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Raspberry Pi GPU Audio Video Programming
Delve into the Broadcom VideoCore GPU used on the Raspberry Pi and master topics such as OpenGL ES and OpenMAX. Along the way, you’ll also learn some Dispmanx, OpenVG, and GPGPU programming.The author, Jan Newmarch bumped into a need to do this kind of programming while trying to turn the RPi into a karaoke machine: with the CPU busting its gut rendering MIDI files, there was nothing left for showing images such as karaoke lyrics except for the GPU, and nothing really to tell him how to do it.Raspberry Pi GPU Audio Video Programming scratches his itch and since he had to learn a lot about RPi GPU programming, he might as well share it with you. What started as a side issue turned into a full-blown project of its own; and this stuff is hard.What You'll LearnUse Dispmanx and EGL on Raspberry PiWork with OpenMAX and its components, state, IL Client Library, * * Buffers, and more on RPiProcess images and video on RPiHandle audio on RPiRender OpenMAX to OpenGL on the RPiPlay multimedia files on the RPiUse OpenVG for text processing and moreMaster overlaysWho This Book Is ForYou should be comfortable with C programming and at least some concurrency and thread programming using it. This book is for experienced programmers who are new or learning about Raspberry Pi.
R 2,025.81

Real-time Speech and Music Classification by Large Audio Feature Space Extraction
This book reports on an outstanding thesis thathas significantly advanced the state-of-the-art in the automated analysis andclassification of speech and music. Itdefines several standard acoustic parameter sets and describes theirimplementation in a novel, open-source, audio analysis framework calledopenSMILE, which has been accepted and intensively used worldwide. The bookoffers extensive descriptions of key methods for the automatic classificationof speech and music signals in real-life conditions and reports on theevaluation of the framework developed and the acoustic parameter sets that wereselected. It is not only intended as a manual for openSMILE users, but also andprimarily as a guide and source of inspiration for students and scientists involvedin the design of speech and music analysis methods that can robustly handlereal-life conditions.
R 6,228.00

Introduction to Music Technology
An Introduction to Music Technology, Second Edition provides a clear overview of the essential elements of music technology for today’s musician. This book focuses on the topics that underlie the hardware and software in use today: Sound, Audio, MIDI, Computer Notation, and Computer- Assisted Instruction. Appendices cover necessary computer hardware and software concepts. Written for both music technology majors and non-majors, this textbook introduces fundamental principles and practices so students can learn to work with a wide range of software programs, adapt to new music technologies, and apply music technology in their performance, composition, teaching, and analysis. Features: Thorough explanations of key topics in music technology Content applicable to all software and hardware, not linked to just one piece of software or gear In-depth discussion of digital audio topics, such as sampling rates, resolutions, and file formats Explanations of standard audio plug-ins including dynamics processors, EQs, and delay based effects Coverage of synthesis and sampling in software instruments Pedagogical features, including: Further Reading sections that allow the student to delve deeper into topics of interest Suggested Activities that can be carried out with a variety of different programs Key Terms at the end of each chapter What Do I Need? Chapters covering the types of hardware and software needed in order to put together Audio and MIDI systems A companion website with links to audio examples that demonstrate various concepts, step-by-step tutorials, relevant hardware, software, and additional audio and video resources. The new edition has been fully updated to cover new technologies that have emerged since the first edition, including iOS and mobile platforms, online notation software, alternate controllers, and Open Sound Control (OSC).
R 3,773.00

Introduction to Digital Music with Python Programming
Introduction to Digital Music with Python Programming provides a foundation in music and code for the beginner. It shows how coding empowers new forms of creative expression while simplifying and automating many of the tedious aspects of production and composition.With the help of online, interactive examples, this book covers the fundamentals of rhythm, chord structure, and melodic composition alongside the basics of digital production. Each new concept is anchored in a real-world musical example that will have you making beats in a matter of minutes.Music is also a great way to learn core programming concepts such as loops, variables, lists, and functions, Introduction to Digital Music with Python Programming is designed for beginners of all backgrounds, including high school students, undergraduates, and aspiring professionals, and requires no previous experience with music or code.
R 2,125.92

