sorry Ico (for some reason i though somebody mistyped - i should have just checked some back posts). i didn't think Unity was friendly towards straight C, but yes to Javascript, C# and Boo.
i'm mainly asking because i'm interested in a way that students can experience adaptive audio at work in the Unity game environment. texture sending and receiving is unimportant - it's mainly messages.
so essentially i just redo what i see in the max patch in a generic way using PD objects. OK will give a port of your test patch a try...
thanks for the info!
i am also intrigued by the possibilities of using PD (libpd) as an audio middleware engine, ala Fmod or Wwise. ideally something like Juce on top doing a nice intuitive GUI with drag and drop elements. the advantage to all this being that it would be free to use and not have a license fee like the aforementioned do. i've worked a bit with Fmod and i can envision some alternatives in terms of visual options. i have zero in the way of coding experience of course, but i think the game market needs an open source audio engine.
scott
On Thu, May 3, 2012 at 6:30 PM, Ivica Ico Bukvic
<ico@vt.edu> wrote:
On 05/03/2012 09:15 PM, Peter Brinkmann wrote:
but I gather that C# bindings are a prerequisite for using libpd with
Unity.
Hey Peter! Long time no hear. Hope all is well.
Regarding Unity and C#. Unity also does seamless integration of java, javascript, C#, boo (python-like language), as well as C (IIRC).
Cheers!
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Ivica Ico Bukvic, D.M.A
Composition, Music Technology
Director, DISIS Interactive Sound& Intermedia Studio