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game-audio-engine

game audio engine

FMOD, Wwise

SystemTechniques · 6Primitives · 21 game-audio-engine Audio mixing graphmedia · medium: DAG of voices, buses and effects rendered per block on the audio thread without locks or allocationAudio spatialization hrtfmedia · medium: 3D audio: panning, distance attenuation, doppler and HRTF convolution for binaural outputPerceptual audio codingmedia · medium: MDCT transform coding with psychoacoustic masking (Opus, Vorbis, AAC); streaming decodeFft convolutionsignal-processing · medium: Overlap-add and uniformly partitioned convolution for long FIR filters and reverbSample rate conversionsignal-processing · medium: Polyphase and windowed-sinc resampling; asynchronous rate conversion for clock driftPsychoacoustic modelmedia · medium: Masking thresholds driving perceptual bit allocationSPSC ring bufferdata-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 callbackmedia · low: Allocation- and lock-free audio thread design with bounded work per bufferSIMD programminghardware-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 transformnumerics · 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 intersectiongeometry · low: Ray-triangle (Moller-Trumbore, watertight), ray-AABB slab and ray-sphere testsDynamic range compressionmedia · low: Compressor and limiter: envelope followers, attack/release, gain curves, lookaheadFloating-point errornumerics · 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 filterssignal-processing · low: Second-order IIR sections (RBJ cookbook): low/high pass, peaking EQ; stable cascadesTopological sortgraphs · 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 mixingmedia · low: Summing many streams with gain, clipping control and per-listener minus-one mixesParameter smoothingmedia · low: Per-sample ramps of control parameters to avoid zipper noiseQuaternion rotationsgeometry · 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 filterssignal-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 codingcompression · 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 codingcompression · 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 dctnumerics · low: MDCT with TDAC windows for transform audio coding+ 5 more primitives

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