ABSTRACT

The goal of this chapter is to give anyone with a basic technical background an index to understand audio and its perception with a focus on issues relevant to video games. Acoustics and psychoacoustics are huge topics with large bodies of research, so out of necessity I will only discuss points that I have found useful in my day-to-day work as a game audio

CONTENTS 1.1 Introduction 3 1.2 What Is Sound? 4 1.3 How Do We Hear Audio? 5

1.3.1 Dynamic Range 6 1.3.2 Spatial Hearing 6 1.3.3 Reflections 7 1.3.4 Time and Sensory Fusion 7 1.3.5 Frequency 8 1.3.6 Masking 8

1.4 How Is Audio Represented, Processed, and Reproduced? 9 1.5 Conclusion 10 Notes 10

engineer. The references are all books I wish had known about when I was just starting to work in game audio.