Course overview

How to Design Audio & Music Technology Systems

50 modules
202 lessons
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Part 1

Course Setup and the Incremental Ladder

  1. Course Setup and the Incremental LadderSign in

  2. Why "Samples to Soundscapes"Sign in

  3. How to Use This CourseSign in

  4. The Incremental Ladder (Step 0 to Step 6)Sign in

  5. The Course LensesSign in

  6. Diagram Legend and Notation TypesSign in

Part 2

What Is an Audio and Music Technology System?

  1. What Is an Audio and Music Technology System?Sign in

  2. Instruments, Processors, DAWs, EnginesSign in

  3. Real-Time vs Offline WorkflowsSign in

  4. End-to-End Signal FlowSign in

Part 3

Sound Waves and Perception (Conceptual)

  1. Sound Waves and Perception (Conceptual)Sign in

  2. Frequency, Amplitude, PhaseSign in

  3. Harmonics, Timbre, EnvelopesSign in

  4. Hearing and PsychoacousticsSign in

Part 4

Sampling, Nyquist, and Aliasing (Conceptual)

  1. Sampling, Nyquist, and Aliasing (Conceptual)Sign in

  2. Continuous to DiscreteSign in

  3. Nyquist IntuitionSign in

  4. Aliasing ArtifactsSign in

Part 5

Quantization and Dynamic Range

  1. Quantization and Dynamic RangeSign in

  2. Bit Depth and Quantization NoiseSign in

  3. File Size and FidelitySign in

  4. Clipping vs HeadroomSign in

Part 6

Digital Audio Representation

  1. Digital Audio RepresentationSign in

  2. PCM LayoutsSign in

  3. Sample Formats and InterleavingSign in

  4. Files and ContainersSign in

Part 7

Diagramming Audio Systems

  1. Diagramming Audio SystemsSign in

  2. Signal-Flow Block DiagramsSign in

  3. Time vs Frequency PlotsSign in

  4. Audio Graphs and TimelinesSign in

Part 8

Step 0 Basic Waveforms and Their Spectra

  1. Step 0 Basic Waveforms and Their SpectraSign in

  2. Sine, Square, Triangle, Saw, NoiseSign in

  3. Periodicity and PitchSign in

  4. Time vs Frequency IntuitionSign in

Part 9

Step 0 Discrete-Time Signals and Buffers

  1. Step 0 Discrete-Time Signals and BuffersSign in

  2. Buffers as ArraysSign in

  3. Block vs Sample ProcessingSign in

  4. Buffer BoundariesSign in

Part 10

Step 0 Multi-Channel Audio and Interleaving

  1. Step 0 Multi-Channel Audio and InterleavingSign in

  2. Stereo as Two SignalsSign in

  3. Channel Layout ConceptsSign in

  4. Interleaved vs PlanarSign in

Part 11

Step 0 Simple Digital Audio Tools

  1. Step 0 Simple Digital Audio ToolsSign in

  2. Gain and FadesSign in

  3. Mixing by SummingSign in

  4. Simple MeteringSign in

Part 12

Step 1 Time vs Frequency: Two Views of Audio

  1. Step 1 Time vs Frequency: Two Views of AudioSign in

  2. Why Frequency HelpsSign in

  3. Transform IntuitionSign in

  4. Choosing the ViewSign in

Part 13

Step 1 Filters as Building Blocks

  1. Step 1 Filters as Building BlocksSign in

  2. Frequency Response as "Shape"Sign in

  3. Core Filter FamiliesSign in

  4. Listening to FiltersSign in

Part 14

Step 1 Envelopes and Dynamics

  1. Step 1 Envelopes and DynamicsSign in

  2. ADSR EnvelopesSign in

  3. Compressors, Limiters, GatesSign in

  4. Attack, Release, Threshold, RatioSign in

Part 15

Step 1 Basic DSP Operations for Everyday Use

  1. Step 1 Basic DSP Operations for Everyday UseSign in

  2. Delay Lines as a PrimitiveSign in

  3. Feedback PathsSign in

