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-produ... ). 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!
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list