New target platforms

    RNBO

    UnUnUnium
    Dec 23 2022 | 2:01 pm
    It would be great if RNBO could target applications like TouchDesigner, Unreal Engine, and openFrameworks.
    TouchDesigner supports VSTs, but it would be great to use gen and the like to process pixels as opposed to audio streams - a lot of potential for low level AV synthesis exists there. There is a C++ API for TouchDesigner.
    Likewise, Unreal Engine and openFrameworks would be useful targets.
    It may be a matter of creating a template of course as all the above integrate C++, but it would be nice if the compiler could target them natively.

    • Phivos-Angelos Kollias's icon
      Phivos-Angelos Kollias
      Mar 01 2023 | 9:42 am
      Yes, I agree. An Unreal pipeline is needed, as lately it has start to become more used than Unity. There is a Unity template right now, but an Unreal will be also needed.
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    • Keller McDivitt's icon
      Keller McDivitt's icon
      Keller McDivitt
      Apr 28 2023 | 4:52 am
      an Unreal Engine pipeline would be greatly appreciated. I'm trying to wrap my head around it all now, as I have an Unreal Project that I'm looking to incorporate RNBO patches into.
    • Keller McDivitt's icon
      Keller McDivitt's icon
      Keller McDivitt
      May 15 2023 | 1:20 am
      It looks like the best way to do this depends on what you're trying to do with RNBO in Unreal. Luckily it seems that the two different ways you could easily go are on the same path. If you're crunching numbers in your patch and not dealing with any audio, you can make an Unreal Engine Plugin and be done with it. More exciting though, is the route of making an audio plugin, AND THEN wrapping in into a Metasound Node! The Metasounds system is really incredible and is easy to wrap your head around coming from Max. Being able to make your own nodes in Metasounds with RNBO code opens up so many possibilities.
    • Phivos-Angelos Kollias's icon
      Phivos-Angelos Kollias's icon
      Phivos-Angelos Kollias
      Jun 30 2023 | 3:52 pm
      thanks Keller McDivitt for your suggestion this gives some hope! cause in this thread I started, one of the Max developers was a bit less optimistic: https://cycling74.com/forums/is-there-a-way-to-export-rnbo-code-for-unreal-engine
    • Keller McDivitt's icon
      Keller McDivitt's icon
      Keller McDivitt
      Aug 24 2023 | 1:14 am
      I think maybe you misunderstood the message in the other thread.
      RNBO C++ exports can be used as-is in unreal engine without the need for a wrapper. you just have to know C++ to make it work. the process would include exporting from RNBO to C++ and then writing a way to use your patch in unreal engine with C++.
    • Phivos-Angelos Kollias's icon
      Phivos-Angelos Kollias's icon
      Phivos-Angelos Kollias
      Aug 24 2023 | 10:50 am
      @KELLER MCDIVITT thanx for your clarification :) Is there a tutorial out there to enlighten as on the subject? would be highly beneficial to have a step-by-step methodology, the equivalent of the tutorial/git that someone from Cycling 74 made for Unity. As also one of the main reasons of using RNBO is to make MaxMSP ubiquitous solution of coding for us mere mortal musicians/sound people. Have a good day! Phivos