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Beep to Boom

The Development of Advanced Runtime Sound Systems for Games and Extended Reality
Book Hero Magic crafted this summary to help describe this book. While it's new and still learning, it may not be perfect - your feedback is welcome! Summary
Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality by Simon Goodwin is a comprehensive guide that explores the creation and optimisation of interactive audio runtime systems. Drawing on decades of experience, the book details soundfield creation across diverse platforms, from smartphones to VR gaming consoles. It offers practical techniques and analyses of costs, benefits, and priorities for building audio systems, helping readers understand how to recreate the intricacies of real-world sound in dynamic simulated environments.
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Format: Hardback
$41200
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Book Hero Magic created this recommendation. While it's new and still learning, it may not be perfect - your feedback is welcome! IS THIS YOUR NEXT READ?

This book is ideal for audio programmers, game developers, and anyone involved with or interested in game audio, sound design, and interactive audio technologies across platforms including virtual and extended reality.

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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.

Book Hero Magic formatted this description to make it easier to read. While it's new and still learning, it may not be perfect - your feedback is welcome! Description

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.

Series: Audio Engineering Society Presents

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Book Hero Magic summarised reviews for this book. While it's new and still learning, it may not be perfect - your feedback is welcome! HOW HAS THIS BEEN REVIEWED?

Highly praised by industry experts, Simon Goodwin is celebrated as an authoritative and knowledgeable figure in game audio. Murray Rigluth calls him "a true unsung hero" who has revolutionised audio. Stephan SchΓΌtze highlights Goodwin's pioneering use of Ambisonics in game development. Justin Andrews recommends the book for anyone with even a passing interest in audio and games, calling it essential reading. Jason Page describes the book as "pretty special," endorsing it as the product of one of the games industry's most respected audio minds.

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Book Details

INFORMATION

ISBN: 9781138543911

Publisher: Taylor & Francis Ltd

Format: Hardback

Date Published: 18 February 2019

Country: United Kingdom

Imprint: Routledge

Illustration: 22 Tables, black and white; 32 Line drawings, black and white; 19 Halftones, black and white

Audience: Professional and scholarly

DIMENSIONS

Width: 191.0mm

Height: 235.0mm

Weight: 700g

Pages: 288

About the Author

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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