1)
Symbol and List Objects
167(1)
Merging Message Connections
167(1)
10.2 Working with Time and Events
167(2)
Metronome
167(1)
A Counter Timebase
168(1)
Time Objects
168(1)
Select
169(1)
10.3 Data Flow Control
169(3)
Route
169(1)
Moses
170(1)
Spigot
170(1)
Swap
170(1)
Change
170(1)
Send and Receive Objects
171(1)
Broadcast Messages
171(1)
Special Message Destinations
171(1)
Message Sequences
171(1)
10.4 List Objects and Operations
172(2)
Packing and Unpacking Lists
172(1)
Substitutions
173(1)
Persistence
173(1)
List Distribution
173(1)
More Advanced List Operations
174(1)
10.5 Input and Output
174(3)
The Print Object
175(1)
MIDI
175(2)
10.6 Working with Numbers
177(2)
Arithmetic Objects
177(1)
Trigonometric Maths Objects
178(1)
Random Numbers
178(1)
Arithmetic Example
178(1)
Comparative Objects
178(1)
Boolean Logical Objects
178(1)
10.7 Common Idioms
179(6)
Constrained Counting
179(1)
Accumulator
179(1)
Rounding
180(1)
Scaling
180(1)
Looping with Until
180(1)
Message Complement and Inverse
181(1)
Random Selection
182(1)
Weighted Random Selection
182(1)
Delay Cascade
182(1)
Last Float and Averages
182(1)
Running Maximum (or Minimum)
183(1)
Float Low Pass
183(2)
11 Pure Data Audio
185(8)
11.1 Audio Objects
185(1)
Audio Connections
185(1)
Blocks
185(1)
Audio Object CPU Use
185(1)
11.2 Audio Objects and Principles
186(6)
Fanout and Merging
186(1)
Time and Resolution
187(1)
Audio Signal Block to Messages
187(1)
Sending and Receiving Audio Signals
187(1)
Audio Generators
187(2)
Audio Line Objects
189(1)
Audio Input and Output
189(1)
Example: A Simple MIDI Monosynth
189(1)
Audio Filter Objects
190(1)
Audio Arithmetic Objects
191(1)
Trigonometric and Math Objects
191(1)
Audio Delay Objects
191(1)
References
192(1)
12 Abstraction
193(12)
12.1 Subpatches
193(3)
Copying Subpatches
194(1)
Deep Subpatches
194(1)
Abstractions
195(1)
Scope and $0
196(1)
12.2 Instantiation
196(1)
12.3 Editing
197(1)
12.4 Parameters
197(1)
12.5 Defaults and States
198(1)
12.6 Common Abstraction Techniques
199(6)
Graph on Parent
199(1)
Using List Inputs
200(1)
Packing and Unpacking
200(1)
Control Normalisation
201(1)
Summation Chains
202(1)
Routed Inputs
203(2)
13 Shaping Sound
205(14)
13.1 Amplitude-Dependent Signal Shaping
205(6)
Simple Signal Arithmetic
205(2)
Limits
207(1)
Wave Shaping
207(2)
Squaring and Roots
209(1)
Curved Envelopes
210(1)
13.2 Periodic Functions
211(1)
Wrapping Ranges
211(1)
Cosine Function
211(1)
13.3 Other Functions
212(1)
Polynomials
212(1)
Expressions
213(1)
13.4 Time-Dependent Signal Shaping
213(4)
Delay
214(1)
Phase Cancellation
214(1)
Filters
215(1)
User-Friendly Filters
215(1)
Integration
215(2)
Differentiation
217(1)
References
217(2)
14 Pure Data Essentials
219(18)
14.1 Channel Strip
219(6)
Signal Switch
219(1)
Simple Level Control
219(1)
Using a Log Law Fader
220(1)
MIDI Fader
220(1)
Mute Button and Smooth Fades
221(1)
Panning
221(1)
Simple Linear Panner
221(1)
Square Root Panner
222(1)
Cosine Panner
222(2)
Crossfader
224(1)
Demultiplexer
224(1)
14.2 Audio File Tools
225(2)
Monophonic Sampler
225(1)
File Recorder
226(1)
Loop Player
227(1)
14.3 Events and Sequencing
227(5)
Timebase
227(1)
Select Sequencer
228(1)
Partitioning Time
229(1)
Dividing Time
229(1)
Event-Synchronised LFO
229(1)
List Sequencer
230(1)
Textfile Control
231(1)
14.4 Effects
232(3)
Stereo Chorus/Flanger Effect
232(1)
Simple Reverberation
233(2)
Exercises
235(1)
Exercise 1
235(1)
Exercise 2
235(1)
Exercise 3
235(1)
Exercise 4
235(1)
Acknowledgements
235(1)
References
235(2)
Online Resources
236(1)
III Technique
237(90)
15 Technique Introduction
239(4)
15.1 Techniques of Sound Design
239(2)
Layered Approach
239(1)
The Middle Layer
240(1)
References
241(2)
16 Strategic Production
243(24)
16.1 Working Methods
243(2)
Listen
243(1)
Stimulate
243(1)
Use Scale
243(1)
Vary Scope
243(1)
Keep Moving
244(1)
Balance Priorities
244(1)
Reuse and Share Successful Techniques
244(1)
Create a Comfortable Working Space
244(1)
Invite Input
245(1)
16.2 SE Approaches
245(2)
Structured Approach Summary
245(2)
16.3 Requirements Analysis Process
247(3)
Consensus of Vision
248(1)
Requirements Specification Document
249(1)
Writing Requirements Specifications
249(1)
Placeholders and Attachment
249(1)
Target Medium
250(1)
16.4 Research
250(2)
Papers, Books, TV Documentaries
