Beep to Boom

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A01=Simon Goodwin
advanced game audio runtime systems
Arm Processor
audio middleware development
Author_Simon Goodwin
Category=UGG
Category=UMK
Category=UYU
Cd Audio Track
Const Float
digital signal processing
Direct Memory Access
DSP Effect
eq_bestseller
eq_computing
eq_isMigrated=1
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Fairlight CMI
FFT Technique
Filter State Variables
Fir Filter
Grand Theft Auto
Higher Order Ambisonics
HRIR
immersive media acoustics
Interactive Audio
interactive sound design
IOP
LFE Channel
Linear Feedback Shift Register
Midi Note Number
Ogg Vorbis
real-time audio algorithms
Runtime System
Sample Replay
spatial audio processing
Static Float
Tv Display
Typedef Struct
Vice Versa
Virtual Voices

Product details

  • ISBN 9781138543904
  • Weight: 540g
  • Dimensions: 191 x 235mm
  • Publication Date: 18 Feb 2019
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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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.

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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