The Science & Art of Sound
An interactive exploration of audio, acoustics, and computer music. Listen, experiment, and learn how sound works—from waveforms to 3D auralization.
Tone Generator (preview of Figure 1.13)
Chapters
Work through the fundamentals of audio, from the physics of sound waves to cutting-edge spatial audio techniques.
Welcome & How to Use This Site
Navigation tips, sound setup, and what to expect from this learning resource.
Chapter 1Communication, Frequency & Pitch
The audio communication chain, waveform frequency, sine waves, pitch perception, octaves, and the JND.
Chapter 2Intensity & Loudness
Sound pressure, peak values, RMS, decibels, dynamic range, and how our ears perceive loudness.
Chapter 3Spectra, Modulation & Phase
Harmonics, timbre, AM/FM modulation, filters, and phase relationships in complex sounds.
Chapter 4Sound Authoring & Casting
Choosing and creating sounds for video, games, and interactive media: music, effects, narration, and sound design.
Chapter 5Miking & Recording
Microphone types, placement techniques, recording environments, and signal flow.
Chapter 6Digitization & Editing
Sampling theory, quantization, bit depth, sample rates, and digital audio editing.
Chapter 7Utilities & Effects
Reverb, delay, EQ, compression, pitch shifting, and other essential audio effects.
Chapter 8Playback & Sound Check
Testing the audio system, monitoring, and ensuring quality playback across devices.
Chapter 93D Sound & Auralization
Spatial audio, binaural rendering, HRTFs, and immersive sound environments.
BonusShepard Tones & the Endless Staircase
Auditory illusion of perpetual ascent: synthesize Shepard tones, explore Risset's continuous glissando, and walk an infinite stairway.
Builds on Chapter 1 · Communication, Frequency & Pitch — octaves and the log-frequency axis.
BonusSirens & FM
A siren is frequency modulation running slow. Drag a log–log plane to hear a wail become a bell, watch the sidebands appear, and read the modulation index straight off the axes.
Builds on Chapter 3 · Spectra, Modulation & Phase — frequency modulation.
BonusSpherical Harmonics Explorer
The 3D generalization of the polar-pattern sandbox: dial in real spherical-harmonic coefficients (first- and higher-order Ambisonics), watch the directivity balloon take shape, and drag a source through its lobes and nulls to hear the gain.
Builds on Chapter 5 · Miking & Recording — polar patterns and directivity.
BonusConvolution Explorer
Flip, slide, multiply, add: set each side of the convolution independently — a rectangle, a decay, a click, a room — and watch the overlap area trace the output that every filter and every reverb computes.
Builds on Chapter 7 · Utilities & Effects — filtering and convolution reverb.
BonusPhase & Group Velocity
A crest and the packet it belongs to need not travel at the same speed. Dial in dispersion and watch crests be born at the back of a wave group, race through it, and vanish at the front.
Builds on Chapter 3 · Spectra, Modulation & Phase — phase.
BonusRhythm Playground
Rhythm drawn as a necklace rather than a line: rings of steps turning at their own rates, Euclidean patterns, the classic claves and bell timelines measured, and every onset heard from the angle it occupies around the listener.
Builds on Chapter 9 · 3D Sound & Auralization — spatialization around a listener.