  4. LFO ModulationSign in

Part 16

Step 1 DSP Graphs and Signal Flow

  1. Step 1 DSP Graphs and Signal FlowSign in

  2. Serial ChainsSign in

  3. Parallel ProcessingSign in

  4. Control Paths vs Audio PathsSign in

Part 17

Step 1 Stability, Artifacts, and Quality

  1. Step 1 Stability, Artifacts, and QualitySign in

  2. Common Artifacts: clipping, ringing, zipper noise, denormals as symptoms of boundary mistakes.Sign in

  3. Aliasing from Naive DSP: how simple operations create high-frequency problems.Sign in

  4. Testing DSP Blocks: impulses, sweeps, and noise as repeatable diagnostics.Sign in

Part 18

Step 2 Synthesis Basics

  1. Step 2 Synthesis BasicsSign in

  2. Subtractive Synthesis: shaping harmonics by filtering a rich source (conceptual).Sign in

  3. Additive Synthesis: constructing timbre from components (conceptual).Sign in

  4. A Minimal Voice Architecture: oscillator -> filter -> amp as a reusable mental model.Sign in

Part 19

Step 2 Oscillators and Modulators

  1. Step 2 Oscillators and ModulatorsSign in

  2. Digital Oscillators Conceptually: lookup and algorithmic generation as implementation choices.Sign in

  3. LFOs as Modulators: slow control signals that define motion and expression.Sign in

  4. Parameter Modulation Patterns: vibrato, tremolo, sweeps as engineered mappings.Sign in

Part 20

Step 2 Sample-Based Instruments

  1. Step 2 Sample-Based InstrumentsSign in

  2. Triggering and Looping: turning stored audio into playable instruments.Sign in

  3. Multi-Sampling Across Pitch and Velocity: reducing artifacts by spending storage and organization effort.Sign in

  4. Disk Streaming Conceptually: handling large libraries without blowing memory budgets.Sign in

Part 21

Step 2 Common Effects: EQ, Delay, Reverb

  1. Step 2 Common Effects: EQ, Delay, ReverbSign in

  2. EQ as Filter Banks: shaping tone by manipulating bands.Sign in

  3. Delay and Echo: time repetition and feedback as controllable complexity.Sign in

  4. Reverb Conceptually: many reflections as a space impression and a computational cost center.Sign in

Part 22

Step 2 Modulation and Time-Based Effects

  1. Step 2 Modulation and Time-Based EffectsSign in

  2. Chorus, Flanger, Phaser Concepts: building rich motion from delay lines and modulation.Sign in

  3. Modulated Delays as a Pattern: why small timing changes produce large perceptual effects.Sign in

  4. Parameter Automation: treating time-varying parameters as first-class musical data.Sign in

Part 23

Step 2 Distortion, Saturation, and Coloration

  1. Step 2 Distortion, Saturation, and ColorationSign in

  2. Soft vs Hard Clipping: different harmonic signatures and different risks.Sign in

  3. Harmonic Generation and Tone: distortion as spectral design (conceptual).Sign in

  4. Feature vs Bug: when coloration is intentional and when it indicates system failure.Sign in

Part 24

Step 2 Designing Synths and Effect Chains

  1. Step 2 Designing Synths and Effect ChainsSign in

  2. Modular vs Fixed Architectures: flexibility, UX, and debugging trade-offs.Sign in

  3. Presets as Graph + Parameters: reproducibility as a product and engineering requirement.Sign in

  4. Integrating Instruments and FX: routing, gain staging, and state management inside engines.Sign in

Part 25

Step 3 Spatial Hearing Basics (Conceptual)

