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Beep to Boom

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

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. Les mer
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Legg i
Vår pris: 2363,-

(Innbundet) Fri frakt!
Leveringstid: Sendes innen 21 dager
På grunn av Brexit-tilpasninger og tiltak for å begrense covid-19 kan det dessverre oppstå forsinket levering.

Om boka

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.

Fakta

Innholdsfortegnelse

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

Om forfatteren

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.