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Searching for Sounds
by Stephen V. Rice and Stephen M. Bailey
May 2004
Sounds for Theatre, Film, Radio, and Television
Sounds for Music
Transforming Sounds to Create More Sounds
Storage and Retrieval of Sounds
Searching the Web for Sounds
Expanding the Search
Future Directions
Sounds are selected and incorporated into theatrical productions and radio and
television programs. Music is composed of sounds, and music combined with dialogue
and sound effects forms the movie soundtrack. Sounds are vital to animation and
computer games.
Sounds for Theatre, Film, Radio, and Television
Sound effects were used in the ancient Greek theatre of Aeschylus, Euripides, and
Sophocles. In Elizabethan theatre, scripts called for the sounds of alarms, chimes,
and gunshots, and skilled vocalists imitated the baying of hounds and crowing of
roosters. Many theatres utilized "thunder runs," sloping wooden or iron
alleys down which cannon balls were rolled to produce the sound of thunder [1].
In 1708, John Dennis devised an improved method for making thunder: shaking a metal
sheet that is suspended by wires. His "thunder sheet" was widely copied
by others, whom he accused of "stealing his thunder," originating the expression.
Silent films were accompanied by a pianist or organist and often by sound-effects artists
working their craft. In the 1930s, the production of sound effects for
"talkies," theatre, and radio increased in sophistication. Thousands of
prerecorded sounds became available on 78 rpm phonograph records, and
"manual" sound effects were created by clever use of an enormous variety of
objects and devices. A 1936 "how-to" guide, written by a stage director of the
Old Vic Theatre in London, instructs the "effectsman" in the art of creating
"noises off" (off-stage sound effects) including household, machine, nature,
and "explosive" sounds [2]. A 1940 guide for radio describes how to make sounds
using "gadgets that can be found in most attics or basements" and mentions an
"alphabetical glossary" at NBC Radio containing thousands of techniques for sound
generation [3]. Such a cookbook might include the following recipes.
- Fire: crinkle cellophane; the faster you crinkle, the bigger the fire
- Rain: sprinkle salt on paper
- Walking in mud: handle a soggy newspaper
The Warner Brothers were especially creative in their cartoons. The sound of the
Road Runner flipping his tongue was produced by rapidly popping a finger out of a bottle
five times. An inertia starter for an old prop plane created the sound of the
Tasmanian Devil spinning wildly.
In Raiders of the Lost Ark (1981), the sound of face punches came from slapping
a leather jacket onto the hood of an old fire engine and by dropping overly ripe fruit
onto concrete; the sound of the giant rolling boulder is the sound of a Honda station
wagon rolling down a gravel slope. The ghost sounds in Ghostbusters II (1989)
were produced by a rice steamer [4,5].
"Sound is 50% of the motion picture experience."
George Lucas
Sounds for Music
The musical instruments available to composers of Western music were essentially unchanged
throughout the 18th and 19th centuries. By the beginning of the 20th century, composers
sought to enlarge the palette of sounds. The percussion section, home to unconventional
instruments, was expanded by Debussy and Strauss. In addition to innovative use of
percussion, Stravinsky and Bartók devised novel techniques for playing traditional
instruments to obtain new sounds.
Russolo and Marinetti of the Italian Futurist movement presented a concert in Milan in
1914 that employed "bumblers, exploders, thunderers, and whistlers."
Satie's Parade, incorporating sirens, starting pistols, typewriter, and foghorn,
caused a scandal in Paris in 1917; conservative listeners considered it blasphemous for
music to include such sounds. A similar furor erupted in New York in 1927 when
Antheil's Ballet Mécanique was performed by an ensemble of pianos, anvils, bells,
buzzers, saws, car horns, and airplane propellers.
In the 1920s, Edgard Varèse crusaded for the right to make music with any and all sounds.
His sentiments were echoed in the 1930s by John Cage, whose
First Construction in Metal (1939) utilizes five differently-pitched thunder sheets
and four brake drums. Pierre Schaeffer, the "Musician of Sounds," led a group
of Paris musicians known as Musique Concrète. His pioneering composition
Étude aux Chemins de Fer (1948) is a fascinating montage of sounds recorded at the
Paris train depot and demonstrated that any sound is raw material for creative use.
The arrival of electronic sound synthesizers was heralded by many composers.
