One of the first pieces of code I implement in any audio coding project are the conversion of dB (Decibel) to amplitude factor, semitones to playback rate and vice versa. In game audio we often increase the amount of variation by not just picking random sound assets, but also randomizing playback-volume and pitch of sound effects. I sometimes see people implementing these as amplitude factor (for volume) and playback rate (for pitch) but there are a few reasons we would want to do that in dB / semitones.
In my experience one of the major themes in audio programming for games has been voice management. Voice management as I understand it is the act of managing the set of playing sounds (voices) and deciding which of those voices should be heard and which should not be heard. A voice represents a single sound file being played back.
An exploration how I got to do what I do.
A short post about VR audio in games
I spend all day in front of computer screens typing. This is not a good thing for my body. What I should do is take regular breaks, take a walk every day, stretch, do yoga, all that stuff. The issue is that I sometimes just enter that zone and dive deep into my work – oblivious of my surroundings and my body.
An exporation of how my mind works
I speak to people sometimes and last night has been a very active and talkative night. I spent the day doing my audio programming work and had some great successes solving problems I was tinkering with for a couple of days now. At some point I decided that I could not possibly do anything to top the already great workday so I switched gears a bit.