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
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.
"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 Schütze, 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“For anyone who's interested in gameaudio,
dsp, gamesound or any other aspect of videogame audio, this book is
pretty special. Straight from of one of the games industry's most
respected audio minds."
Jason Page, Console Support Manager at Unity3D
“Years of wisdom from the best audio programmer I've known.”
Ethan Larson, Game Designer on Dead by Daylight at Behaviour
Interactive
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