Game Audio Programming 3: Principles and Practices
Welcome to the third volume of Game Audio Programming: Principles and Practices—the first series of its kind dedicated to the art and science of game audio programming. This volume contains 14 chapters from some of the top game audio programmers and sound designers in the industry. Topics range across game genres (ARPG, RTS, FPS, etc.), and from low-level topics such as DSP to high-level topics like using influence maps for audio.The techniques in this book are targeted at game audio programmers of all abilities, from newbies who are just getting into audio programming to seasoned veterans. All of the principles and practices in this book have been used in real shipping games, so they are all very practical and immediately applicable. There are chapters about split-screen audio, dynamic music improvisation, dynamic mixing, ambiences, DSPs, and more.This book continues the tradition of collecting modern, up-to-date knowledge and wisdom about game audio programming. So, whether you’ve been a game audio programmer for one year or ten years, or even if you’ve just been assigned the task and are trying to figure out what it’s all about, this book is for you!Key Features Cutting-edge advanced game audio programming concepts with examples from real game audio engines Includes both high-level and low-level topics Practical code examples, math, and diagrams that you can apply directly to your game audio engine.Guy Somberg has been programming audio engines for his entire career. From humble beginnings writing a low-level audio mixer for slot machines, he quickly transitioned to writing game audio engines for all manner of games. He has written audio engines that shipped AAA games like Hellgate: London, Bioshock 2, The Sims 4, and Torchlight 3, as well as smaller titles like Minion Master, Tales from the Borderlands, and Game of Thrones. Guy has also given several talks at the Game Developer Conference, the Audio Developer Conference, and CppCon. When he’s not programming or writing game audio programming books, he can be found at home reading, playing video games, and playing the flute.
R 3,429.96



Introduction to Embedded System Design Using Field Programmable Gate Arrays
"Introduction to Embedded System Design Using Field Programmable Gate Arrays" provides a starting point for the use of field programmable gate arrays in the design of embedded systems. The text considers a hypothetical robot controller as an embedded application and weaves around it related concepts of FPGA-based digital design. The book details: use of FPGA vis-à-vis general purpose processor and microcontroller; design using Verilog hardware description language; digital design synthesis using Verilog and Xilinx® SpartanTM 3 FPGA; FPGA-based embedded processors and peripherals; overview of serial data communications and signal conditioning using FPGA; FPGA-based motor drive controllers; and prototyping digital systems using FPGA.The book is a good introductory text for FPGA-based design for both students and digital systems designers. Its end-of-chapter exercises and frequent use of example can be used for teaching or for self-study.
R 3,556.45

Introduction to Intelligent Simulation: The RAO Language
Introduction to Intelligent Simulation of Complex Discrete Systems and Processes: RAO Language focuses on a unique approach in modeling and simulation of complex systems. In this volume are considered features of complex systems and processes, their mathematical description, and modeling. Theoretical foundations of the RAO (Resource-Action-Operation) language as well as its syntax and utilisation are given. Examples of simulation models of different complexity levels, related to different fields, are also presented. The RAO intelligent modeling system, introduced and described in Introduction to Intelligent Simulation of Complex Discrete Systems and Processes is unique because: (1) it makes simulation modeling universal for the classes of systems and processes modeled; (2) it is simple to modify the models; and (3) it has the capacity to model complex control systems together with the object controlled (including simulation modeling for on-line control). The RAO tool allows the user to use a language very similar to his professional language and rids him of intermediary, supplementary description of the system modeled. In fifteen chapters this volume provides an overview of general modeling trends, and hence serves the research community in guiding their modeling methods; intelligent simulation modeling is introduced to solve complex systems and processes.
R 4,690.74












