Obiwannabe
Use the source...
Practical
synthetic sound design - by Andy Farnell
Introduction
Some hows, whys, and whatjamajigs of native digital synthetic sound
design.
Introduction for film, radio and TV sound
Part 1: Three telephone bells
Some exercises to explore essential principles by building a sound in 3
ways.
Part 2: Earth, air, fire and water
Traditional staple elements for games and film sound designers
Part 3: Project Mayhem
How to build guns, bombs, rocket propelled grenades and all that stuff.
Part 4: Engineering
Make machines that go ping, lifts, fans, clocks, engines and other
mechanics.
Part 5: Future shock
Unreal weapons, lasers, pickup sounds, everything SciFi and outer-space.
Part 6: Monster mash
How to make scary beasts and animals come alive.
Part 7: Runtime sourcery
Advanced parameterisation of realtime synthesis.
Part 8: Reference section
Maths and synthesis theory references for alpha geek boffins.