Beep to Boom - Glossary and Resources

This final chapter explains key buzzwords used in interactive audio and lists many useful resources available to runtime system developers, with links and comments born of experience. It covers file formats and codecs, organisations like AES and VGM, key games and summarises other items, with links to the latest information, in these four main categories:

Audio middleware: Facebook 360 Spatial Workstation, FMOD Studio, FMOD Designer, Rapture3D, Wwise, Unity and Unreal Engine.

Audio tools and interfaces: Blue Ripple Sound, Clockstone Audio toolkit, EAX, Fabric, Harpex, I3DL2, MCtools, O3A plugins, OpenAL, OpenSL, Reaper, Sox, Wigware.

Hardware: DMA, error-correcting code, game console architectures, GPGPU, HDMI, processor architectures, SIMD, S/PDIF, SPEs, SPUs, SSE, TOSLINK.

Concepts: AI, AR, Ambisonics, bots, ducking, DSP, granular synthesis, Groups, HRTF, kickup, Listeners, loops, matrices, panners, psychoacoustics, rigs, soundfields, sources, streaming, sweeps, vectors, voices, VR, XR.

Many of these topics are explored in more detail earlier in the book.

The 'flare' plug-in, part of Blue Ripple Sound's O3A suite, visualises 3D sound sources around the listener
The 'flare' plug-in, part of Blue Ripple Sound's O3A suite, visualises 3D sound sources around the listener

Audio Outputs and Endpoints - previous chapter abstract.
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Copyright © 2019 Simon N Goodwin     [';']