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Audio Programming for Interactive Games by Martin D. Wilde

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12 Future topics and directions – where do we go from here?

The focus throughout this book has been to design and build an interactive audio system for games. The Soundtrack Manager presents one such system, and it would be nice if that were the entire, definitive story. Yet the fact of the matter is that while the system presented herein is a good start, there is a great deal more work that has to be and is being done. In this chapter, we explore some of those remaining tasks and subjects.

Interactive audio everywhere

The sound engine described in this book primarily discusses desktop personal computers and game consoles. However, following on our major goals stated way back in Chapter 3, there’s every reason to make interactive audio operations ...

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