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		<title>Cycling 74  &#187;  Topic: Excitement/frustration of building a game sound engine in Max/MSP</title>
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		<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/feed</link>
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		<pubDate>Tue, 18 Jun 2013 19:08:21 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-61399</guid>
					<title><![CDATA[Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-61399</link>
					<pubDate>Mon, 23 Jan 2012 19:38:33 +0000</pubDate>
					<dc:creator>eleven_t</dc:creator>

					<description>
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						<p>Hey,</p>
<p>I am currently developing an audio engine for a future video game/interactive music system from scratch and while Max/MSP feels like a great tool to prototype, I am not sure whether I have enough knowledge or its Max/MSP approach that might be limiting when scaling the engine for the proper public release. I would love to hear from someone with experience in video game sound to advice me so if you are reading this, don&#8217;t hesitate to drop a quick response. </p>
<p>My friend is developing the graphics side with Ogre3d and it&#8217;ll communicate with my sound engine via tcp/udp. In the future, when we are ready to go out of prototyping, I am planning to rewrite the sound engine using a library, such as libpd, and fully embed it within the game. At this very moment I am just trying to get my head around how I want my sound engine to act therefore Max/MSP seems like a great sandbox environment. </p>
<p>Through my research I got obsessed with procedural audio and started experimenting with dynamic and modular programming in Max/MSP. I sort of found a way how to use object oriented logic in my patches using OO externals which made me super excited. New features of Max such as Dict and Jitter physics introduced a new perspective on how to do some things very easily. I love them.  However, I am rewriting the engine for the third time now as I am constantly learning but I am not sure if the direction I am going is good or just plain stupid. </p>
<p>The issues that I face right now are to do with memory management in Max. As I am using poly~ objects to do my dynamic loading/unloading of patches and Dict&#8217;s to keep track of those objects, memory just keeps increasing and I can&#8217;t pinpoint those leaks. I am not using sprintf&#8217;s to generate symbols &#8211; I am using [tosymbol @separator ] objects to avoid filling up the memory. Well, it seems that my extreme use of linked dicts and calls to them causes those leaks, but I can&#8217;t figure out what happens with dicts generated by jit.phys.world collisions: do they get deleted when world updates or do they stay in memory. I have many more questions but I suppose the best way to start talking about this is first to look at my patches. My project is hosted here:</p>
<p><a href="https://github.com/eleventigers/multiverse" rel="nofollow">https://github.com/eleventigers/multiverse</a></p>
<p>and here&#8217;s a quick demo video:</p>
<p><a href="http://www.youtube.com/watch?v=3qLgAIkHeZk" rel="nofollow">http://www.youtube.com/watch?v=3qLgAIkHeZk</a></p>
<p>I need your voices :]</p>
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				<item>
					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221468</guid>
					<title><![CDATA[Re: Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221468</link>
					<pubDate>Mon, 23 Jan 2012 20:46:36 +0000</pubDate>
					<dc:creator>jamesson</dc:creator>

					<description>
						<![CDATA[
						<p>I seriously doubt that tcp/ip is the way to go for game audio. This situation is already under discussion here;</p>
<p><a href="http://cycling74.com/forums/topic.php?id=37689" rel="nofollow">http://cycling74.com/forums/topic.php?id=37689</a></p>
<p>My suggestion is that somebody who owns latest Max (which I dont yet) should get in touch with cycling74 and report back. </p>
<p>Many thanks in advance</p>
<p>Joe</p>
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					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221469</guid>
					<title><![CDATA[Re: Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221469</link>
					<pubDate>Mon, 23 Jan 2012 22:02:14 +0000</pubDate>
					<dc:creator>eleven_t</dc:creator>

					<description>
						<![CDATA[
						<p>Well, tcp or udp is used only for our in-house protype. When we have some sort of working prototype then it&#8217;ll be time to embed the code within the main engine. Anyways, comm between sound engine and graphics is not an issue right now, what I need to understand is how to smooth out memory issues and further strip the code off unnecessary methodologies (those which me, as non-programmer doesn&#8217;t even know of)&#8230;</p>
<p>Would be amazing if someone from Cycling74 chimed in ;] </p>
<p>btw &#8211; can&#8217;t wait for the bug fix of collision reporting crashing Max when phys.body has children&#8230;</p>
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					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221470</guid>
					<title><![CDATA[Re: Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221470</link>
					<pubDate>Mon, 23 Jan 2012 22:08:06 +0000</pubDate>
					<dc:creator>jamesson</dc:creator>

					<description>
						<![CDATA[
						<p>That, I might have some useful comments about.</p>
<p>Post your patches so far and I&#8217;ll see if I have useful suggestions.</p>
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					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221471</guid>
					<title><![CDATA[Re: Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221471</link>
					<pubDate>Mon, 23 Jan 2012 22:10:41 +0000</pubDate>
					<dc:creator>eleven_t</dc:creator>

					<description>
						<![CDATA[
						<p><a href='http://cycling74.com/forums/users/jamesson/' rel='nofollow' class='bbp-mention-link jamesson'>@jamesson</a>, if you are interested download the source via github link above, you might need to add few externals though (listed in readme.txt). Let me know if you run it at all ;]</p>
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					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221472</guid>
					<title><![CDATA[Re: Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221472</link>
					<pubDate>Mon, 23 Jan 2012 22:13:38 +0000</pubDate>
					<dc:creator>jamesson</dc:creator>

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						<![CDATA[
						<p>gimme a couple days, I wanna finish my thing.</p>
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					<guid>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221473</guid>
					<title><![CDATA[Re: Excitement/frustration of building a game sound engine in Max/MSP]]></title>
					<link>http://cycling74.com/forums/topic/excitementfrustration-of-building-a-game-sound-engine-in-maxmsp/#post-221473</link>
					<pubDate>Mon, 23 Jan 2012 23:53:23 +0000</pubDate>
					<dc:creator>Rob Ramirez</dc:creator>

					<description>
						<![CDATA[
						<p>hi eleven_t</p>
<p>phys.world collision dicts are created and deleted each frame.</p>
<p>the phys.body @shape compound bug has been fixed and will be available in the next update.</p>
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