ABSTRACT

This chapter covers the basic process of designing a system of managing voices in the context of a modern game audio engine. It defines the basic feature set of a voice management system, what it means to organize and pool voices at runtime, and how to approach designing a system to manage virtual voices independently from real voices being rendered to hardware. Organizational methodologies of both systems are explored using the common device of voice pooling, and the process of starting and stopping such voices is considered, with common use cases of when using one methodology over another is beneficial.