Index: S
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Index: S
- sales, music: 1.7.3. Designing music loops
 
- sampling frequency: 8.2.1. MP3 technical details
 
- sampling rate: 2.2. Digital audio demystified
 
  - 8.4.2.3. 128 Kbps Internet standard
 
  
  - codecs: 6.3.1. Selecting the right RealAudio codecs
 
 
- screens, transitions between: 1.9.2. Timing loops
 
- scripting controls, fade-out: 1.9.2. Timing loops
 
- scrollingnews window type, RealText: 7.4.2. Window types
 
  
  - example of: 7.4.2. Window types
 
 
- sc_serv.ini: 8.6.1.4. Additional server options
 
- SDMI (see Secure Digital Music Initiative)
 
- Secure Digital Music Initiative (SDMI): 8.4.3.1. Selecting tracks
 
  - 8.7.1. Is MP3 legal? 
 
 
- security
 
  
  - broadcasting over Intranet: 6.4.1. Broadcasting through firewalls
 
  
  - Internet music delivery: 5.2.7. Liquid Audio
 
  
  - music piracy: 8.4.3.1. Selecting tracks
 
 
- seek time: 3.1.2. Microphone pre-amps
 
- Selective Record option, RealAudio batch encoding: 6.3.2.1. Encoding RealAudio with a batch processor
 
- seq tag, SMIL: 7.2.2. Establishing a timeline
 
- sequencers: 10.3.3. MIDI file editing tutorial 
 
- servers: 5.2.2. Windows Media Technologies (Netshow)
 
  - (see also RealServer; web servers)
 
  
  - CDDB: 8.4.1.1. Working with the CDDB
 
  
  - FTP: 8.5.1. Creating your own MP3 site
 
  
  - Liquid Server: 8.8. MP3 resources
 
  
  - Server Name option, RealAudio batch encoding: 6.3.2.1. Encoding RealAudio with a batch processor
 
  
  - Windows Media Server: 5.2.2. Windows Media Technologies (Netshow)
 
 
- Shockwave: 5.1. Streaming protocols
 
  - 9. Interactive Sound Design with Flash and Shockwave
 
  - 9.3. Introduction to Shockwave
 
  
  - audio files, exporting: 9.3.4. Exporting Shockwave audio files
 
  
  - audio files, optimizing: 9.3.5. Optimizing your Shockwave audio files
 
  
  - creating transparent loops: 9.3.2. Creating transparent Shockwave loops
 
  
  - drawbacks: 9.1.1. Drawbacks to Flash and Shockwave
 
    - 9.3. Introduction to Shockwave
 
  
 
  
  - embedded audio cast members: 9.3.1. Using Shockwave "internal" sounds: embedded cast members versus streamed SWA sounds
 
  
  - embedded internal sounds: 9.3.1. Using Shockwave "internal" sounds: embedded cast members versus streamed SWA sounds
 
  
  - embedding in frames: 1.7.3.3. Optimum loop length
 
  
  - interactive mouse rollover sounds: 1.4. Adding sound effects
 
  
  - interactive multimedia: 9.1. Flash and Shockwave basics
 
  
  - Lingo: 9.3. Introduction to Shockwave
 
  
  - Rasberry Media Player, using with: 9.3.6. Quick and easy audio streaming with Shockwave
 
  
  - streaming audio: 9.3.3. Shockwave streaming audio
 
  
  - transparent movies: 1.7.3.3. Optimum loop length
 
 
- Shockwave Flash files (.swf): 6.4.4. Creating RealFlash content 
 
- shotgun microphones: 3.1.1.5. Directionality and pick-up patterns
 
- SHOUTcast: 5.3.7. Server performance and software quality
 
  - 8.6. Start your own MP3 radio station
 
  - 8.8. MP3 resources
 
  
  - configuring: 8.6.2. Configuring and starting the system
 
  
  - DSP plug-in: 8.6.1. Running your own station
 
  
  - MP3 codec: 8.6.1.2. Installing an appropriate MP3 codec
 
  
  - server software: 8.6.1.3. Installing the SHOUTcast server software
 
  
  - servers: 8.6. Start your own MP3 radio station
 
 
- sibilance, removing: 4.3.4.1. Removing sibilance
 
- signal-to-noise (s/n) ratio
 
  
  - mixing boards: 3.1.3. Mixers
 
 
- signals, routing with mixers: 3.1.3. Mixers
 
- silence
 
  
  - smoothing out: 4.1.2. Avoiding gaps between edited sections
 
  
  - using in soundtracks: 1.5. Audio challenges and limitations
 
 
- Silicon Graphics: 6.6.5.1. Remote encoding and management
 
- sites
 
  
  - determining purpose of: 1.7. Designing web audio
 
  
  - navigation, improving: 1.2. What you can do with sound on the Web
 
 
- skins
 
  
  - creating: 8.3.4. Skins
 
  
  - templates: 8.3.4.1. Skin-making tutorial
 
 
- Smart-Shockwave: 1.5. Audio challenges and limitations
 
- SMFs (standard MIDI files): 10.3.1. MIDI editors
 
- SMIL (Synchronized Multimedia Integration Language): 5.2. Streaming media formats
 
