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Audio Programming for Interactive Games by Martin D. Wilde

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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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