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OverviewFull Product DetailsAuthor: Simon GoodwinPublisher: Taylor & Francis Ltd Imprint: Routledge Weight: 0.512kg ISBN: 9781138543904ISBN 10: 113854390 Pages: 288 Publication Date: 18 February 2019 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Active Availability: In Print This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us. Table of ContentsChapter 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 IndexReviewsSimon 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 Author InformationSimon 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. Tab Content 6Author Website:Countries AvailableAll regions |