ABSTRACT

This chapter deals with getting audio mixes out to one or more listeners, dealing with headphones, sub-woofers and low-frequency effects, synthetic and actual front-centre speakers, speakers and headphones connected to game controllers, typical extra-endpoint content, VR demos for participants and watchers, secondary audio outputs and their interaction with force-feedback devices.

It includes C++ code and data for three “brick wall” anti-aliasing filters, comparing their performance in audio quality and processing resources, links to free online filter-design tools and when you might not need them.

Ideas explored: dynamic range, compression and loudness metering, side chains and submixes, output capture and avoiding known signal wrapping risks, YouTube uploads, reporting overloads without spamming the log, saturating arithmetic, mobile phone latency measurements and workarounds, cinematic encoder lag issues, tuning HDMI configurations, how to make non-diegetic speech and effects stand out in a stereo mix when there’s no explicit dialogue speaker.