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E-raamat: Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality [Taylor & Francis e-raamat]

  • Formaat: 288 pages, 22 Tables, black and white; 32 Line drawings, black and white; 19 Halftones, black and white
  • Sari: Audio Engineering Society Presents
  • Ilmumisaeg: 18-Feb-2019
  • Kirjastus: Routledge
  • ISBN-13: 9781351005548
  • Taylor & Francis e-raamat
  • Hind: 193,88 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 276,97 €
  • Säästad 30%
  • Formaat: 288 pages, 22 Tables, black and white; 32 Line drawings, black and white; 19 Halftones, black and white
  • Sari: Audio Engineering Society Presents
  • Ilmumisaeg: 18-Feb-2019
  • Kirjastus: Routledge
  • ISBN-13: 9781351005548

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 through 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.

Chapter 1 The Essence of Interactive Audio
1(10)
Chapter 2 Early Digital Audio Hardware
11(16)
Chapter 3 Sample Replay
27(8)
Chapter 4 Interactive Audio Development Roles
35(8)
Chapter 5 Audio Resource Management
43(8)
Chapter 6 Loading and Streaming Concepts
51(12)
Chapter 7 Streaming Case Studies
63(14)
Chapter 8 The Architecture of Audio Runtimes
77(8)
Chapter 9 Quick Curves---Transcendental Optimisations
85(10)
Chapter 10 Objects, Voices, Sources and Handles
95(16)
Chapter 11 Modelling Distance
111(8)
Chapter 12 Implementing Voice Croups
119(6)
Chapter 13 Implementing Listeners
125(14)
Chapter 14 Split-Screen Multi-Player Audio
139(6)
Chapter 15 Runtime System Physical Layers
145(8)
Chapter 16 Mixing and Resampling Systems
153(20)
Chapter 17 Interactive Audio Codecs
173(10)
Chapter 18 Panning Sounds for Speakers and Headphones
183(14)
Chapter 19 Ambisonic Surround-Sound Principles and Practice
197(28)
Chapter 20 Design and Selection of Digital Filters
225(8)
Chapter 21 Interactive Reverberation
233(16)
Chapter 22 Geometrical Interactions, Occlusion and Reflections
249(6)
Chapter 23 Audio Outputs and Endpoints
255(12)
Chapter 24 Glossary and Resources
267(10)
Acknowledgements 277(2)
Index 279
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, dktronics, 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.