![]() O’Donnell, M.: GDC 2005 Report: Audio Production for Halo 2. ![]() Gamasutra (May 28, 2003), (Retrieved January 2007) Paul, L.: Audio prototyping with Pure Data. Microsoft: Visual C++ 2005 Express Edition. In: WEDELMUSIC 2004: Proceedings of the Web Delivering of Music, Fourth International Conference on (WEDELMUSIC 2004), pp. 156–159 (2004)Īlonso, M., Geiger, G., Jorda, S.: An internet browser plug-in for real-time audio synthesis. In: NIME 2005: Proceedings of the 2005 Conference on New Interfaces for Musical Expression, Vancouver, Canada, pp. Schiemer, G., Havryliv, M.: Pocket gamelan: A pure data interface for mobile phones. Native Instruments: Reaktor, Germany 5 (2007)Ĭycling 1974: Max/MSP and jitter. Puckette, M.S.: Pure data, San Diego, CA, USA, Retrieved (January 10, 2007), from Paper presented at the 2003 GDC Written Proceedings, San Francisco, CA, USA (2003) (Retrieved January 10, 2007) Gabler, K., Gray, K., Kucic, M., Shodhan, S.: How to prototype a game in under 7 days: Tips and tricks from 4 grad students who made over 50 games in 1 semester, Gamasutra Retrieved (January 10, 2007), from In: Lecture at the Game Developers Conference in San Francisco in March 2007 (2008), Retrieved (January 2008), from Page, J., Kelly, M.: PS3 Audio: More Than Extra Channels. This method is also of interest to researchers of game audio who wish to experiment with novel game audio techniques within the context of a game while it is running. ![]() This technique allows for rapid iterative game audio sound design through prototyping which increases the efficiency of the work-flow of the game sound artist working on the current seventh-generation consoles and PC video games. The advantage of this approach is that the PD sound driver can have both the sample data and the sound behaviors modified in real-time, thus avoiding the conventional need for a lengthy recompilation stage. ![]() Game events are sent from Half-Life 2 to the PD patch via OSC which triggers the sound across a network. This paper describes how to utilize the Half-Life 2 ( HL2) Source engine and Open Sound Control (OSC) to communicate real-time sound event calls to a Pure Data (PD) sound driver. ![]()
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