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
Dura
Inglês
9781138543911
15 a 20 dias
700
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
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