The RCA Electronic Music Synthesizer of the 1950s could generate a sequence of sounds and
the composer could specify the pitch, volume, color, articulation, and duration of each
sound. Varèse extolled the "electronic medium" for adding "an unbelievable
variety of new timbres to our musical store," and for "the possibility of
obtaining any differentiation of timbre, of sound-combinations, and new dynamics far
beyond the present human-powered orchestra." The Moog synthesizer of the 1960s,
made famous by Wendy Carlos in Switched-on Bach (1968), was the first synthesizer
to be mass produced, and by the early 1970s, the use of synthesizers was widespread [6-8].
"I don't care too much about music. What I like is sounds."
Dizzy Gillespie
Transforming Sounds to Create More Sounds
Phonographs with variable speed control were needed in the 1920s to play
"78 rpm" records because the speed at which they were actually recorded ranged
from 70 to 85 rpm. Interesting sounds can be created by slowing down or speeding up a
recording, so the speed control became a valuable tool of the sound designer.
Hindemith and Toch composed short pieces using phonographic speed change by 1930, and
Varèse, Cage, and Schaeffer experimented considerably with the technique. In his book
on sound effects, Robert L. Mott recounts how a single recording of a waterfall, when
played at different speeds, was used to create the sounds of ocean surf, city traffic,
a jet airplane, an atomic bomb explosion, and a printing press [9].
In Indiana Jones and the Last Crusade (1989), a recording of chickens was speeded
up and used as the sound of a cave filled with rats [10]. Walter Murch, regarded as the
dean of sound designers, would change the speed of a sound (for example, the outboard
motor in Godfather II, 1974) so that it would harmonize with the background music
and prevent dissonance [11].
The physical environment in which sounds are recorded can have a great influence on the
recording. A carpeted living room, a tiled bathroom, a suburban backyard, and an urban
alley alter sounds in distinct ways. Sounds can be recorded through a window, open or
closed. The sound of Luke Skywalker's land speeder in Star Wars (1977) is the
sound of a Los Angeles freeway recorded through a vacuum-cleaner tube [10].
Ann Kroeber's Common Sounds Heard in Uncommon Ways (2000) includes sounds
captured by microphones placed inside a steam iron and a soda machine.
In a process known as "sweetening," sounds are layered to create new sounds.
For King Kong (1933), the pioneering Murray Spivack devised the sounds of the
giant ape by blending recordings of lions and tigers, some played in reverse and at
different speeds. For the 1998 version of Godzilla, sound designers developed
the monster's roar by combining musical instrument and animal sounds with the original
roar from the 1950s Japanese films. The voice of Chewbacca in Star Wars was
constructed from bear, dog, lion, and walrus vocalizations. The sound of the sandworms
in Dune (1984) was a mixture of speed-altered recordings of a baboon, horse,
puma, and several pigs [12]. The sounds of torpedoes in
The Hunt for Red October (1990) were layered with "animal growls and
shrieks, a Ferrari engine, and a screeching screen door spring" to "imbue
the weapon with a vengeful purpose [5]."
Sounds may be transformed electronically by a variety of techniques including
equalization, filtering, reverberation, modulation, chorusing, flanging, and phasing.
Digital audio workstations make it easy to edit sounds and to juxtapose and overlay them
in unlimited ways, what David Sonnenschein has so aptly termed "the digital
sculpting of sounds [5]."
"Choice is the beginning of art."
Igor Stravinsky
Storage and Retrieval of Sounds
The phonograph was the first device for audio storage and retrieval. For a 1930s radio
drama, a sound-effects artist would play sound-effects records using three or more
turntables, each with two tone arms and speed and volume controls. Effects were marked
on the records with chalk for fast cueing. The dexterity of the 1930s artist would
impress today's hip-hop disc jockeys, for whom the turntable is a musical
instrument in its own right.
In the early 1950s, the tape recorder became a tool for creative use. Tapes could be
speeded up and slowed down, and could be cut and spliced for editing. Multi-track tapes
facilitated sound mixing. In the 1960s, cartridge and cassette tapes emerged along with
the "cart machine" for triggering the playback of cartridge tapes.
Audio went digital with the arrival of the compact disc (CD) in 1983 and digital audio
tape (DAT) in 1987. Digital samplers also arrived in the 1980s, enabling brief digital
recordings or "samples" to be played by pressing the keys of a piano-style
keyboard. (The first sampler, the Mellotron, was developed in the 1960s and assigned a
tape to each key.) By the 1990s, digital recordings were commonly stored in computer
disk files, and affordable software became available to play, record, and edit them.
