[.talktome]: adaptive/dynamic audio prototyping for video games
So this is the official demo presentation I showcased tonight in Berklee College of Music, as part of my senior project in Electronic Production and Design. This is a software prototype for a game audio middleware that I built entirely in Max/MSP and is controlled by Unity3D. What lies beyond in the future, is to look into creating a patent out of this prototype, of course, after I improve the source code and implement more transitional techniques and most importantly, user-input. The goal for the future is to create the most user-friendly indie middleware for most game engine platforms that won’t be a burden for the client-side.
The demo game is Unity’s tech demo, AngryBots.
The project files are up for you to download, in a semi-open-source form. It’s still for educational use only, but if somebody wants to do something based on that or think they can improve the tool in its current form, please feel free to drop me an e-mail from my website.
For more info on the project: gameaudiomiddleware.tumblr.com
How was MAX used?
Max was used to built the entire audio-front end of this project, which is the game audio middleware itself.