-use the source
contains links to sound design tutorials and examples
synthetic sound design
- by Andy Farnell
this part of the site is starting to come together. Today
(24/5/206) there are 16 tutorials, which is about a quarter of my
original target for a book, not including some chapters that will be
entirely background discussion and theory. I hope progress continues at
the current rate, and those of you who keep sending in corrections and
advice have my most sincere gratitude. Eventually all patches will be
normalised against the latest Pd-extended version. The target date for
completion is somewhere in September/October when I hope to find a
publisher. Keep the feedback coming in and enjoy the tutorials.
Andy J Farnell (May 2006)
Some hows, whys, and whatjamajigs of native digital synthetic sound
Introduction for games developers
Introduction for film, radio and TV sound
Part 1: Three telephone bells
Some exercises to explore essential principles by building a sound in 3
1980s telephone sounds
Old style telephone bell
Efficient alarm bell
Part 2: Earth, air, fire and water
Traditional staple elements for games and film sound designers
Thunder and wind
Part 3: Project Mayhem
How to build guns, bombs, rocket propelled grenades and all that stuff.
Part 4: Engineering
Make machines that go ping, lifts, fans, clocks, engines and other
Introduction to machines
Part 5: Future shock
Unreal weapons, lasers, pickup sounds, everything SciFi and outer-space.
Alien blood / Biosludge
Part 6: Monster mash
How to make scary beasts and animals come alive.
Part 7: Runtime sourcery
Advanced parameterisation of realtime synthesis.
Part 8: Reference section
Maths and synthesis theory references for alpha geek boffins.