Delays and Sampling
delay lines (simple and multitap), flanging, comb filters, granulation
Flanging, chorusing and comb filtering are fairly basic and ubiquitous, so
there's not too many specific web-pages I would recommend. Just google around
a bit to see what you find. Ditto for reverb and room-simulation.
But here's a few links just for the heck of it:
- Music and Computers
-- again, a great reasource. Check out chapter 5 for sampling and reverb info.
- Miller Puckette's book
-- this chapter on 'time shifts and delays' looks interesting.
-- this is the web page for the little SuperCollider 3 app I did years ago
(the code is also included in the class download archive below) that
does sound granulation.
- John Gibson's max/msp objects
-- John's web page for the granulation and spectral delay objects
- Night Traffic
-- turns out that Paul Lansky already had an excerpt from this piece
on-line. His main home page is
here, and you
can get the whole Homebrew CD
if you'd like.
Applications and Examples
These are pretty basic, but they might be good starting points. You will
need some external objects (like John Gibson's, or the [rtcmix~] external)
for some of them.