Gameaudio and OSC

Mar 20, 2008 at 7:34pm

Gameaudio and OSC

I am a sound designer, who has been using max/msp to develop an audio engine for the my own development. By no means do i intend to compete, its more of a personal project to explore the problems and challenges involved in making a game audio engine.

A mentor of mine developed a half life 2 mod that has OSC implemented so that “most” game calls are being sent out to of the game and into max, for me.

The problem is the mod does not include positional data in any way shape or form.

I was hoping – some kind soul out there – would be interested in taking part in this project and implementing OSC into WHATEVER game engine they choose. The neat thing is that the mod could be used by all kinds of people using osc – the game could become an instrument.

any help would be nice!

#36442
Mar 20, 2008 at 7:52pm

I think many game engines already support osc like ogre, crystal space,
the blender game engine. don’t know about half life, but actually *any*
messages you send over net to a specified port will do it (as long as
they are terminated correctly..).
marius.

Cameron Wiest wrote:
> I am a sound designer, who has been using max/msp to develop an audio engine for the my own development. By no means do i intend to compete, its more of a personal project to explore the problems and challenges involved in making a game audio engine.
>
> A mentor of mine developed a half life 2 mod that has OSC implemented so that “most” game calls are being sent out to of the game and into max, for me.
>
> The problem is the mod does not include positional data in any way shape or form.
>
> I was hoping – some kind soul out there – would be interested in taking part in this project and implementing OSC into WHATEVER game engine they choose. The neat thing is that the mod could be used by all kinds of people using osc – the game could become an instrument.
>
> any help would be nice!
>

#125057
Mar 20, 2008 at 7:56pm

The Micropolis (simcity) engine has sound calls commented out inside
it. It’s basically a granular engine.

Would be trivial to add osc to.

b

On Mar 20, 2008, at 12:34 PM, Cameron Wiest wrote:
>
> I am a sound designer, who has been using max/msp to develop an
> audio engine for the my own development. By no means do i intend to
> compete, its more of a personal project to explore the problems and
> challenges involved in making a game audio engine.
>
> A mentor of mine developed a half life 2 mod that has OSC
> implemented so that “most” game calls are being sent out to of the
> game and into max, for me.
>
> The problem is the mod does not include positional data in any way
> shape or form.
>
> I was hoping – some kind soul out there – would be interested in
> taking part in this project and implementing OSC into WHATEVER game
> engine they choose. The neat thing is that the mod could be used by
> all kinds of people using osc – the game could become an instrument.
>
> any help would be nice!

barry threw
Media Art and Technology

San Francisco, CA
Work: 857-544-3967
Email: bthrew (at) gmail (dot) com
Web: http://www.barrythrew.com

#125058
Mar 20, 2008 at 8:20pm

mybe this one?

https://cm-wiki.stanford.edu/wiki/Q3osc

On Thu, Mar 20, 2008 at 9:52 PM, marius schebella <
marius.schebella@gmail.com> wrote:

> I think many game engines already support osc like ogre, crystal space,
> the blender game engine. don’t know about half life, but actually *any*
> messages you send over net to a specified port will do it (as long as
> they are terminated correctly..).
> marius.
>
> Cameron Wiest wrote:
> > I am a sound designer, who has been using max/msp to develop an audio
> engine for the my own development. By no means do i intend to compete, its
> more of a personal project to explore the problems and challenges involved
> in making a game audio engine.
> >
> > A mentor of mine developed a half life 2 mod that has OSC implemented so
> that “most” game calls are being sent out to of the game and into max, for
> me.
> >
> > The problem is the mod does not include positional data in any way shape
> or form.
> >
> > I was hoping – some kind soul out there – would be interested in taking
> part in this project and implementing OSC into WHATEVER game engine they
> choose. The neat thing is that the mod could be used by all kinds of people
> using osc – the game could become an instrument.
> >
> > any help would be nice!
> >
>
>

#125059
Mar 21, 2008 at 3:12am

THIS IS EXACTLY WHAT I NEEDED!!!

thanks a ton! I will have to look into it and size up the possibilities

thank s again!

#125060

You must be logged in to reply to this topic.