  1. Step 3 Spatial Hearing Basics (Conceptual)Sign in

  2. Localization Cues: level, timing, spectrum as perceptual mechanismsSign in

  3. Head and Room Effects: what spatial audio is trying to approximate at a high levelSign in

  4. Design Targets: realism versus intelligibility versus costSign in

Part 26

Step 3 Mono, Stereo, and Surround Layouts

  1. Step 3 Mono, Stereo, and Surround LayoutsSign in

  2. Channel-Based vs Object-Based Concepts: different representations with different routing responsibilitiesSign in

  3. Downmixing and Upmixing: compatibility boundaries across devices and formatsSign in

  4. Speakers vs Headphones: why monitoring context changes correctnessSign in

Part 27

Step 3 Panning and Stereo Imaging

  1. Step 3 Panning and Stereo ImagingSign in

  2. Panning Laws: gain curves as perceptual compensationSign in

  3. Stereo Positioning by Level: predictable placement via controlled imbalanceSign in

  4. Imaging Tricks: widening and narrowing as deliberate trade-offs with mono compatibilitySign in

Part 28

Step 3 3D/Spatial Audio Concepts

  1. Step 3 3D/Spatial Audio ConceptsSign in

  2. Distance and Direction: attenuation and filtering as spatial cuesSign in

  3. Early Reflections Conceptually: space impression without full simulationSign in

  4. Object Metadata vs Fixed Channels: where spatial decisions live in the pipelineSign in

Part 29

Step 3 Mixing and Gain Staging

  1. Step 3 Mixing and Gain StagingSign in

  2. Levels Across Tracks: managing loudness relationships rather than absolute numbersSign in

  3. Headroom and Buses: preventing overload by designing mix topologySign in

  4. Metering as Feedback: peak/RMS/loudness concepts tied to decisions and deliverySign in

Part 30

Step 3 Buses, Sends, and Submixes

  1. Step 3 Buses, Sends, and SubmixesSign in

  2. Aux Sends for Shared Effects: reverb and delay as shared resources with shared constraintsSign in

  3. Submix Groups: controlling collections as units of behavior and automationSign in

  4. Mix Topology: tracks -> buses -> master as a graph you must reason about under failureSign in

Part 31

Step 3 Loudness, Mastering, and Delivery Formats (High-Level)

