Objects, Voices, Sources
and Handles

Every sound that might be heard is associated with a Virtual Voice object. Since these can stop or change state at any time, they are indirectly but efficiently accessed via smart pointers, preventing references to stale data. This central chapter of the book introduces short snippets of C++ code which fit together to implement key aspects of the audio runtime system described.

Each Virtual Voice has 17 public properties accessible to the designer and a further 20 'private' ones used to implement it. This chapter lists those and describes what they're for from the points of view of both programmers and sound designers.


SuperMario trapped!
Nintendo's Mario character momentarily trapped in a octahedronal 3D7.1 surround-sound arrangement, possibly awaiting object audio and virtual voices to guide his escape. Or maybe he'll just teleport out.

Further reading

Modelling Distance - next chapter abstract.
Quick Curves - Transcendental Optimisations - previous chapter abstract.
Return to the index of chapters.
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Copyright © 2019 Simon N Goodwin     [';']