SKU: 40389668271

Rautavaara / Sussmann: Works for Cello & Piano - COMPACT DISCS

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Rautavaara / Sussmann: Works for Cello & Piano - COMPACT DISCSTitle: Works for Cello & Piano Artist: Rautavaara Sussmann Label: Ondine Product Type: COMPACT DISCS UPC: 761195131022 Genre: Classical Release Date: 2018 02 09 Number of Discs: 1 The passing away of Einojuhani Rautavaara (1928 2016), one of the most performed Finnish composers after Sibelius, left a deep void in the field of Finnish contemporary music. This new album by cellist Tanja Tetzlaff and pianist Gunilla Sssmann includes Rautavaara's rarely

Title: Works for Cello & Piano
Artist: Rautavaara / Sussmann
Label: Ondine
Product Type: COMPACT DISCS
UPC: 761195131022
Genre: Classical
Release Date: 2018-02-09
Number of Discs: 1

The passing away of Einojuhani Rautavaara (1928-2016), one of the most performed Finnish composers after Sibelius, left a deep void in the field of Finnish contemporary music. This new album by cellist Tanja Tetzlaff and pianist Gunilla Süssmann includes Rautavaara's rarely heard works written for cello and piano. The cornerstone of Rautavaara's cello chamber music are the three sonatas. The earliest of the sonatas was written in 1969 and contains Baroque influences. Prior to this, the composer had already written Two Preludes and Fugues for cello and piano in 1955 firmly rooted in the Neo-Classical tradition as a young student. Soon after completing his solo cello sonata, the composer started writing his Neo-Romantic Sonata for Cello and Piano No. 1. However, the work was left unfinished and completed almost 30 years later, in 2001. Cello Sonata No. 2, completed in 1991, is much different in style, more modern and edgy, but based on a work written for a cello music competition in 1975. Polska (1977) for two cellos and piano is based on a folk tune from Rantasalmi. The origin of this work is connected to the genesis of Rautavaara's first published opus, Fiddlers (Pelimannit) from the early 1950s. Song of My Heart (Sydämeni laulu) is the composer's transcription from an aria included in his opera Aleksis Kivi (1995-96). In 2000, Rautavaara arranged the piece for cello, and fittingly for this funereal piece dedicated it to the memory of Estonian composer Lepo Sumera.

Tracks:
1.1 Sonata for Cello and Piano No. 1 - Tanja Tetzlaff/Gunilla Süssmann
1.2 On the Name Einar Englund - Tanja Tetzlaff/Gunilla Süssmann
1.3 Epitaph for Béla Bartók - Tanja Tetzlaff/Gunilla Süssmann
1.4 I. Libero E Poetico - Tanja Tetzlaff
1.5 II. Allegretto - Tanja Tetzlaff
1.6 III. Tranquillo - Tanja Tetzlaff
1.7 IV. Molto Allegro - Tanja Tetzlaff
1.8 Song of My Heart - Tanja Tetzlaff/Gunilla Süssmann
1.9 I. - Tanja Tetzlaff/Gunilla Süssmann
1.10 II. - Tanja Tetzlaff/Gunilla Süssmann
1.11 III. - Tanja Tetzlaff/Gunilla Süssmann
1.12 Polska. - Tanja Tetzlaff/Gunilla Süssmann

Audio Sample:
All soundclips are provided by Tidal and are for illustrative purposes only. For some releases, the tracks listed may not accurately represent the tracks on the physical release.
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SKU: 40389668271

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robert thompson
Phoenix, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Whiting, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Port Orchard, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Omaha, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Tyler aldrich
Pawtucket, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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