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game-audio-engine
game audio engine
FMOD, Wwise
System
Techniques · 6
Primitives · 21
game-audio-engine
Audio mixing graph
media · medium: DAG of voices, buses and effects rendered per block on the audio thread without locks or allocation
Audio spatialization hrtf
media · medium: 3D audio: panning, distance attenuation, doppler and HRTF convolution for binaural output
Perceptual audio coding
media · medium: MDCT transform coding with psychoacoustic masking (Opus, Vorbis, AAC); streaming decode
Fft convolution
signal-processing · medium: Overlap-add and uniformly partitioned convolution for long FIR filters and reverb
Sample rate conversion
signal-processing · medium: Polyphase and windowed-sinc resampling; asynchronous rate conversion for clock drift
Psychoacoustic model
media · medium: Masking thresholds driving perceptual bit allocation
SPSC ring buffer
data-structures · low: Bounded wait-free queue for exactly one producer and one consumer thread, built from an array and two indices with acquire/release ordering.
›
Realtime audio callback
media · low: Allocation- and lock-free audio thread design with bounded work per buffer
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Fast Fourier transform
numerics · low: Computes the DFT in O(n log n) by recursively splitting into even and odd halves; the basis of fast convolution and spectral methods.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Dynamic range compression
media · low: Compressor and limiter: envelope followers, attack/release, gain curves, lookahead
Floating-point error
numerics · low: How IEEE 754 rounding error accumulates and how to contain it: compensated (Kahan/Neumaier) and pairwise summation, error-free transformations with FMA, ULP comparisons.
›
Biquad filters
signal-processing · low: Second-order IIR sections (RBJ cookbook): low/high pass, peaking EQ; stable cascades
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
›
Audio mixing
media · low: Summing many streams with gain, clipping control and per-listener minus-one mixes
Parameter smoothing
media · low: Per-sample ramps of control parameters to avoid zipper noise
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
IIR and FIR filters
signal-processing · low: Two ways to shape a sampled signal's spectrum: FIR (finite taps, always stable, exact linear phase) or IIR (feedback, a few coefficients, cheap but phase-distorting).
›
Arithmetic coding
compression · low: Encodes a whole message as one number in [0,1), spending fractional bits per symbol; pairs with adaptive context models for the best ratios.
›
Huffman coding
compression · low: Optimal prefix code with whole-bit codeword lengths; table-driven decoding at about one symbol per few cycles, the entropy stage of DEFLATE, JPEG and zstd literals.
›
Modified dct
numerics · low: MDCT with TDAC windows for transform audio coding
+ 5 more primitives
System
Techniques · 6
Primitives · 21
game-audio-engine
Audio mixing graph
media · medium: DAG of voices, buses and effects rendered per block on the audio thread without locks or allocation
Audio spatialization hrtf
media · medium: 3D audio: panning, distance attenuation, doppler and HRTF convolution for binaural output
Perceptual audio coding
media · medium: MDCT transform coding with psychoacoustic masking (Opus, Vorbis, AAC); streaming decode
Fft convolution
signal-processing · medium: Overlap-add and uniformly partitioned convolution for long FIR filters and reverb
Sample rate conversion
signal-processing · medium: Polyphase and windowed-sinc resampling; asynchronous rate conversion for clock drift
Psychoacoustic model
media · medium: Masking thresholds driving perceptual bit allocation
SPSC ring buffer
data-structures · low: Bounded wait-free queue for exactly one producer and one consumer thread, built from an array and two indices with acquire/release ordering.
›
Realtime audio callback
media · low: Allocation- and lock-free audio thread design with bounded work per buffer
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Fast Fourier transform
numerics · low: Computes the DFT in O(n log n) by recursively splitting into even and odd halves; the basis of fast convolution and spectral methods.
›
Ray primitive intersection
geometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere tests
Dynamic range compression
media · low: Compressor and limiter: envelope followers, attack/release, gain curves, lookahead
Floating-point error
numerics · low: How IEEE 754 rounding error accumulates and how to contain it: compensated (Kahan/Neumaier) and pairwise summation, error-free transformations with FMA, ULP comparisons.
›
Biquad filters
signal-processing · low: Second-order IIR sections (RBJ cookbook): low/high pass, peaking EQ; stable cascades
Topological sort
graphs · low: Order the vertices of a DAG so every edge points forward; the core of build systems, schedulers and dependency resolution, with cycle detection for free.
›
Audio mixing
media · low: Summing many streams with gain, clipping control and per-listener minus-one mixes
Parameter smoothing
media · low: Per-sample ramps of control parameters to avoid zipper noise
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
IIR and FIR filters
signal-processing · low: Two ways to shape a sampled signal's spectrum: FIR (finite taps, always stable, exact linear phase) or IIR (feedback, a few coefficients, cheap but phase-distorting).
›
Arithmetic coding
compression · low: Encodes a whole message as one number in [0,1), spending fractional bits per symbol; pairs with adaptive context models for the best ratios.
›
Huffman coding
compression · low: Optimal prefix code with whole-bit codeword lengths; table-driven decoding at about one symbol per few cycles, the entropy stage of DEFLATE, JPEG and zstd literals.
›
Modified dct
numerics · low: MDCT with TDAC windows for transform audio coding
False sharing
concurrency · low: Independent variables written by different cores on one cache line force the line to bounce between cores; pad or regroup hot data to fix it.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
CPU caches and the memory hierarchy
hardware-os · low: Sizes, line widths and latencies of L1/L2/L3/DRAM on modern x86 and Apple M-series, and the data-layout rules that follow from them.
›
Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Copy for AI
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