Sequential listening to audio recordings is a tedious way to search for sounds. The
printed liner notes of records, tapes, and CDs provide descriptions of recordings, and
in electronic form, they can be searched by keyword to locate recordings of interest.
However, the value of this technique is limited by the fact that sounds are so difficult
to describe.
Onomatopoeia is the formation of words to imitate sounds, for example, buzz, crunch,
hiss, pop, screech, and thud. People who catalog sounds have raised onomatopoeia to an
art form in desperate attempts to describe sounds. The following descriptions appear in
a current sound-effects catalog: gedunk, kablam, kabong, pingy wobbles, wiggle bowang,
zing. And catalogers work overtime to find the right adjectives:
"searing harmonic slashes,"
"industrial amorphous textured presence,"
"incendiary fuzz mutations." Such descriptions convey little information,
do not translate well to other languages, and are nearly useless for keyword searches.
Describing the source of a sound, if known, is far easier than describing the sound
itself, and most catalogers resort to this approach. Most of us know the sounds of a
"Honda Accord idling,"
"several coins dropped on a tile floor," and
a "roller coaster passing by." Source descriptions are less useful if we
are unfamiliar with the sounds, for example, "llama vocalizing,"
"slab of steel emerging from a furnace," and "water lock gates opening."
Although easier to describe, the source of a sound is of little interest to a sound
designer who intends to use the sound for something else. In fact, knowing the source
makes it harder to evaluate the sound. It is difficult to imagine that a cat can create
the sound of a monster, but if you don't know that a sound came from a cat, you can listen
to it objectively. Mott encourages sound designers to "disassociate the names of
the sounds with the sounds themselves" and to "concentrate on the sound"
and "ignore its source [9]." Legendary sound designer Ben Burtt makes it a
practice to play sounds for the director without telling him their source so that he will
listen to them without being influenced by their origin [4]. Gary Rydstrom, another
renowned designer, believes the most important talent for sound design is the ability to
separate what a sound is from how it is made [5].
If the source of a sound is a synthesizer, then how should it be described? Consider a
synthesizer sound used in a Star Trek movie to warn that the dylithium crystals
are going to overload [4]. "Weird electronic sound" and
"dylithium crystal alarm" are clearly inadequate for retrieval purposes.
A synthesizer can generate thousands of sounds that cannot meaningfully be expressed
in words.
The limitations of searching for sounds by searching their text descriptions have inspired
computer scientists to develop methods for content-based audio retrieval. In a
"sounds-like search" or "query by sound example," a computer
algorithm identifies the sounds in a collection that are most similar to an example or
prototype sound. Recordings are retrieved based on how they sound, regardless of
how or if they have been described in words. The example sound may be all or part of
any recording. It may be an ad hoc recording of the user's voice or props mimicking
a desired sound, or a recording that has been retrieved by a prior sounds-like search
or keyword search.
The Comparisonics® "sound-matching" algorithm was developed in 1997.
In the "indexing" step, digital audio data is analyzed by the algorithm and
characterized by "signatures," where each signature is a vector of perceptual
features encoded as a 16-byte quantity. In the comparison step, a signature is derived
from the prototype and compared with the signatures computed for an indexed collection.
For each indexed sound, a score is determined indicating the degree of similarity between
the sound and the prototype, ranging from 0 (least similar) to 100 (most similar, i.e.,
identical). The sounds most like the prototype are displayed for the user in order of
decreasing score, so that the best matches appear first in the list. The time required
to compute the signature of a recording is less than one percent of the recording's
playing time; therefore, sounds may be indexed in real time, as they are being recorded.
In the comparison step, similarity scores can be computed for more than two million pairs
of signatures per second.
This algorithm emulates the human perception of sound similarity. Computers lack ears
and human intelligence, so it is a challenge to develop an algorithm that hears sounds
like humans. Ultimately, humans are the judge of its accuracy. The Comparisonics
algorithm is designed to work for all possible sounds and can compare recordings even
if they differ in their duration, sample rate, file format, resolution, or compression.
Searching the Web for Sounds
FindSounds.com is a free Web site developed by Comparisonics Corporation where visitors
can search the Web for sounds. It is a Web search engine like Google, but on a smaller
scale and with a focus on sounds. Each month it processes more than one million sound
searches for more than 100,000 unique visitors. Since its debut on August 1, 2000, it
has processed more than 35 million sound searches. FindSounds.com appeals to the
general Internet audience and is especially valuable to sound designers, musicians,
filmmakers, videographers, animators, and game developers.
