I've written a book - part of a Focal Press series endorsed by the Audio Engineering Society, published by Routledge. It traces the history of the development of interactive audio systems from the 'hooter' of early computers through one-bit audio outputs on MIT, PDP-1, Apple and ZX Spectrum systems, to an explanation of exactly how state of the art 3D soundfields are delivered over HDMI by best-selling games and VR titles. Click on the image alongside for details of the 24 chapters and how to get a copy.
This site hosts pages written by Simon N Goodwin - enthusiast, iconoclast, vegetarian, inventor, left-handed guitarist and father of Ingo, veteran of Crash, Silicon Studio Limited, Personal Computer World, Amiga Format, Linux Format, ATD, DTS, Roadwatch, Creative CodeWorks, Spectral Systems and a plenitude of home computing and electronics magazines, software publishers and radio stations, longtime Principal Programmer in the Central Technology department at Codemasters Software Company and currently a technology consultant based in Warwick, UK.
The site is mainly about things I do, rather than who I am, as is my 'linked in' profile. If you'd like to access the hinterland and your browser supports ECMAscript you may email me:
Those papers were published by the Audio Engineering Society in 2009 at the inaugural Audio For Games conference which I helped to organise following a conversation with Mike Kelly at GDC a couple of years before. Another contributor then and now is Dr. Damian Murphy of the University of York; some fruits of our 3D audio research collaboration are on the OpenAir soundfield website created by Dr. Simon Shelley, and in this paper published at the Swedish SMAC conference in summer 2013:
3D auralisation of vehicle sounds