ABSTRACT

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 traini

chapter 1|10 pages

Digital Audio Signals

chapter 2|10 pages

Sampling (Wavetable) Synthesis

chapter 3|18 pages

Digital Filters

chapter 4|12 pages

Modal Synthesis

chapter 5|12 pages

The Fourier Transform

chapter 6|12 pages

Spectral Modeling and Additive Synthesis

chapter 7|10 pages

Subband Vocoders and Filterbanks

chapter 8|12 pages

Subtractive Synthesis and LPC

chapter 9|12 pages

Strings and Bars

chapter 10|12 pages

Nonlinearity, Waveshaping, FM

chapter 11|10 pages

Tubes and Air Cavities

chapter 12|18 pages

Two and Three Dimensions

chapter 13|20 pages

FOFs, Wavelets, and Particles

chapter 14|22 pages

Exciting and Controlling Sound Models

chapter 15|10 pages

Walking Synthesis: A Complete System

chapter 16|10 pages

Examples, Systems, and Applications

chapter |4 pages

B. The Ideal String

chapter C|8 pages

Acoustic Tubes

chapter |6 pages

D. Sound Examples and Code

chapter |11 pages

E. The Synthesis Toolkit in C++