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About Simon N Goodwin
In this talk Simon will drill open the 'black box' of game audio runtime systems, identifying the 'objects' in Object Audio and how they're built and managed from psychoacoustic and signal-processing principles, grounding his explanations with practical advice and anecdotes. He will answer questions at the end, which could be even more interesting.
To book a free place at this talk, please use the Eventbrite link below:
6 pm refreshments for 6:30 start
Palmerston Lecture theatre
The Spark Building
East Park Terrace,
Here's how to find the university: https://www.solent.ac.uk/about/find-us
Recent writing (free to download)
I've just started a short series about game audio for Wireframe magazine.
Wireframe is published fortnightly, £3 in glossy print from WH Smiths, bigger Tescos and UK 'independent newsagents', and every issue is also free to download from anywhere in the world in PDF format from https://wireframe.raspberrypi.org/issues
Part one, in issue 23 out now, introduces and illustrates concepts like filtering, mixing, loops and streams, Doppler shift, voices and listeners.
The follow-up feature in issue 24, out on 10th October, uncovers deeper principles of game audio - including reverberation, distance and directional effects, Ambisonics and custom 3D mixes - tailored for all modern platforms from cheap phones to high-end PCs, consoles and AR/VR/XR. This will be available from the same shops and the link above.
About the author
Simon N Goodwin has been encouraging the creative use of technology for more than 30 years, initially as a columnist in hobbyist magazines such as Crash (Tech Tips), Personal Computer World (Computer Answers), Sinclair QL World (DIY Toolkit) and Amiga Format (Under the Hood, Workbench, Banging the Metal) and a dozen other mass-market titles.
Simon's first hit game, Gold Mine, spent two weeks in the UK All Formats top 20 in November 1983. He wrote that in six weeks, split fairly evenly between the gameplay, graphics and sound, the cassette copy-protection system, and shoehorning the original 48K title into 16K RAM for the original ZX Spectrum home computer.
Simon has professionally published over two million words of lucid technical writing, most recently including the book 'Beep to Boom - The Development of Advanced Runtime Sound Systems for Games and Extended Reality' for Focal Press and the Audio Engineering Society. That one took 18 months to write and over 30 years to research.
In the 21st century Simon has made his name as an Interactive Technology Consultant with companies like Amiga Inc, Codemasters and DTS. He has designed and implemented advanced Ambisonic 3D audio technology in several multi-million-selling games, including six number 1 hits in the UK and major EU territories and two BAFTA award winners, RaceDriver Grid and F1 2010.
Simon has been writing articles, making games and inventing technology since the heyday of discrete transistors and one-bit sound. He is expert in console, mobile and PC audio and streaming system development, variously working as a sound designer, game audio programmer and audio systems engineer. He was Principal Programmer of the team which developed the 3D audio tech in the VR hit Elite: Dangerous.
Simon has been granted five US and UK patents, advises on AHRC and EPSRC research programmes and gives talks at GDC, AES, BBC, Retro Computing and University conferences.
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Drawing on decades of experience, Beep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality is a rigorous, comprehensive guide to interactive audio runtime systems.
Packed with practical examples and insights, the book explains each component of these complex geometries of sound. Using practical, lowest-common-denominator techniques, Goodwin covers soundfield creation across a range of platforms from phones to VR gaming consoles.
Whether creating an audio system from scratch or building on existing frameworks, the book also explains costs, benefits and priorities. In the dynamic simulated world of games and extended reality, interactive audio can now consider every intricacy of real-world sound. This book explains how and why to tame it enjoyably.