Virtual environments such as games and animated and "real" movies require realistic sound effects that can be integrated by computer synthesis. The book emphasizes physical modeling of sound and focuses on real-world interactive sound effects. It is intended for game developers, graphics programmers, developers of virtual reality systems and training simulators, and others who want to learn about computational sound. It is written at an introductory level with mathematical foundations provided in appendices. Links to code examples and sound files can be found on the Downloads/Updates tab.
Not a step-by-step practical guide to producing synthesized sounds. It's focused on the theory and mathematics underlying it. In order to apply the concepts you'll need to know what you're doing with the technology, but if you do so know, then the book is a good introduction to the theory and will serve as a good reference.
"Real Sound Synthesis for Interactive Applications" is a nice collection of digital sound synthesis and filtering techniques, including additive and subtractive synthesis, phase vocoders, linear predictive coding, reverberation, and digital waveguide synthesis.