~/talk

Game Audio Programming in C++

Talkat CppCon 2017 · 2017-09-24..09-29· [game-development, c-and-cpp]
links:none on file
slides:none on file

Shows how to get real-time game audio working with concrete numbers and code: a 25‑line FMOD example plays sound, a 250‑line engine adds 3D and jukebox features, and a 600‑line state machine implements fade outs, async loads and virtual sounds successfully running demos. Explains strict mixer constraints—512 samples = 10.6 ms—and why the thread must run at highest priority with no allocations or exceptions. Proposes C++ standard abstractions: device, voice, source, effect and submix.

AI-written summary · about

  1. 0:00Introduction and background
  2. 1:03Audio fundamentals and PCM
  3. 3:33Audio device and buffering
  4. 5:18Real-time audio guarantees
  5. 7:08Audio data sources and formats
  6. 11:03Beyond basic playback
  7. 12:28Current audio middleware
  8. 15:42Types of audio programmers
  9. 17:52Modern C++ in audio engines
  10. 19:42Live demo with FMOD
  11. 23:14Building a state machine engine
  12. 27:23State machine implementation
  13. 32:38Case for standard audio
  14. 36:15Proposed standard abstractions
  15. 40:39Standard audio code examples
  16. 42:46Live demos of proposed API
  17. 44:13Book promotion and Q&A
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