  - 5.2.2. Windows Media Technologies (Netshow)
 
  - 6.4.5. Creating synchronized RealAudio presentations with RealSystem 5.0
 
  
  - applications supporting: 7. Designing Multimedia Presentations with SMIL and RealSystem G2
 
  
  - Composer and Allaire authoring tools: 7. Designing Multimedia Presentations with SMIL and RealSystem G2
 
  
  - display area: 7.2.1. SMIL syntax
 
  
  - RealFlash file, sourcing into: 7.5. RealFlash
 
  
  - RealSystem G2, use with: 7.2. SMIL
 
  
  - syntax: 7.2.1. SMIL syntax
 
  
  - timeline: 7.2.2. Establishing a timeline
 
 
- smil tag, SMIL: 7.2.1. SMIL syntax
 
- SND files, converting to RealMedia formats: 6.3.2. Using the RealEncoder
 
- Solaris: 5.2.2. Windows Media Technologies (Netshow)
 
  - 6.3.3.2. RealServer system requirements
 
  - 6.5. Live broadcasting with RealAudio
 
  
  - remote encoding: 6.6.5.1. Remote encoding and management
 
 
- Sonic Foundry: 4. Optimizing Your Sound Files
 
- sonic realism: 1.7.3. Designing music loops
 
- Sonicopia: 11.3.5. Lesson 5: Putting it all together 
 
- sonifying web sites, Beatnik System: 11.2.4. Authoring with Beatnik
 
  
  - adding background music: 11.3.3. Lesson 3: Adding simple background music 
 
  
  - mouseover, simple: 11.3.1. Lesson 1: A simple mouseover
 
  
  - multiple Music Object instances on page: 11.3.4. Lesson 4: Creating multiple Music Object instances on a page 
 
  
  - navbar, building: 11.3.2. Lesson 2: Building a sonified navbar 
 
  
  - putting together audio behaviors: 11.3.5. Lesson 5: Putting it all together 
 
 
- Sony Memory Stick players: 8.8. MP3 resources
 
- Sony Walkman: 8.4.3.1. Selecting tracks
 
- sound
 
  
  - digital audio, converting to: 2.2. Digital audio demystified
 
  
  - editing: 4. Optimizing Your Sound Files
 
  
  - ornamental: 1.7.3.2. Good ambient loop mixing
 
  
  - producing: 2.1. The science of sound
 
  
  - sweetening: 4.2. Digital effects
 
  
  - types of: 1.7. Designing web audio
 
  
  - wet versus dry: 2.1.5. Reverberation and delay
 
 
- sound cards
 
  
  - better, analog to digitial conversion: 6.6.2. Capturing live audio with the RealEncoder
 
  
  - input levels: 6.3. Professional webcasting 
 
 
- sound design
 
  
  - colors: 1.7.2. Using sound effects
 
  
  - frequencies, selecting: 1.9.1. Selecting sounds
 
  
  - history: 1.6. Solid sound design
 
  
  - interactive, case study: 1.9. Interactive sound design case study
 
  
  - interactive sound effects and buttons: 1.8. Interactive sound effects and buttons
 
  
  - principles of: 1.6. Solid sound design
 
  
  - techniques: 1.5. Audio challenges and limitations
 
  
  - web audio: 1.7. Designing web audio
 
    
    - mistakes to avoid: 1.7.1. Easy-to-use narration
 
    
    - music loops: 1.7.3. Designing music loops
 
    
    - narration: 1.7.1. Easy-to-use narration
 
    
    - sound effects: 1.7.2. Using sound effects
 
  
 
 
- sound effects: 1.4. Adding sound effects
 
  - 1.7. Designing web audio
 
  
  - ambient loops, compared to: 1.7.3.1. Sound loops versus repetitive sound effects
 
  
  - event-driven: 9.2.1. Flash audio: event-driven sound versus streaming sound
 
  
  - Flash intro screen: 1.7.2. Using sound effects
 
  
  - interactive: 1.8. Interactive sound effects and buttons
 
  
  - JavaScript example: 1.4. Adding sound effects
 
  
  - libraries: 1.7.3. Designing music loops
 
  
  - sonic realism: 1.7.3. Designing music loops
 
  
  - using: 1.7.2. Using sound effects
 
 
- Sound Forge: 4. Optimizing Your Sound Files
 
  - 9.3.1. Using Shockwave "internal" sounds: embedded cast members versus streamed SWA sounds
 
  
  - Acid looping tool: 1.7.3. Designing music loops
 
  
  - pitch shift: 4.2.3. Pitch shift
 
 
- sound loops
 
  
  - length: 1.7.3.3. Optimum loop length
 
  
  - repeating: 1.9.2. Timing loops
 
  
  - seamless loops, creating: 1.7.3.4. Sound loop tutorial: creating seamless loops with a sound editor
 
