Algorithmic interactive composition based on Unity gameplay
For my senior project, I will be making an audio middleware of sorts, that will be interoperating with Unity. (through [myu] I assume.) Based on the climactic gameplay of the Unity game, Max/MSP will be creating a more embellished ensemble, based on pre-recorded audio stems of mine.
I have already started collecting some resources and info around the subject, and trying to get down to figure out the nuts and bolts of this, but I was just wondering whether anybody has anything of relevance to the subject? From Unity-to-Max-to-Unity music interoperation tutorials to algorithmic music considerations for video games etc.? Much appreciated!
That’s pretty great stuff man, I will definetely read this on my spare time, but from a quick skim throughout his PDF, while it offers a lot of good tips for interactive compositions for media, it doesn’t really talk about the actual tools to achieve that, and especially in this case, Unity and Max.
Now, I know that code is universal and easy to transport to a different platform for a different idea, but I would mostly like to know whether anybody in here has experience in Max and Unit all together, so we can talk more specifically!
Thanks for sharing though, amazing source!
Would be interested to see how this works out for you. I’ve been trying to get round to connecting UDK with Max for a while now.
I’ve seen some procedural audio demos using Unity and Max, check this out:
This post might also be of interest:
Graham Gatheral has done some great stuff with UDK and Supercollider:
He used UDKOSC to get data from UDK as OSC:
I also remember an older project which used UDK and PD to generate experimental music… can’t find that one now but I’m sure it’s out there.
Keep us informed of your progress,
It’s not 100% relevant to your project, however this may be interesting for some info on gaming and generative artwork:
I came across it working on a generative composition based on crowd movements that should be done (ha, right) by January.
I’ve already started working on it, Mark. I’ve collected plenty of resources to get me going for the algorithmic composition part, the thing I was mostly worried for is the Unity-Max interoperability but this guy’s thesis might be of great help… I am a scripting-illiterate, so the easier to connect, the better!
Both Unity and UDK platforms are useful, but I develop everything on a Mac, for a Mac, so UDK wouldn’t do at this case… Also, I’ve been getting a lot of encouragement to do the whole thing in PD, but I’ve already started it. I haven’t explored the world of PD yet, but… It’ll be very interesting, I think. Next time I have something to show to the public or have a question, I’ll use this thread here!
And thanks so much dickmedd, amazing project, it looks stunningly beautiful! I will definetely take a look at that, this winter break. Intriguing mechanism…
So as I promised you folks, here’s a blog I started some days ago and I’ll be documenting my progress through this project, it’ll be interesting for everyone who’s into interactive audio programming, video games, Unity etc.!
New post on my audio programming blog, talking about the core algorithm of my work! Whoever’s interested, have a read!
PS. If this is considered spam, or if nobody’s interested, please let me know so I can stop updating this thread!
Way to revive this thread but letting you know that I finished with the entire project!
Learned a lot of things in the way, used simpler methods for local network communication with Unity and Max and everything looks all nice and polished!
The entire project, including all assets from both softwares will be available in a few days in the Projects area, but in the meantime, you can always check my entire thesis documentation here: http://audioprogrammingblog.tumblr.com/
Thanks for all your help folks, you helped me a ton! I appreciate it!