O'Reilly logo

Audio Programming for Interactive Games by Martin D. Wilde

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

9 Dynamic audio behavior – give me a call …

The individual components of the sound engine presented so far are brought together in this chapter. Dynamically controlling these subsystems is necessary for musical responsiveness. It is shown how procedure and play lists, callback mechanisms and periodic update routines help put into action such dynamic behavior.

Keep me movin’

Sound is a phenomenon experienced in time. It is always moving, from where it’s been to where it’s going next. There is no such thing as a naturally occurring, stationary aural “snapshot.” Digital audio comes close to this by sampling a continuous waveform every so often, but this is not how we as humans experience sound. We perceive sound as pressure variations or waves through ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required