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Goodwin

Beep to Boom

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

Medium: Buch
ISBN: 978-1-138-54390-4
Verlag: Routledge
Erscheinungstermin: 18.02.2019
Lieferfrist: bis zu 10 Tage

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.


Produkteigenschaften


  • Artikelnummer: 9781138543904
  • Medium: Buch
  • ISBN: 978-1-138-54390-4
  • Verlag: Routledge
  • Erscheinungstermin: 18.02.2019
  • Sprache(n): Englisch
  • Auflage: 1. Auflage 2019
  • Serie: Audio Engineering Society Presents
  • Produktform: Kartoniert, Paperback
  • Gewicht: 557 g
  • Seiten: 294
  • Format (B x H x T): 191 x 235 x 17 mm
  • Ausgabetyp: Kein, Unbekannt
Autoren/Hrsg.

Autoren

Chapter 1 The Essence of Interactive AudioChapter 2 Early Digital Audio HardwareChapter 3 Sample ReplayChapter 4 Interactive Audio Development RolesChapter 5 Audio Resource ManagementChapter 6 Loading and Streaming ConceptsChapter 7 Streaming Case StudiesChapter 8 The Architecture of Audio RuntimesChapter 9 Quick Curves - Transcendental OptimisationsChapter 10 Objects, Voices, Sources and HandlesChapter 11 Modelling DistanceChapter 12 Implementing Voice GroupsChapter 13 Implementing ListenersChapter 14 Split-Screen Multi-Player AudioChapter 15 Runtime System Physical Layers Chapter 16 Mixing and Resampling Systems Chapter 17 Interactive Audio Codecs Chapter 18 Panning Sounds for Speakers and HeadphonesChapter 19 Ambisonic Surround-Sound Principles and PracticeChapter 20 Design and Selection of Digital FiltersChapter 21 Interactive ReverberationChapter 22 Geometrical Interactions, Occlusion and ReflectionsChapter 23 Audio Outputs and EndpointsChapter 24 Glossary and ResourcesAcknowledgementsIndex