Streaming Case Studies

This chapter builds upon concepts previously introduced to illustrate and explain advanced audio stream optimisation techniques by platform and genre. It notes special considerations for consoles, PCs, web and mobile devices, giving detailed examples of the setup for Burnout 3 music and crash streams, Club Football's commentary and crowd roars, and the radio, music and cinematic streaming in Grand Theft Auto 4 and 5. It contrasts console implementations of Colin McRae Rally 5 ambiences and speech, with and without a hard drive, Race Driver GRID's interleaved interactive music layers, pit radio and top-resolution graphics streams on DVD and Blu-ray and the commentary and crowd audio in Brian Lara Cricket 2007, straddling console generations with very divergent hardware capabilities.

Concepts


Further reading

Loading and Streaming Concepts - previous chapter abstract.
The Architecture of Audio Runtimes - next chapter abstract.
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Copyright © 2019 Simon N Goodwin     [';']