Like other Web search engines, queries are processed using a precomputed index of Web
files. However, rather than indexing HTML pages or image files, the FindSounds index
stores information about audio files. In response to a query, a list of "hits"
provides links to audio files. Clicking on a link causes an audio file to be downloaded
and played by an audio player program on the user's computer
(e.g., Windows Media Player). Any file may be saved to the user's hard drive.
Like any Web content, files may contain copyrighted material and it is the user's
obligation to obtain copyright clearance if required for the intended use.
Keyword searches are performed by entering any word or phrase in a search box, or by
clicking on one of the 500 "keyword links" that appear within categories on
the Sound Types page.
For example, clicking on the "elephant" link is a shortcut for typing "elephant"
into the search box. The results of a keyword search for "bell" are shown in
Figure 1 below. Up to 200 hits may be retrieved
and are displayed ten to a page. Clicking on a URL or play icon
downloads and plays a file.
A short description of the sound appears in bold lettering below the URL, followed by
the file size, number of channels, resolution, sample rate, and duration. Clicking on
the "show page" link displays a Web page that refers to the file and may
contain copyright information. The "e-mail this sound" link makes it easy to
e-mail the file's URL.
Figure 1. List of hits for a keyword search at FindSounds.com.
Notably, above each URL is a Comparisonics waveform display. This is an audio waveform
display that has been color coded to convey the frequency content of the recording.
Reds signify high frequencies, greens denote middle-to-high frequencies, blues represent
low-to-middle frequencies, and dark colors indicate low (bass) frequencies. Similar
sounds are mapped to similar colors, and changes in sound are seen as changes in color.
This display serves as a "thumbnail" image providing information about the
sounds in a file. Users learn to "read" the waveform, that is, they can get
an impression of what a file will sound like simply by inspecting its waveform, which
helps them to decide which files to download and play.
To the right of the play icon is the sounds-like search icon
. Clicking on this icon
launches a sounds-like search that utilizes the Comparisonics sound-matching algorithm
to locate sounds on the Web that are similar to this sound. The 200 best matches are
returned, ten to a page, in order of decreasing similarity to the prototype. The
matches are determined based entirely on their audio characteristics, uninfluenced by
file names and text descriptions. As a result, the sound of a revving engine may match a
growling tiger, screeching tires may match a ranting chimpanzee, and a tympani roll
may match a rumble of thunder. Such matches are of interest to sound designers but
would never be discovered from text descriptions. A sounds-like search is a tool for
browsing, exploring, and discovering sounds.
A "combined" search is both a sounds-like search and a keyword search.
After performing a sounds-like search, the user can limit the display of matches to
those that have been described using a particular keyword. For example, if the
prototype is the sound of an engine, the user might choose to limit the display of
matches to those labelled "engine." Creatively applied, a combined search
can find coyote howls that sound like a siren and saxophone samples that resemble an
elephant's bellow.
The FindSounds index is highly selective. It does not include speech or song
recordings, although it does include non-speech utterances of the human voice
(e.g., a grunt or scream) and samples of notes, chords, and beats that could be
incorporated into a song. Because speech and song recordings are excluded, a keyword
search for "elephant" returns only elephant sounds. By contrast, an
indiscriminant indexing of audio files (see for example AlltheWeb.com and AltaVista.com)
produces a list of hits in which elephant sounds are interspersed with recordings of
people speaking about elephants and with songs about elephants (e.g., Henry Mancini's
Baby Elephant Walk).
The FindSounds index is created by a semi-automated process. First, the FindSounds
"spider" program finds audio files on the Web and downloads them for analysis.
FindSounds.com is focused on short recordings, so files longer than 10 seconds are
rejected. A file will also be rejected if it has an invalid format or unsupported
compression, or is a poor-quality recording (i.e., is too quiet, has an excessive
DC offset, or has a sample rate below 8kHz). The analysis automatically rejects about
90% of the files. The remaining 10% proceed to the auditioning phase in which a human
listener rejects any file that contains at least one spoken word (to exclude
speech recordings) and any file that contains a sequence of at least three different
notes or chords (to exclude song recordings). Any file deemed obscene is also rejected
(to make FindSounds.com safe for children to use). About 85% of the auditioned files
are rejected.
Text descriptions cannot reliably be derived in an automatic way from audio file names
or from text that surrounds links to audio files; therefore, accepted files go through
a labelling process in which a human cataloger listens to each file and enters a
description for it, if it is possible to do so. These descriptions appear in bold
lettering in a list of hits and are used to answer keyword queries. However, many
sounds defy description. About 58% of the files in the index are described in words;
the remaining 42% are unlabelled, yet can be retrieved by a sounds-like search.