 
- sound peaks, reducing: 4.3.2. Compression: reducing sound peaks and spikes
 
- sound waves: 2.1.4. Sound propagation and acoustics 
 
- SoundBlaster AWE32: 10.3. Creating your own MIDI files
 
- SoundBlaster Pro sound card: 6.6.1. Capturing high-quality live sound
 
- SoundEdit 16: 3.2.1.3. Desktop audio recording
 
  - 4. Optimizing Your Sound Files
 
  - 9.3.1. Using Shockwave "internal" sounds: embedded cast members versus streamed SWA sounds
 
  
  - bender effect: 4.2.4. Bender
 
  
  - digital effects: 4.2.1. Reverb
 
  
  - normalization: 4.3.1. Normalization: maximizing the dynamic range
 
  
  - pitch shift: 4.2.3. Pitch shift
 
 
- SoundEdit Pro
 
  
  - reverberation: 4.2.1. Reverb
 
 
- SoundFX PageTunes: 10.2.2. Add a bit of spice to your site
 
- SoundJam: 8.3. Playing MP3 files
 
  - 8.8. MP3 resources
 
 
- SoundPlay: 8.6.2.1. An easier way?
 
- soundtracks
 
  
  - looping: 1.3.2. Adding a looping music soundtrack
 
  
  - web: 1.2. What you can do with sound on the Web
 
 
- speech
 
  
  - microphones for recording: 6.6.1. Capturing high-quality live sound
 
  
  - RealAudio file, encoding from AIFF or WAV: 5.1.1. Lossy compression
 
 
- spikes
 
  
  - reducing: 4.3.2. Compression: reducing sound peaks and spikes
 
  
  - removing: 4.1.3.1. Deleting a spike
 
 
- Spinner: 5.3.4. Learning curve and documentation support
 
- standard MIDI files (SMFs): 10.3.1. MIDI editors
 
- standards
 
  
  - digital audio encoding: 2.2. Digital audio demystified
 
  
  - lack of: 1.5. Audio challenges and limitations
 
  
  - MPEG: 8.2. What is MP3?
 
 
- Stanford University MedNET: 6.1.3. RealPlayer
 
- static encoding: 6.1.1. RealEncoder and RealPublisher
 
- steps: 4.2.4. Bender
 
- stereo ISDN: 6.3.1. Selecting the right RealAudio codecs
 
- stereo playback: 9.2.1. Flash audio: event-driven sound versus streaming sound
 
- strategy games: 5.2.4. Flash and Director Shockwave
 
- streaming formats: 5.2. Streaming media formats
 
  
  - advantages and disadvantages: 5.3. Selecting the right format
 
  
  - audio fidelity: 5.3.5. Audio fidelity and compression
 
  
  - costs: 5.3.3. Cost for streaming audio
 
  
  - Director Shockwave: 5.2.4. Flash and Director Shockwave
 
  
  - documentation and support: 5.3.4. Learning curve and documentation support
 
  
  - Flash: 5.2.4. Flash and Director Shockwave
 
  
  - Liquid Audio: 5.2.7. Liquid Audio
 
  
  - low-bandwidth environments: 5.3.6. Low bandwidth performance overall
 
  
  - MIDI: 5.2.8. MIDI
 
  
  - MP3: 5.2.6. MP3 
 
  
  - Quicktime: 5.2.3. QuickTime
 
  
  - RealMedia: 5.2.1. RealMedia and RealAudio
 
  
  - Rich Music Format: 5.2.5. Beatnik's Rich Music Format (RMF) 
 
  
  - Windows Media: 5.2.2. Windows Media Technologies (Netshow)
 
 
- streaming sounds, event sounds vs.: 9.2.1. Flash audio: event-driven sound versus streaming sound
 
- studio recordings: 3.2.1. Studio recording
 
  
  - acoustics: 3.2.1.1. Proper room acoustics: capturing a "dry" signal
 
  
  - condenser microphones: 3.1.1.3. Condenser microphones
 
  
  - desktop: 3.2.1.3. Desktop audio recording
 
  
  - isolation: 3.2.1.2. Optimizing your recording environment
 
 
- studio reference headphones: 3.1.7. Headphones
 
- studio reference speakers: 3.1.5. Studio reference speakers
 
- studio voice-overs, dynamic microphones: 3.1.1.2. Dynamic microphones
 
- subsonic sound: 2.1. The science of sound
 
- Sun OS 4.1.x: 6.3.3.2. RealServer system requirements
 
- SureStream: 7.1. SureStream
 
- SVCD (MPEG-1 supervideo): 8.4.3.1. Selecting tracks
 
- SWA Export Xtra: 9.3.4. Exporting Shockwave audio files
 
- SWA files: 9.3.1. Using Shockwave "internal" sounds: embedded cast members versus streamed SWA sounds
 
- SWF files: 6.4.4. Creating RealFlash content 
 
- swftune utility: 6.4.4. Creating RealFlash content 
 
- Synchronized Multimedia Integration Language (see SMIL)
 
- synchronized multimedia presentations: 5.2.1. RealMedia and RealAudio
 
- synthesizers: 10.3. Creating your own MIDI files
 
- system noise: 4.1.2. Avoiding gaps between edited sections
 
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