<
scottrlooney@gmail.com> wrote:
> hi Peter - i remember that post. having very recently come into game audio i
> got myself acquainted with middleware through FMOD, and immediately thought
> there should be a better way to do this. i've read the posts on the goal of
> separating the GUI from the code, and that's what i think should happen, but
> doing it in Unity Free is my focus. things like not being able to implement
> filtering in your audio unless you pay $1500 for Unity Pro is absurd.
>
> what i'm envisioning is TCP or event-based communication to an app that is
> using libPD. the app would have a GUI talking directly to libPD and
> outputting audio. vitally important to this would be the ability to
> dynamically create or instantiate patches or objects. i'm fairly certain
> this can be done in PD. can such a thing also be done with libPD?
>
> regarding using the separate app - ideally i want something that can be used
> for a variety of game engines, not just Unity. if we use libPD in a Unity
> project, then we'd either be forced to create the GUI in Unity or have
> separate communication with the GUI outside of Unity. i suppose that's
> possible but i'd have to consider whether it's more efficient or not.
>
> scott
>
> On Sat, Aug 11, 2012 at 4:56 PM, Peter Brinkmann
> <
peter.brinkmann@googlemail.com> wrote:
>>
>> I hope that it won't be necessary to do this in two steps, prototyping
>> with Pd and deployment with libpd; that would mean discarding one of
>> the strengths of libpd (here's an old blog post on the matter:
>>
>>
http://nettoyeur.noisepages.com/2011/02/libpd-workflow-prototyping-and-production/).
>> It would be great if somebody figured out how to integrate libpd into
>> Unity and then posted the code to GitHub. I'm still hoping that Henk
>> Boom will write the blog post that he hinted at a while ago.
>> Cheers,
>> Peter
>>
>> On Sat, Aug 11, 2012 at 1:13 PM, Scott R. Looney <
scottrlooney@gmail.com>
>> wrote:
>> > i think the answer at the moment is not to use libPD when running Unity
>> > live
>> > in a prototyping designing fashion, but rather instead communicate
>> > messages
>> > via TCP to PD itself, and let PD do the work directly. then when
>> > building
>> > the iOS project, you adjust the code in Xcode to use libPD for the audio
>> > output. that's the tricky part. i think that could work for now. it
>> > becomes
>> > a lot more complex to set simple audio sources, but perhaps there could
>> > be a
>> > mixture going on. i'll probably take further discussion off list as it
>> > would
>> > not relate as much to PD but more to Unity.
>> >
>> > scott
>> >
>> >
>> > On Sat, Aug 11, 2012 at 8:50 AM, patrick <
puredata@11h11.com> wrote:
>> >>
>> >> hi Scott,
>> >>
>> >> it's somewhat working for me on Windows, but only when using the
>> >> audio.clip.GetData / SetData. right now i am trying to use the
>> >> OnAudioFilterRead() but it's glitchy (i can hear pd running but it's
>> >> mostly
>> >> noise).
>> >>
>> >> you can see an attempt here:
>> >>
http://goo.gl/BWdo4
>> >>
>> >> here's my github:
>> >>
https://github.com/patricksebastien/libpd4unity
>> >>
>> >> OnAudioFilterRead():
>> >>
http://goo.gl/WE2Xx
>> >>
>> >> keep us updated!
>> >>
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>> >
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>
>