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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

Paperback by Goodwin, Simon

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

£61.99

ISBN:
9781138543904
Publication Date:
18 Feb 2019
Language:
English
Publisher:
Taylor & Francis Ltd
Imprint:
Routledge
Pages:
288 pages
Format:
Paperback
For delivery:
Estimated despatch 28 May - 2 Jun 2024
Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality

Description

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.

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 Acknowledgements Index

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