Description

Book Synopsis

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.

Links to code examples and sound files can be found on the Downloads/Updates tab.



Table of Contents
Introduction 1. Digital Audio Signals 2. Sampling (Wavetable) Synthesis 3. Digital Filters 4. Modal Synthesis 5. The Fourier Transform 6. Spectral Modeling and Additive Synthesis 7. Subband Vocoders and Filterbanks 8. Subtractive Synthesis and LPC 9. Strings and Bars 10. Nonlinearity, Waveshaping, FM 11. Tubes and Air Cavities 12. Two and Three Dimensions 13. FOFs, Wavelets, and Particles 14. Exciting and Controlling Sound Models 15. Walking Synthesis: a Complete System 16. Examples, Systems, and Applications A. DFT, Convolution, and Transform Properties B. The Ideal String C. Acoustic Tub D. Sound Examples and Code E. The Synthesis Toolkit in C + +

Real Sound Synthesis for Interactive Applications

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    £54.14

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    RRP £56.99 – you save £2.85 (5%)

    Order before 4pm tomorrow for delivery by Fri 26 Jun 2026.

    A Paperback by Perry R. Cook

    15 in stock


      View other formats and editions of Real Sound Synthesis for Interactive Applications by Perry R. Cook

      Publisher: Taylor & Francis Inc
      Publication Date: 01/07/2002
      ISBN13: 9781568811680, 978-1568811680
      ISBN10: 1568811683

      Description

      Book Synopsis

      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.

      Links to code examples and sound files can be found on the Downloads/Updates tab.



      Table of Contents
      Introduction 1. Digital Audio Signals 2. Sampling (Wavetable) Synthesis 3. Digital Filters 4. Modal Synthesis 5. The Fourier Transform 6. Spectral Modeling and Additive Synthesis 7. Subband Vocoders and Filterbanks 8. Subtractive Synthesis and LPC 9. Strings and Bars 10. Nonlinearity, Waveshaping, FM 11. Tubes and Air Cavities 12. Two and Three Dimensions 13. FOFs, Wavelets, and Particles 14. Exciting and Controlling Sound Models 15. Walking Synthesis: a Complete System 16. Examples, Systems, and Applications A. DFT, Convolution, and Transform Properties B. The Ideal String C. Acoustic Tub D. Sound Examples and Code E. The Synthesis Toolkit in C + +

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