  1. Step 3 Loudness, Mastering, and Delivery Formats (High-Level)Sign in

  2. Perceived Loudness vs Peaks: why "looks safe" can still sound wrongSign in

  3. Delivery Contexts: loudness targets and why they imply different master choicesSign in

  4. Preserving Dynamics: meeting loudness constraints without collapsing musical expressivenessSign in

Part 32

Step 4 Real-Time Audio Constraints

  1. Step 4 Real-Time Audio ConstraintsSign in

  2. Callbacks and Deadlines: the scheduling model that makes audio uniqueSign in

  3. Dropouts and x-runs: what failure looks like when time is the primary constraintSign in

  4. CPU/Memory/I/O Trade-Offs: where bottlenecks move as projects scaleSign in

Part 33

Step 4 Audio Devices and Drivers

  1. Step 4 Audio Devices and DriversSign in

  2. Devices, Sample Rates, Buffer Sizes: negotiating capabilities and choosing stability posturesSign in

  3. Multiple Devices and Clocks: drift and mismatch as hidden failure surfaces (conceptual)Sign in

  4. OS Audio Stacks: high-level architecture and where latencies are introducedSign in

Part 34

Step 4 Audio Graphs and Scheduling

  1. Step 4 Audio Graphs and SchedulingSign in

  2. Nodes and Connections: representing DSP as an executable graphSign in

  3. Ordering and Cycles: topological scheduling and the meaning of feedback in graphs (conceptual)Sign in

  4. Pull vs Push Graphs: choosing control of computation and managing backpressure-like effectsSign in

Part 35

Step 4 Threading and Concurrency

  1. Step 4 Threading and ConcurrencySign in

  2. Audio Thread vs UI/Workers: isolating deadlines from non-real-time workSign in

  3. Avoiding Locks and Allocations: engineering for predictability inside callbacksSign in

  4. Safe Control Updates: communicating parameters across threads without glitchingSign in

Part 36

Step 4 Latency, Jitter, and Synchronization

  1. Step 4 Latency, Jitter, and SynchronizationSign in

  2. Round-Trip Latency: what users notice and why measurement mattersSign in

  3. Buffer Size Trade-Offs: stability versus responsiveness as a tunable product decisionSign in

  4. Sync with Video and Input: reconciling timebases without breaking musical timingSign in

Part 37

Step 4 Cross-Platform Audio Backends

  1. Step 4 Cross-Platform Audio BackendsSign in

  2. Abstracting OS APIs: portability without losing access to critical controlsSign in

  3. Capability Differences: designing for tiers rather than assuming uniform devicesSign in

  4. Device Configuration and Fallbacks: keeping apps usable under degraded hardware conditionsSign in

Part 38

Step 5 Notes, Events, and Control Data

  1. Step 5 Notes, Events, and Control DataSign in

  2. Events for Notes and Automation: representing intent separately from rendered audioSign in

  3. Audio vs Control Separation: why the two pipelines have different latency and correctness constraintsSign in

  4. Common Event Fields: pitch/velocity/duration as stable abstractions for many systemsSign in

Part 39

Step 5 Musical Time vs Real Time

  1. Step 5 Musical Time vs Real TimeSign in

  2. Tempo, Meter, and Time Signatures: defining the time grid musicians think inSign in

  3. Mapping to Wall-Clock: converting beats to samples and managing rounding and driftSign in

  4. Tempo Changes and Ramps: keeping schedules stable while time itself changesSign in

Part 40

Step 5 Sequencers and Pattern-Based Systems

  1. Step 5 Sequencers and Pattern-Based SystemsSign in

  2. Step Sequencers and Patterns: discrete grids as a user-facing constraintSign in

  3. Event Scheduling on the Grid: timing resolution, quantization, and repeatabilitySign in

  4. Live Editing: designing for performance without breaking determinismSign in

Part 41

Step 5 Timeline-Based Arrangers and Clips

  1. Step 5 Timeline-Based Arrangers and ClipsSign in

  2. Clips on Tracks: arranging structures that must remain editable and stableSign in

  3. Automation Lanes: time-varying parameters as composable layersSign in

  4. Edits and Time-Stretch: preserving intent while changing time relationshipsSign in

Part 42

Step 5 Synchronization Across Systems

  1. Step 5 Synchronization Across SystemsSign in

  2. Multi-Device/Instance Sync: conceptual models for shared transport and tempoSign in

  3. Shared Clocks and Transport: starting, stopping, and positioning as distributed coordinationSign in

  4. Drift and Correction: jitter, resync, and the audible consequences of instabilitySign in

Part 43

Step 5 Humanization, Groove, and Expressiveness

  1. Step 5 Humanization, Groove, and ExpressivenessSign in

  2. Quantization and Swing: controlled deviation from the grid as design, not errorSign in

  3. Timing and Velocity Variations: making performance feel human while staying predictableSign in

  4. User Control of Tightness: exposing expressiveness without making timing unreliableSign in

Part 44

Step 6 DAWs as Systems

  1. Step 6 DAWs as SystemsSign in

  2. Tracks, clips, mixer, plugins, routing: composing subsystems into a coherent workflowSign in

  3. Session formats: project files as long-lived contracts across versionsSign in

  4. Offline render vs real-time playback: two execution modes with different correctness criteriaSign in

Part 45

Step 6 Game and Interactive Audio Engines

  1. Step 6 Game and Interactive Audio EnginesSign in

  2. Event-driven audio: triggering sound by state and behavior, not timelinesSign in

  3. Interactive music: adaptive structure and mixing as real-time decision systemsSign in

  4. Integration boundaries: coordinating audio with gameplay and simulation timeSign in

Part 46

Step 6 Plugin Architectures and Extensibility

  1. Step 6 Plugin Architectures and ExtensibilitySign in

  2. Host vs plugin responsibilities: lifecycle, scheduling, and safety boundaries (conceptual)Sign in

  3. Parameters and automation: controlling plugins predictably under real-time constraintsSign in

  4. Designing plugin APIs: extensibility without destabilizing the host systemSign in

Part 47

Step 6 Asset Pipelines and Presets

  1. Step 6 Asset Pipelines and PresetsSign in

  2. libraries and presets: treating content as an indexed, searchable product surfaceSign in

  3. import, tagging, browsing: metadata design for discoverability and workflow speedSign in

  4. versioning large libraries: managing change without breaking sessions and projectsSign in

Part 48

Step 6 Collaboration, Cloud, and Distribution

  1. Step 6 Collaboration, Cloud, and DistributionSign in

  2. project sharing concepts: multi-user edits and the need for conflict semanticsSign in

  3. sync and storage: cloud integration at a high level and how failures surface in UXSign in

  4. export and publishing: rendering pipelines and distribution formats as product contractsSign in

Part 49

Step 6 Observability and Reliability in Audio Systems

  1. Step 6 Observability and Reliability in Audio SystemsSign in

  2. health metrics: CPU, underruns, glitch counts as operational truthSign in

  3. diagnostics for real-time: logging strategies that respect timing constraintsSign in

  4. long-session stability testing: catching leaks, drift, and edge-case scheduling failuresSign in

Part 50

Step 6 Reference Architectures and Maturity Models

  1. Step 6 Reference Architectures and Maturity ModelsSign in

  2. simple app: input -> effect -> output as the minimal interactive chainSign in

  3. intermediate system: multi-track mixer plus basic sequencing and automationSign in

  4. advanced system: DAW or game audio engine with plugins, assets, cross-platform backends, and long-lived workflowsSign in