Designing Sound in SuperCollider

This book is an independent project based on Designing Sound by Andy Farnell, all about the principles and techniques needed to design sound effects for real-time synthesis. The original book provides examples in the PureData language - here we have re-created some of the examples using SuperCollider.

The original book includes much more than what you see here - we're only recreating the examples and not the text! So in a sense this is not a stand-alone book and you'll get the most out of it if you have the original book with you. But we hope the examples are illustrative in themselves.

Any defects in the code we present should be assumed to be our own mistakes, and no reflection on Andy's fine book!

Table of contents
(Note: the numbering is done to match up with the chapter numbers in the original book.)

Introduction

 * /Equivalents for Pure Data Objects/

Tools & Technique

 * 14. /Schroeder reverb/
 * 17. /Additive synthesis/

Practicals: Artificial sounds

 * 24. /Pedestrians/
 * 25. /Phone tones/
 * 26. /DTMF/
 * 27. /Alarms/
 * 28. /Sirens/

Practicals: Idiophonics

 * 29. /Telephone bell/
 * 30. /Bouncing ball/
 * 31. /Rolling can/
 * 32. /Creaking door/
 * 33. /Boing/

Practicals: Nature

 * 34. /Fire/
 * 35. /Bubbles/
 * 36. /Running water/
 * 38. /Rain/
 * 39. /Electricity/

Practicals: Machines

 * 44. /Motors/
 * 45. /Cars/

Practicals: Lifeforms

 * 50. /Insects/

Practicals: Sci-Fi

 * 56. /Transporter/
 * 57. /R2D2/
 * 58. /Red alert/