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The Routledge Handbook of Sound Design / edited by Michael Filimowicz.
Format
Book
Language
English
Εdition
First edition.
Published/Created
Abingdon, England ; New York, New York : Routledge, [2025]
©2025
Description
1 online resource (373 pages)
Details
Subject(s)
Sound design
[Browse]
Editor
Filimowicz, Michael
[Browse]
Summary note
The Routledge Handbook of Sound Design offers a comprehensive overview of the diverse contexts of creativity and research that characterize contemporary sound design practice. Readers will find expansive coverage of sound design in relation to games, VR, globalization, performance, soundscape, and feminism, amongst other fields.
Bibliographic references
Includes bibliographical references and index.
Source of description
Description based on publisher supplied metadata and other sources.
Description based on print version record.
Contents
Cover
Half Title
Title Page
Copyright Page
Table of Contents
Contributor Biographies
Volume Preface
Acknowledgment
1 Listener Perspective in Games and Virtual Reality
1.1 Introduction
1.2 The Perceptual 'Frame'
1.3 The Film-, Game- and Surrogate Body
1.4 Realism and Cine-Realism
1.5 Embodied Listening
1.6 Conclusion
References
2 Sciences of Sound Design: Research in Sound Design and Its Interactions With the Design Discipline
2.1 Introduction
2.2 Sound Design: Histories, Characterizations and Definitions
2.2.1 Historical Departure Points
2.2.2 Characteristic Features
2.2.3 Tentative Definitions
2.2.4 Sound + Design = Sound Design?
2.3 Sciences of Sound Design: Filiation and Singularities
2.3.1 Sound Design Research: Filiation
2.3.2 Sound Design Research: Singularities
2.3.2.1 How Do You Do Collaborative Sound Design?
2.3.2.2 What Is a Sound Prototype?
2.4 Conclusion
3 The Globalization of Sound Design
3.1 Introduction
3.2 Matters of Globalization
3.3 Globalization and Media
3.4 A Question of Homogenization Or Diversification
3.5 Globalization, Homogenization and Sound Design
4 Enacting the Environment Through Sound: Reflections On the Use of Cognitive Metaphors as a Design Framework in Sound Interaction Design
