Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality

Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality

by Simon N Goodwin


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Product Details

ISBN-13: 9781138543911
Publisher: Taylor & Francis
Publication date: 02/21/2019
Series: Audio Engineering Society Presents Series
Pages: 294
Product dimensions: 7.50(w) x 9.25(h) x (d)

About the Author

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.

Table of Contents

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



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