Beep to Boom - Simon Goodwin

Beep to Boom

The Development of Advanced Runtime Sound Systems for Games and Extended Reality

(Autor)

Buch | Hardcover
288 Seiten
2019
Routledge (Verlag)
978-1-138-54391-1 (ISBN)
205,75 inkl. MwSt
Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems.

Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles.

Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.

Simon N Goodwin is an Interactive Audio Technology Consultant who lives and works in Warwick, UK. His game-development career started in the 8-bit 1970s, latterly including a productive decade as Principal Programmer in the Central Technology Group at Codemasters Software Company, where he designed and implemented advanced Ambisonic 3D audio technology in multi-million-selling games, including six number 1 hits in the UK and major EU territories and two BAFTA award winners, RaceDriver Grid and F1 2010. Simon has professionally developed games, tools, audio and VR technology for Amiga Inc., Atari Corp., Attention to Detail, Central ITV, Codemasters, Digital Precision, dk’tronics, Dolby, DTS, Electronic Arts, Quicksilva, Racal and Silicon Studio Ltd., and written regular technical columns for many magazines including Amiga Format, Crash, Linux Format and Personal Computer World. Simon is expert in console, mobile and PC audio and streaming system development, variously working as an inventor, sound designer, game audio programmer and audio systems engineer. He has been granted five US and UK patents, advises on AHRC and EPSRC research programmes and gives talks at GDC, AES and university conferences.

Chapter 1 The Essence of Interactive Audio

Chapter 2 Early Digital Audio Hardware

Chapter 3 Sample Replay

Chapter 4 Interactive Audio Development Roles

Chapter 5 Audio Resource Management

Chapter 6 Loading and Streaming Concepts

Chapter 7 Streaming Case Studies

Chapter 8 The Architecture of Audio Runtimes

Chapter 9 Quick Curves - Transcendental Optimisations

Chapter 10 Objects, Voices, Sources and Handles

Chapter 11 Modelling Distance

Chapter 12 Implementing Voice Groups

Chapter 13 Implementing Listeners

Chapter 14 Split-Screen Multi-Player Audio

Chapter 15 Runtime System Physical Layers

Chapter 16 Mixing and Resampling Systems

Chapter 17 Interactive Audio Codecs

Chapter 18 Panning Sounds for Speakers and Headphones

Chapter 19 Ambisonic Surround-Sound Principles and Practice

Chapter 20 Design and Selection of Digital Filters

Chapter 21 Interactive Reverberation

Chapter 22 Geometrical Interactions, Occlusion and Reflections

Chapter 23 Audio Outputs and Endpoints

Chapter 24 Glossary and Resources

Acknowledgements

Index

Erscheinungsdatum
Reihe/Serie Audio Engineering Society Presents
Zusatzinfo 22 Tables, black and white; 32 Line drawings, black and white; 19 Halftones, black and white
Verlagsort London
Sprache englisch
Maße 191 x 235 mm
Gewicht 635 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-138-54391-8 / 1138543918
ISBN-13 978-1-138-54391-1 / 9781138543911
Zustand Neuware
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