4.1 Introduction
4.2 Designing for Intuitive Interaction
4.3 Listening and Interaction
4.3.1 The Enactive Approach
4.4 The Environment as Refracted Through Cognition
4.4.1 Sound and Multimodality
4.4.2 User-Specific Conditions for Interaction
4.5 Coda
5 Cultivating Sounds: Relational Acoustics Within the Buchla-Serge Paradigm
5.1 Venturing Outside
5.1.1 The 'Standard Model' and the 'Buchla-Serge Paradigm'
5.1.2 Relational Acoustics
5.2 Preparing the Ground.
5.2.1 The Three Pillars of the Buchla-Serge Paradigm
5.2.2 Variable Wave Shapes
5.2.3 Multiple Ins and Outs
5.2.4 Multifunctionality (And Patch Programmability)
5.3 Cultivating Sound
5.3.1 Audio Feedback Patching
5.3.2 CV Feedback Patching
5.3.3 CV and Audio Feedback Patching
5.4 The River Through the Garden
6 Acid Music and Sound Design: An Examination of the Sound Design Techniques Used in a Selection of Acid Music Tracks
6.1 Introduction
6.2 The Instruments
6.3 Audio Effects
6.3.1 Balance
6.3.2 Panning
6.3.3 Dynamic Processing
6.3.4 Saturation
6.3.5 Time-Based Effects
6.3.6 Modulation-Based Effects
6.4 The Tracks
6.4.1 Phuture, "Acid Tracks"
6.4.2 Underground Resistance, "The Seawolf."
6.4.3 F.U.S.E., "Substance Abuse"
6.4.4 TM404, "303/303/303/303/606"
6.4.5 Universal Indicator, "15c7"
6.4.6 Zsa Zsa Laboum, "Something Scary"
6.4.7 Hardfloor, "Acperience 1"
6.5 Conclusions
7 Managing Complexity in Multi-Device Environments
7.1 Introduction
7.2 Survey
7.2.1 Emerging Application Areas
7.2.1.1 Multi-User Experience Environments
7.2.1.2 Multi-Device/multi-Function Personal Contexts
7.2.1.3 Object Design
7.2.1.4 Properties of Contemporary Sonic Media Experiences
7.2.2 The Technology Landscape
7.2.2.1 Coordinating Sound-Making: Hardware
7.2.2.2 Spatial Formats
7.2.2.3 Media Device Orchestration
7.3 Analysis
7.3.1 Complexity as a Design Concern: Constraints and Affordances
7.3.2 Conceptualizing Sound Design
7.3.2.1 Conceptualizing Sound
7.3.2.2 Conceptualizing Space
7.3.3 Handling Hybrid Design Challenges
7.4 Discussion and Conclusion
8 Performative Sound Design: A Cultural Perspective On the Art and Craft of Foley
8.1 Foley as Sonic Character Development.
8.2 The Development of a Performative Sound Craft
8.3 Postproduction Sound Workflow in Hollywood
8.4 Postproduction Sound in New York and the San Francisco Bay Area
8.5 Foley Across the Globe
8.6 Zoomorphic Foley
8.7 Cultural and Industrial Ethnography
8.8 Future Flows of Performative Sound Design
9 The Sounds of Televised Sports
9.1 Introduction
9.2 Typology
9.2.1 Restructuration
9.2.2 Supplementation
9.3 Communicative Functions
9.3.1 The Emotive and Conative Functions
9.3.2 The Referential and Metalingual Function
9.3.3 The Phatic and Poetic Functions
9.4 Conclusions
10 Collaborative and Integrated Feminist Approaches to Sound Design
10.1 Gathering Threads: an Introduction to Feminist Approaches in Sound and Animation
10.2 Historical Approaches to Computing, Technology, Sciences and Arts: an Introduction to the Interplay of Sound and Animation
10.2.1 Historical Approaches
10.2.2 Contemporaneous and Collaborative Approaches
10.2.3 The Embodied Physicality of Sound
10.3 Sound as a Multi-Threaded Medium
10.3.1 Sound in Film
10.3.2 Sound, Location and Space
10.3.3 Animation and Sound Work: Mapping Movement
10.4 Pocket Theatre: Weaving, Sewing Sound and Imagery Together
10.4.1 Anthropomorphism and Science-Fiction Sound Design
10.4.2 Sound Collection and Recording Strategies
10.4.3 Combining the Worlds of Sound and Imagery
10.5 A Low-Carbon/sustainable Framework for a Digitized Artificial World
10.6 Future Filaments: the Matrix of Future Collaborative Works
10.7 Conclusion: Tying Up Loose Ends
Notes
11 The Soundtrack as an Acoustic Environment: Some Insights From Soundscape Research
11.1 Introduction
11.2 A Brief History of Soundscape Research
11.2.1 The World Soundscape Project.
11.2.2 The Sonic Turn and ISO 12913
11.3 The Soundscape in Sound Design
11.3.1 Embodied Listening
11.3.2 Meaning-Making in Sound Design
11.4 The Soundtrack as an Acoustic Environment
11.5 Soundscape in Virtual Production
11.6 Overcoming Challenges in Ocularcentric Production
11.6.1 Explaining Sound Visually
11.6.2 Two-Dimensional Graph
11.6.3 Cluster Diagram
11.7 Conclusions
12 Soundwalking: Three Acts of Attunement, Motion and Breath
12.1 Introduction
12.2 Soundwalks as Creative and Cultural Exploration
12.3 Contemporary Entanglements: Three Soundwalks
12.3.1 Soundwalk 1: A Small Piece of Sky
12.3.2 Soundwalk 2: Between the Alleys of Nelson
12.3.3 Soundwalk 3: Seeking Comfort in Covid Times
12.4 Conclusion
13 Sound Branding and Brand Sounds: Traits, Types and Origins
13.1 Introduction
13.2 The Definition of Sound Branding
13.3 McDonald's: Pa-Ra-Pa-Pa-Pa
13.3.1 Alterations
13.3.2 Adaptations
13.3.3 The Sonic Logo as a Brand Sound
13.4 Coca-Cola: the Pss-Sound From Opening a Bottle
13.4.1 Reduced Listening and Iconic Signification
13.4.2 Causal Listening and Indexical Signification
13.4.3 Semantic Listening and Symbolic Signification
13.4.4 The Pss-Sound as a Brand Sound
13.5 Conclusions
14 Emotional Intent in Sound Design
14.1 Emotional Intent in Sound Design
14.2 Reel 1: In the Beginning Was … Sound
14.3 Reel 2: New Wave, New Ways
14.4 Reel 3: the Sound of Music
14.5 Reel 4: Presentation Is Everything
14.6 Reel 5: You Say Perspective, I Say Perfection
15 Psychoacoustics in Sound Design
15.1 Introduction
15.2 Binaural Audio and Psychoacoustics
15.2.1 Binaural Audio
15.2.2 What Is Psychoacoustics?
15.2.3 Limits of Psychoacoustics.
15.2.4 Evaluation of 3D (Spatial) Audio Events With a Web Application
15.2.4 Main Research Questions Using the Web EmoTouch to Assess Users' Sound Experience
15.2.5 Participants
15.3 Analyses of the Collected Data With T-Tests
15.4 Results
15.5 Discussion
16 Designing Sonic Interactions in Intelligent Reality With Egocentric Audio Technologies
16.1 Introduction
16.2 Egocentric Audio Technology
16.2.1 Spatial Centrality
16.2.2 Binaural Hearing
16.2.3 The Auditory Digital Twin
16.2.3.1 Post-Human Participation
16.2.3.2 The Locus of Agency
16.3 Sonic Experiences
16.3.1 Immersion
16.3.2 Coherence
16.3.3 Entanglement
16.4 Design Thinking Insights
16.4.1 Discovery Phase
16.4.1.1 Use-Case Scenarios
16.4.1.2 Interviews and Autoethnography
16.4.1.3 Empathy Mapping
16.4.1.4 Journey Mapping
16.4.2 Definition Phase: Actor-Network Map
16.5 Entanglement EXperience Map
16.6 A Case Study On Cultural Heritage
16.6.1 Narrami: Discovery Phase
16.6.2 Narrami: Definition Phase
16.6.3 Narrami: EXMap
16.7 Discussion and Reflections
16.8 Conclusions and Future Directions
17 Hidden Tracks: A Spatial Composition to Go
17.1 Headphone Listening in Public Space
17.2 The Auditory Scene
17.3 Spatial Sound Design of Hidden Tracks
17.4 The Sound of Electromagnetic Fields
17.5 Producing Spatial Audio for Hidden Tracks
17.5.1 From Mono Format to Multi-Channel Audio
17.5.2 Recording Multi-Channel Audio With Swirling Dummy Head
17.5.3 From the Outside in
17.6 Soundart in Public Space
18 The Breakthrough of Consultancy in Music Production: A Political Economy of Sound Design in the 'Creative Economy'
18.1 Introduction
18.2 The Socioeconomic History of Music Production for the Media, and the Centrality of Copyright.
18.3 Between Music Production and 'Sound Consultancy': Mapping the Sound Design Sector.
Show 225 more Contents items
ISBN
9781040131008
104013100X
9781040130957
104013095X
9781003325567
1003325564
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