250(1)
Schematics and Plans
251(1)
Analytical, Partial Recording
251(1)
Impulses and Test Excitations
252(1)
Physical Deconstruction
252(1)
16.5 Creating a Model
252(2)
Model Abstraction
253(1)
16.6 Analysis
254(1)
Waveform Analysis
254(1)
Spectral Analysis
254(1)
Physical Analysis
254(1)
Operational Analysis
254(1)
Model Parameterisation
254(1)
16.7 Methods
255(3)
Piecewise
256(1)
Prue Additive
256(1)
Mixed Additive Composites
256(1)
Wavetables
256(1)
Subtractive
257(1)
Nonlinear
257(1)
Granular
257(1)
Physical
258(1)
16.8 Implementation
258(1)
Encapsulation
259(1)
Internal Control
259(1)
Interface
259(1)
16.9 Parameterisation
259(2)
Decoupling
259(1)
Orthogonality and Parameter Space
260(1)
Efficiency of Parameter Space
260(1)
Factoring/Collapsing
261(1)
16.10 Practice and Psychology
261(3)
Design Cycle
261(1)
Objectification
262(1)
Expediency
262(1)
Flow
262(1)
Concentration, Familiatarity, Simplicity
263(1)
Time and Vision
264(1)
References
264(3)
Online Resources
265(2)
17 Technique 1---Summation
267(10)
17.1 Additive Synthesis
267(3)
17.2 Discrete Summation Synthesis
270(3)
17.3 Precomputation
273(1)
References
274(3)
18 Technique 2---Tables
277(6)
18.1 Wavetable Synthesis
277(1)
18.2 Practical Wavetables
278(1)
18.3 Vector Synthesis
279(1)
18.4 Wavescanning Synthesis
280(1)
References
281(2)
19 Technique 3---Nonlinear Functions
283(8)
19.1 Waveshaping
283(2)
Table Transfer Functions
283(2)
19.2 Chebyshev Polynomials
285(4)
References
289(2)
20 Technique 4---Modulation
291(14)
20.1 Amplitude Modulation
291(2)
20.2 Adding Sidebands
293(1)
20.3 Cascade AM, with Other Spectra
294(1)
20.4 Single Sideband Modulation
295(1)
20.5 Frequency Modulation
296(7)
Negative Frequencies
301(2)
Phase Modulation
303(1)
References
303(2)
21 Technique 5---Grains
305(10)
21.1 Granular Sythesis
305(7)
A Grain Generator
305(2)
Types of Granular Synthesis
307(2)
Sound Hybridisation
309(1)
A Granular Texture Source
310(2)
21.2 Time and Pitch Alteration
312(1)
References
313(2)
Textbooks
313(1)
Papers
313(2)
22 Game Audio
315(12)
22.1 Virtual Reality Fundamentals
315(3)
Game Objects
315(1)
Object Methods
315(1)
Object Views
315(1)
Object Behaviours
316(1)
The Players
316(1)
World Geometry
316(1)
Stages
317(1)
Platforms
317(1)
Game Logic
317(1)
Actors and Relevance
317(1)
22.2 Samples or Procedural Audio?
318(1)
Events versus Behaviours
318(1)
Limitations of Sample-Based Audio
318(1)
22.3 Traditional Game Audio Engine Funtions
319(2)
Switching
319(1)
Sequence and Randomisation
319(1)
Blending
319(1)
Grouping and Buses
319(1)
Real-Time Controllers
319(1)
Localisation
320(1)
Ambiance
320(1)
Attenuation and Damping
320(1)
Replication and Alignment
320(1)
Music Dialogue and Menus
320(1)
22.4 Procedural Audio Advantages
321(2)
Deferred Form
321(1)
Default Forms
321(1)
Variety
321(1)
Variable Cost
322(1)
Dynamic LOAD
322(1)
22.5 Challenges for New Game Audio Systems
323(3)
Dynamic Graph Configuration
323(1)
Denormal and Drift Contingencies
323(1)
Automatic Code Translation
324(1)
Embedding a Pd Interpreter
324(1)
Plugins
324(1)
Cost Metrics
325(1)
Hybrid Architectures
325(1)
Hard Sounds
325(1)
References
326(1)
Books
326(1)
Papers
326(1)
Online Sources
326(1)
IV Practicals
327(4)
23 Practicals Introduction
329(2)
Practical Series---Artificial Sounds
331(34)
24 Pedestrians
333(4)
25 Phone Tones
337(6)
26 DTMF Tones
343(4)
27 Alarm Generator
347(8)
28 Police
355(10)
Practical Series---Idiophonics
365(42)
29 Telephone Bell
367(16)
30 Bouncing
383(4)
31 Rolling
387(8)
32 Creaking
395(6)
33 Boing
401(6)
Practical Series---Nature
407(76)
34 Fire
409(10)
35 Bubbles
419(10)
36 Running Water
429(8)
37 Pouring
437(4)
38 Rain
441(10)
39 Electricity
451(8)
40 Thunder
459(12)
41 Wind
471(12)
Practical Series---Machines
483(62)
42 Switches
485(6)
43 Clocks
491(8)
44 Motors
499(8)
45 Cars
507(10)
46 Fans
517(6)
47 Jet Engine
523(6)
48 Helicopter
529(16)
Practical Series---Lifeforms
545(46)
49 Footsteps
547(10)
50 Insects
557(14)
51 Birds
571(8)
52 Mammals
579(12)
Practical Series---Mayhem
591(36)
53 Guns
593(14)
54 Explosions
607(10)
55 Rocket Launcher
617(10)
Practical Series---Science-Fiction
627(20)
56 Transporter
629(6)
57 R2D2
635(6)
58 Red Alert
641(6)
Cover Image Sources 647(2)
Index 649


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