This book is divided into two parts. The chapters in Part I offer a comprehensive introduction to the C language and to fundamental programming concepts, followed by an explanation of realtime audio programming, including audio synthesis and processing. The chapters in Part II demonstrate how the object-oriented programming paradigm is useful in the modelling of computer music instruments, each chapter shows a set of instrument components that are paired with key C++ programming concepts. Ultimately the author discusses the development of a fully-fledged object-oriented library. Together with its companion volume, Computer Music Instruments: Foundations, Design and Development , this book provides a comprehensive treatment of computational instruments for sound and music. It is suitable for advanced undergraduate and postgraduate students in music and signal processing, and for practitioners and researchers. Some understanding of acoustics and electronic music would be helpful to understand some applications, but it´s not strictly necessary to have prior knowledge of audio DSP or programming, while C / C++ programmers with no experience of audio may be able to start reading the chapters that deal with sound and music computing.
In the last hundred years - between the invention of the microphone and the computer - music has undergone a profound revolution. No longer confined to specifically designed instruments, we can now make music out of anything. Why use a guitar when you can use a lawnmower? Why use a lawnmower when you can use an explosion in Libya? The Music evokes a shifting sonic landscape in precise detail - Chinese concrete slowly hardening, overlaid by a splintering cassette tape in the stereo of a car mid-crash. The noise of 73,984 insects hitting number plates followed by that of a drill striking oil deep beneath the earth´s surface. Or just the silence of two unfamiliar people as they look up at the night sky. As well as being a description of an imagined album this novel is a manifesto for sound, challenging how we hear the world itself, while listening to stories about humanity and our place in that world.
The music industry is going through a period of immense change brought about in part by the digital revolution. What is the role of music in the age of computers and the Internet? How has the music industry been transformed by the economic and technological upheavals of recent years, and how is it likely to change in the future? This thoroughly revised and updated new edition provides an international overview of the music industry and its future prospects in the world of global entertainment. Patrik Wikström illuminates the workings of the music industry, and captures the dynamics at work in the production of musical culture between the transnational media conglomerates, the independent music companies and the public. New to this second edition are expanded sections on the structure of the music industry, online business models and the links between social media and music. Engaging and comprehensive, The Music Industry will be a must-read for students and scholars of media and communication studies, cultural studies, popular music, sociology and economics.
The Psychology of Music serves as an introduction to an interdisciplinary field in psychology, which focuses on the interpretation of music through mental function. This interpretation leads to the characterization of music through perceiving, remembering, creating, performing, and responding to music. In particular, the book provides an overview of the perception of musical tones by discussing different sound characteristics, like loudness, pitch and timbre, together with interaction between these attributes. It also discusses the effect of computer resources on the psychological study of music through computational modeling. In this way, models of pitch perception, grouping and voice separation, and harmonic analysis were developed. The book further discusses musical development in social and emotional contexts, and it presents ways that music training can enhance the singing ability of an individual. The book can be used as a reference source for perceptual and cognitive psychologists, neuroscientists, and musicians. It can also serve as a textbook for advanced courses in the psychological study of music. Encompasses the way the brain perceives, remembers, creates, and performs music Contributions from the top international researchers in perception and cognition of music Designed for use as a textbook for advanced courses in psychology of music
An introduction to coding for children. It shows kids how to build a range of amazing projects, from birthday cards to music and games, using the programming language Scratch. It also includes activities such as creating a virtual firework display, simulated snowflakes, and mind-bending optical illusions that teach essential coding skills.
Learn how to code in Python by building and playing your own computer games, from creative quizzes to perplexing puzzles with explosive sound effects and zany graphics. Whether you´re a seasoned programmer or a beginner hoping to learn Python, you´ll find Computer Coding Python Games for Kids fun to read and easy to follow. Each chapter shows you how to construct a complete working game in simple numbered steps. Using freely available resources such as Pygame, Pygame Zero, and a downloadable pack of images and sounds, you can add animations, music, scrolling backgrounds, scenery, and other exciting professional touches. After building the game, find out how to adapt it to create your own personalised version with secret hacks and cheat codes! Along the way, you´ll master the key concepts that programmers need to write code - not just in Python, but in all programming languages. Find out what bugs, loops, flags, strings, and turtles are. Learn how to plan and design the ultimate game, and then play it to destruction as you test and debug it. Before you know it, you´ll be a coding genius!
This pioneering text/reference explores how innovative new modes of computation may provide exciting new directions for future developments in the music industry, guiding the reader through the latest research in this emerging, interdisciplinary field. This work includes coverage of electronic music compositions and performances that incorporate unconventional interfacing, hacking and circuit bending. Features: presents an introduction to unconventional computing in music; discusses initiatives involving biophysical electronic music, the work of self-styled silicon luthiers, and the intersection of music and quantum computing; introduces the memristor, a new electronic component with the potential to revolutionize how computers are built; reviews experiments and practical applications of biological memristors in music; describes IMUSIC, an unconventional tone-based programming language, which enables the programming of computers using musical phrases; includes review questions at the end of each chapter.
This textbook provides both profound technological knowledge and a comprehensive treatment of essential topics in music processing and music information retrieval. Including numerous examples, figures, and exercises, this book is suited for students, lecturers, and researchers working in audio engineering, computer science, multimedia, and musicology. The book consists of eight chapters. The first two cover foundations of music representations and the Fourier transform-concepts that are then used throughout the book. In the subsequent chapters, concrete music processing tasks serve as a starting point. Each of these chapters is organized in a similar fashion and starts with a general description of the music processing scenario at hand before integrating it into a wider context. It then discusses-in a mathematically rigorous way-important techniques and algorithms that are generally applicable to a wide range of analysis, classification, and retrieval problems. At the same time, the techniques are directly applied to a specific music processing task. By mixing theory and practice, the book´s goal is to offer detailed technological insights as well as a deep understanding of music processing applications. Each chapter ends with a section that includes links to the research literature, suggestions for further reading, a list of references, and exercises. The chapters are organized in a modular fashion, thus offering lecturers and readers many ways to choose, rearrange or supplement the material. Accordingly, selected chapters or individual sections can easily be integrated into courses on general multimedia, information science, signal processing, music informatics, or the digital humanities.
Paint by Sticker is the most exciting new idea in activity books, both for grown-ups and kids. A compelling activity for crafters and artists, doodlers and colorers of all ages, each Paint by Sticker book includes everything you need to create twelve vibrant, full-color ´´paintings.´´ The original images are rendered in low-poly, a computer graphics style using geometric polygon shapes to create a 3D effect. As in paint-by-number, each template is divided into dozens of spaces, each with a number that corresponds to a particular sticker. Find the sticker, peel it, and place it in the right space. Add the next, and the next, and the next--it´s an activity that´s utterly absorbing, both in the pleasure of peeling and sticking and the growing satisfaction of watching a ´´painting´´ come to life, emerging from a flat black-and-white illustration to a dazzling image with color, body, and spirit.Paint by Sticker: Music Icons brings us face-to-face with Elvis, The Beatles, Beyoncé, Katy Perry, David Bowie, Cher, Prince, and other legendary stars.
Walter Isaacson tells the story of the rollercoaster life and searingly intense personality of creative entrepreneur whose passion for perfection and ferocious drive revolutionized six industries: personal computers, animated movies,music, phones, tablet computing, and digital publishing.