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

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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.
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Product details

  • Paperback | 288 pages
  • 191 x 235 x 26mm | 666g
  • ROUTLEDGE
  • London, United Kingdom
  • English
  • Reprint
  • 32 Line drawings, black and white; 19 Halftones, black and white; 22 Tables, black and white
  • 113854390X
  • 9781138543904

Table of 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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Review quote

"Simon N Goodwin is one of the most knowledgeable and decent people you can meet in the Games industry. A true unsung hero, who has helped revolutionise audio."





Murray Rigluth, former Director, Sony DADC





"Simon Goodwin has used Ambisonics in game development probably longer than anyone else."


Stephan Schutze, Sound Librarian, award-winning sound designer with Oculus, Magic Leap and Facebook Spatial Audio teams, author of New Realities in Audio, A Practical Guide for VR, AR, MR and 360 Video (CRC Press)





"What he doesn't know about audio engineering is not worth knowing. [...] If you have even a passing interest in audio and audio for games, you should take a look at getting a copy."


Justin Andrews, Senior Audio Programmer, Codemasters
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About Simon N Goodwin

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.
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