@Patrick
heavy http://enzienaudio.com/ converts straight to Unity plugins, see here as an example: https://enzienaudio.com/h/diplojocus/woosh/ you can download the Unity plugin (we compile the binary for you as well) and drag it straight into your project. You can use the C# wrapper and instantiate it on game components or use the specific audio mixer plugin. Bit more info here: https://enzienaudio.com/docs/unity.html
Unreal integration should be possible, I just haven't got round to it yet.
@Matti
FYI you can also use heavy to create Pd externals (from a Pd patch), it'll also benefit in some cases from a speed boost.
Cheers, Joe
On 8 May 2016 at 18:47, Miller Puckette msp@ucsd.edu wrote:
Aha... thanks. I still regret messing that convention...
M
On Sun, May 08, 2016 at 08:38:03PM +0900, Max wrote:
On 2016년 05월 08일 01:53, Miller Puckette wrote:
In fact Max uses some Pd code inside it. I released Pd under BSD
license
partly to encourage that possibility.
Pd is also used as part of game audio engines (I think the first game
to use
it was Spore, perhaps 10 years ago).
Unfortunately I have to correct you there. We learned from Kent Jolly at the Pure Data convention 2011 that they have used their own audio engine in Spore, but used Pure Data for the procedural sound logic!
https://www.uni-weimar.de/medien/wiki/PDCON:Conference/Using_Pure_Data_in_Sp...
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