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Audio Programming for Interactive Games
book

Audio Programming for Interactive Games

by Martin D. Wilde
March 2004
Intermediate to advanced
200 pages
5h 20m
English
Focal Press
Content preview from Audio Programming for Interactive Games

8 Case study 2: Improving audio performance – faster, you fool, faster!

Processor usage is always an issue in video games. Games often have to accommodate a wide range of machine performance, and the audio engine can’t slow down the video frame rate. This chapter details the implementation of a low-level, assembly-language audio mixer developed to improve the CPU performance of the audio engine on the PC, without violating the platform-independence of the higher-level services.

Making a little bit go farther

As mentioned in many places throughout this book, audio gets only about 10% of a machine’s processing resources. PC, handheld or console, its always the same story. The audio programming challenge is to find a way to do more in the same amount ...

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Publisher Resources

ISBN: 9780240519418