ABSTRACT

This chapter explains key buzzwords used in interactive audio and lists many useful resources available to runtime system developers, with links and comments born of experience. It covers file formats and codecs, organisations like AES and VGM, key games and other items in these four main categories:

Audio middleware: Facebook 360 Spatial Workstation, FMOD Studio, FMOD Designer, Rapture3D, Unity and Unreal Engine.

Audio tools and interfaces: Blue Ripple Sound, Clockstone Audio toolkit, EAX, Fabric, Harpex, I3DL2, MCtools, O3A plugins, OpenAL, OpenSL, Reaper, Sox, Wigware.

Hardware: DMA, error-correcting code, game console architectures, GPGPU, HDMI, processor architectures, SIMD, S/PDIF, SPEs, SPUs, SSE, TOSLINK.

Concepts: AI, AR, Ambisonics, bots, ducking, DSP, granular synthesis, Groups, HRTF, kickup, Listeners, loops, matrices, panners, psychoacoustics, rigs, soundfields, sources, streaming, sweeps, vectors, voices, VR, XR.

Many of these topics are explored in more detail earlier in the book.