Beep to Boom

Beep to Boom

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

Goodwin, Simon

Taylor & Francis Ltd

02/2019

288

Mole

Inglês

9781138543904

15 a 20 dias

512

Descrição não disponível.
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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Grand Theft Auto;Higher Order Ambisonics;FFT Technique;Vice Versa;Runtime System;LFE Channel;Const Float;Sample Replay;Fir Filter;IOP;Virtual Voices;Filter State Variables;DSP Effect;Direct Memory Access;Tv Display;Midi Note Number;Static Float;Ogg Vorbis;Typedef Struct;Arm Processor;Interactive Audio;Cd Audio Track;HRIR;Linear Feedback Shift Register;Fairlight CMI