Alessandro Cipriani, Maurizio Giri
Electronic Music and Sound Design
Theory and Practice with Max 8 – Volume II
Third Edition updated to Max 8 – English version – Foreword by Richard Boulanger
- ISBN-13: 978-88-992121-4-8
- Paperback: 748 pages + companion page
- Language: English
This book is also available for iBooks at the Apple Store
(Third edition updated to Max 8 – 748 pages)
This is the second in a series of volumes dedicated to the theory and practice of digital synthesis, signal processing, electronic music, and sound design. All three volumes consist of theory and practice chapters. The three books are part of a structured teaching method incorporating a substantial amount of online supporting materials: hundreds of sound examples and interactive examples, videos, theory and practice glossaries, tests, and programs written in Max, a Max object library created specifically for these volumes, hundreds of patches and many practical activities.
Structured for use in university courses, these books are equally useful for self-learners and for those studying under the guidance of a teacher.
This second volume – which consists of more than 700 pages – will be useful to readers with various levels of knowledge and experience, who are already familiar with the theoretical concepts and use of Max which have been outlined in the first volume.
Topics
Digital Audio and Sampled Sounds: decimation, blocks technique, slicing, scrubbing – Timing, Polyphony and Multichannel – Delay Lines: echoes, looping, flanger, chorus, comb and allpass filters, phaser, pitch shifting, reverse, variable delay, Karplus-Strong algorithm – Creative Uses of Dynamics Processors: envelope followers, compressors, limiters, live normalizers, expanders, gates, side chains, ducking – The Art of Organizing Sound: simple, complex and compound motion processes, motion within timbre, algorithmic control of motion, motion sequences – MIDI and Handling MIDI Messages in Max – Max for Live: audio effects, virtual instruments, MIDI effects, Live API and Live Object Model.