Automatic duplicate detection is an essential part of the indexing process. The
FindSounds spider has located as many as 367 identical copies of a single recording. URLs
of copies are saved in a database so that if one copy becomes inaccessible (i.e., the file
goes offline), the index can be updated to refer to another copy. Users receive the URL
of only one copy in a list of hits so they are not bothered by multiple hits for identical
files.
Over its lifetime, the FindSounds spider has located about 10 million audio files on
the Web and about 90% of these were rejected automatically. The remaining one million
files, after duplicates are detected, represent about 600,000 different recordings. Of
these, auditioners have accepted about 100,000 for inclusion in the FindSounds index.
However, because files on the Web become inaccessible over time, the current number of
indexed files is about 50,000.
Expanding the Search
FindSounds Palette is a software program introduced by Comparisonics Corporation in 2002
that extends the capabilities of FindSounds.com. It is an audio player, recorder, editor,
database, search engine, and Web browser, all in one program. FindSounds Palette
provides access to a palette of sounds stored locally and on the Web.
Users can catalog and search audio files stored on their local disks and local area network.
A database named "MyPalette" stores information about local audio files. The
user may enter the following metadata into MyPalette for each file: description, source,
copyright, notes, genre, key, and tempo. In addition, each file may be placed in a class
(Effect, Instrument, or Other) and in a category and sub-category. The main window of the
program displays a hierarchical view of MyPalette files organized by class, category, and
sub-category.
The FindSounds index is accessible from the program and is called "WebPalette."
With one query, a user can search MyPalette and WebPalette to find local and remote files
satisfying search criteria. Up to 200 MyPalette hits are returned in one list, and up to
200 WebPalette hits are retrieved in another. For each hit, icons are provided for playing
the file,
opening the file in the audio editor, and launching a sounds-like search using the file
as the prototype. Once opened in the audio editor, a WebPalette file can be saved locally
to MyPalette.
Sounds in MyPalette and WebPalette are located by keyword, sounds-like, and combined
searches. For any search, the user may place restrictions on file format, file size,
number of channels, resolution, sample rate, duration, key, and tempo. Keyword searches
may apply to any combination of text fields: file name, description, source, copyright,
notes, genre, category, and sub-category. The user may specify a desired range of
similarity scores in a sounds-like search.
Users can search not only the sounds of local and remote files, but also sounds
obtained by changing the speeds of these recordings. Each file in MyPalette may be
indexed at its normal speed and 24 speed variations: the normal speed increased by one
to 12 semitones (one octave) and decreased by one to 12 semitones. This has the effect
of multiplying the size of the local audio collection, but without occupying additional
disk space because each audio file is stored only once, at its normal speed. A collection
of 10,000 local audio files thereby becomes a searchable database of 250,000 sounds.
The sound that the user is seeking may already be on the user's hard drive but has yet
to be heard by human ears.
Each WebPalette file is indexed at more than 40 speeds. The 50,000 sounds in the
FindSounds index become a searchable collection of 2,000,000 sounds, which amounts to more
than 1500 hours of audio. Users can find many interesting matches in this expanded
collection. A speed variation is indicated in a list of hits by a number of semitones
that is positive if the variation is faster than normal speed and negative if it is slower.
The Comparisonics waveform display is colored to represent the sound of the speed variation,
and when a user clicks on the play icon, the recording is played at the indicated speed.
In the audio editor, the user can play, record, and edit an audio file while viewing its
Comparisonics waveform display. Editing operations include cut, copy, paste, mix, delete,
fade, adjust volume, change speed, undo, and redo. In addition, metadata describing a
MyPalette file may be entered and edited. The user may pan and zoom the waveform display;
its colors help the user to "see" the sounds. The user may select any sound by
highlighting it in the waveform display. Clicking on the sounds-like search icon retrieves
sounds in MyPalette and WebPalette that are similar to the selected sound. A user can be
recorded mimicking a desired sound and the recording can be edited or speed-changed to
"fine tune" it before launching a search for similar sounds. When a local sound
is used as the prototype in a WebPalette search, a signature is computed to characterize
the sound, and it is the signature, not the voluminous audio data, that is communicated
over the Internet to the FindSounds query processor.
