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E-book
Author Goodwin, Simon N., author.

Title Beep to boom : the development of advanced runtime sound systems for games and extended reality / Simon N Goodwin
Published New York, NY : Routledge, 2019
©2019

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Description 1 online resource (vi, 288 pages)
Series Audio engineering society presents ..
Audio Engineering Society presents.
Contents The essence of interactive audio -- Early digital audio hardware -- Sample replay -- Interactive audio development roles -- Audio resource management -- Loading and streaming concepts -- Streaming case-studies -- The architecture of audio runtimes -- Quick Curves: Transcendental optimisations -- Objects, voices, sources and handles -- Modelling distance -- Implementing voice groups -- Implementing listeners -- Split-screen multiplayer audio -- Runtime system physical layers -- Mixing and resampling systems -- Interactive audio codecs -- Panning sounds for speakers and headphones -- Ambisonic surround sound principles and practice -- Design and selection of digital filters -- Interactive reverberation -- Geometrical interactions, occlusion and reflections -- Audio outputs and endpoints
Summary 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
Bibliography Includes bibliographical references and index
Notes 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
Online resource; title from digital title page (viewed on May 10, 2019)
Subject Video games -- Programming -- History
Video games -- Sound effects -- History
Computer sound processing -- History
Sound -- Recording and reproducing -- Digital techniques -- History
GAMES -- Board.
TECHNOLOGY -- Acoustics & Sound.
Video games -- Programming
Computer sound processing
Sound -- Recording and reproducing -- Digital techniques
Video games -- Sound effects
Genre/Form Electronic books
History
Form Electronic book
LC no. 2018046501
ISBN 9781351005531
1351005537
9781351005524
1351005529
9781351005517
1351005510
9781351005548
1351005545
1138543918
9781138543911
Other Titles Development of advanced runtime sound systems for games and extended reality