Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems.

Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles.

Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.

chapter 1|10 pages

The Essence of Interactive Audio

chapter 2|16 pages

Early Digital Audio Hardware

chapter 3|7 pages

Sample Replay

chapter 4|8 pages

Interactive Audio Development Roles

chapter 5|7 pages

Audio Resource Management

chapter 6|12 pages

Loading and Streaming Concepts

chapter 7|14 pages

Streaming Case Studies

chapter 8|7 pages

The Architecture of Audio Runtimes

chapter 10|16 pages

Objects, Voices, Sources and Handles

chapter 11|7 pages

Modelling Distance

chapter 12|5 pages

Implementing Voice Groups

chapter 13|13 pages

Implementing Listeners

chapter 14|6 pages

Split-Screen Multi-Player Audio

chapter 15|8 pages

Runtime System Physical Layers

chapter 16|19 pages

Mixing and Resampling Systems

chapter 17|9 pages

Interactive Audio Codecs

chapter 18|13 pages

Panning Sounds for Speakers and Headphones

chapter 20|8 pages

Design and Selection of Digital Filters

chapter 21|16 pages

Interactive Reverberation

chapter 23|11 pages

Audio Outputs and Endpoints

chapter 24|10 pages

Glossary and Resources