In Figure 2a below is the Comparisonics waveform display of a recording of a whale
that has been speeded up by four semitones. The first part of the recording has been
selected (indicated by the black background) and is used as the prototype in a sounds-like
search of WebPalette. Figure 2b shows a list of hits in order of decreasing
similarity score. Because the hits sound similar to the prototype, their waveforms have
similar colors. Each hit is a speed variation indicated by a positive or negative number
of semitones. In this example, the prototype matched speed-altered recordings of whales,
loons, a sparrow,
a mosquito, human burps, radar beeps, a bell, a whimpering gorilla, a screaming toad,
a Japanese wood flute, radio beacons, and the routing tone used by the Irish telephone
system.
Figure 2a. Selecting a prototype sound in the Comparisonics waveform display.
Figure 2b. List of hits for a sounds-like search in FindSounds Palette.
FindSounds Palette is available for computers running Microsoft Windows. A free trial
can be downloaded from
www.FindSounds.com/Palette.html.
Future Directions
Computer technology has contributed to the "democratization" of multimedia
production. Music composition and movie editing can be accomplished using personal
computers and millions of people are embracing the opportunity. Creative people seek
the best access to the most sounds. FindSounds.com and FindSounds Palette have succeeded
in increasing the access to sounds; however, there is more that can be done.
Today there are countless hardware and software devices for electronically synthesizing
and transforming sounds, offering limitless possibilities. However, these devices
currently have no mechanism in place for searching the sounds they produce. A user
explores
the sounds of a synthesizer by the tedious process of setting parameters, playing a sound,
changing the parameters, playing another sound, changing the parameters again, and so on.
Wouldn't it be wonderful to perform a sounds-like search of the universe of sounds that
a synthesizer can produce? The user could examine a list of hits, quickly audition any
sound in the list, and obtain the parameter settings used to generate each sound.
This concept could also be applied to manual sound-making devices (like the gadgets used
on Foley stages) to discover sounds and the recipes for producing them.
Collections of audio recordings are untapped resources. With only meager access afforded
by keyword searches, thousands of sounds remain hidden. Millions
more sounds can be derived automatically from these collections (via speed change and
other transformations), but are unsearchable without content-based retrieval.
In the year 1624, Sir Francis Bacon wrote New Atlantis in which he describes his vision
of the future. We close with an excerpt that is prophetic.
"We have also sound-houses, where we practice and demonstrate all sounds,
and their generation. We have harmonies which you have not, of quarter-sounds, and
lesser slides of sounds. Diverse instruments of music likewise to you unknown, some
sweeter than any you have, together with bells and rings that are dainty and sweet.
We represent small sounds as great and deep; likewise great sounds, extenuate and sharp.
We make diverse tremblings and warblings of sounds, which in their original are entire.
We represent and imitate all articulate sounds and letters, and the voices and notes of
beasts and birds. We have certain helps, which set to the ear do further the hearing
greatly… We have also means to convey sounds in trunks and pipes, in strange lines and
distances."
Sir Francis Bacon, New Atlantis (1624)
References
[1] D. Kaye and J. LeBrecht, Sound and Music for the Theatre: The Art and Technique of
Design, Focal Press, 2000.
[2] F. Napier, Noises Off: A Handbook of Sound Effects, Frederick Muller, 1936.
[3] Educational Radio Script Exchange, Handbook of Sound Effects,
U.S. Office of Education, Washington, D.C., 1940.
[4] V. LoBrutto, Sound-on-Film: Interviews with Creators of Film Sound, Praeger, 1994.
[5] D. Sonnenschein, Sound Design: The Expressive Power of Music, Voice, and Sound
Effects in Cinema, Michael Wiese Productions, 2001.
[6] H. Russcol, The Liberation of Sound: An Introduction to Electronic Music,
Prentice-Hall, 1972.
[7] B.R. Simms, Music of the 20th Century: Style and Structure, Schirmer, 1996.
[8] J. Holland and J.K. Page, "Percussion," Grove Music Online,
L. Macy, ed., Oxford University Press, 2004, http://www.grovemusic.com.
[9] R.L. Mott, Sound Effects: Radio, TV, and Film, Focal Press, 1990.
[10] T. Holman, Sound for Film and Television, Focal Press, 1997.
[11] M. Jarrett, "Sound Doctrine: An Interview with Walter Murch,"
Film Quarterly, vol. 53, no. 3, 2000, pp. 2-11.
[12] R. Gentry, "Alan Splet and Sound Effects for Dune,"
American Cinematographer, vol. 65, no. 11, 1984, pp. 62-72.
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