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Fantastic Audio Algorithms and Where to Find Them
There are a lot of valuable algorithms and data structures used in game audio programming, from the basic to the advanced. This talk will go into detail about a few of them, starting with simpler ones and getting into more complex. Echtra Games' Lead Gameplay Engineer Guy Somberg will cover details on the "how and why" of audio state machines, the vector math of third-person camera listeners (and why you may or may not need it), weak pointers for playing events (featuring variadic templates and perfect forwarding), circle-box intersection for volumetric sounds (the part in the book that's left as an exercise for the reader), and a thread-safe lock-free triple-buffer (aka juggling with razor blades).
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