Hello
I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game. The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing. The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd.
The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.
Any help would be greatly appreciated and i will of course credit you in the game credits
thank you
Patrick
Patrick Pagano B.S, M.F.A Audio and Projection Design Faculty Digital Worlds Institute University of Florida, USA (352)294-2020
hi Patrick, i can let others chime in, but as i recall there's a number of methods here. Patrick Sebastien's method uses libpd running directly in Unity, and i must admit it's a little confusing for me to understand as well.
another method uses Unity and PD separately during development but pairs it with libpd at build time. however, if you're running a Kinect off of it, then it sounds like it's more of an installation thing than an enclosed app, so this could also work.
i would have a look at the Kalimba framework. it might be clearer as to what's happening, with PD communicating to/from Unity separately via OSC. here's the github for Kalimba:
https://github.com/hagish/kalimba
good luck!
best, scott
On Wed, Aug 13, 2014 at 9:32 AM, Pagano, Patrick pat@digitalworlds.ufl.edu wrote:
Hello
I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game. The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing. The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd.
The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.
Any help would be greatly appreciated and i will of course credit you in the game credits
thank you
Patrick
*Patrick Pagano B.S, M.F.A* Audio and Projection Design Faculty Digital Worlds Institute University of Florida, USA (352)294-2020
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
I looked at that one as well but it just provides an example with a slider and two frequencies attached to a GUI slider. If I can get an example of how to fire off samples from Unity3D I will be good to go. btw the libpdcsharp.dll included with that example did not work so I used the one from Sebastiens example and it worked. I hope someone on list is willing to share a simple sample play example. Or a receive a bang example ideally, yes we want it included in the game and not pd running as a separate sound server
Sent from my iPhone
On Aug 13, 2014, at 1:23 PM, "Scott R. Looney" <scottrlooney@gmail.commailto:scottrlooney@gmail.com> wrote:
hi Patrick, i can let others chime in, but as i recall there's a number of methods here. Patrick Sebastien's method uses libpd running directly in Unity, and i must admit it's a little confusing for me to understand as well.
another method uses Unity and PD separately during development but pairs it with libpd at build time. however, if you're running a Kinect off of it, then it sounds like it's more of an installation thing than an enclosed app, so this could also work.
i would have a look at the Kalimba framework. it might be clearer as to what's happening, with PD communicating to/from Unity separately via OSC. here's the github for Kalimba:
https://github.com/hagish/kalimba
good luck!
best, scott
On Wed, Aug 13, 2014 at 9:32 AM, Pagano, Patrick <pat@digitalworlds.ufl.edumailto:pat@digitalworlds.ufl.edu> wrote: Hello
I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game. The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing. The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd.
The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.
Any help would be greatly appreciated and i will of course credit you in the game credits
thank you
Patrick
Patrick Pagano B.S, M.F.A Audio and Projection Design Faculty Digital Worlds Institute University of Florida, USA (352)294-2020tel:%28352%29294-2020
Pd-list@lists.iem.atmailto:Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Patrick - i've got an example around here i'll try to dig up. it was really basic. click on an object, it falls, and sends a message to PD.
the other thing is that if you're simply triggering samples from Kinect you can definitely do that in Unity directly and not have to involve PD. if you're open to this, i would check out the Unity Asset Store extension called Master Audio. it's about $40 (sometimes less) and literally drag and drop simple to set up. i've got a couple of videos on the basics to set up and the documentation is fairly clear. if you've got common game actions like colliders or triggers interacting, it won't involve any coding at all.
email me offlist and i can get you more info.
best, scott
On Wed, Aug 13, 2014 at 10:31 AM, Pagano, Patrick <pat@digitalworlds.ufl.edu
wrote:
I looked at that one as well but it just provides an example with a slider and two frequencies attached to a GUI slider. If I can get an example of how to fire off samples from Unity3D I will be good to go. btw the libpdcsharp.dll included with that example did not work so I used the one from Sebastiens example and it worked. I hope someone on list is willing to share a simple sample play example. Or a receive a bang example ideally, yes we want it included in the game and not pd running as a separate sound server
Sent from my iPhone
On Aug 13, 2014, at 1:23 PM, "Scott R. Looney" scottrlooney@gmail.com wrote:
hi Patrick, i can let others chime in, but as i recall there's a number of methods here. Patrick Sebastien's method uses libpd running directly in Unity, and i must admit it's a little confusing for me to understand as well.
another method uses Unity and PD separately during development but pairs it with libpd at build time. however, if you're running a Kinect off of it, then it sounds like it's more of an installation thing than an enclosed app, so this could also work.
i would have a look at the Kalimba framework. it might be clearer as to what's happening, with PD communicating to/from Unity separately via OSC. here's the github for Kalimba:
https://github.com/hagish/kalimba
good luck!
best, scott
On Wed, Aug 13, 2014 at 9:32 AM, Pagano, Patrick < pat@digitalworlds.ufl.edu> wrote:
Hello
I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game. The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing. The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd.
The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.
Any help would be greatly appreciated and i will of course credit you in the game credits
thank you
Patrick
*Patrick Pagano B.S, M.F.A* Audio and Projection Design Faculty Digital Worlds Institute University of Florida, USA (352)294-2020
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Hi Patrick,
Kalimba should have an example project set up- which sends various bangs and floats to PD from within Unity. Maybe it's not there anymore? Anyways, here's a simple patcher and a unity project that sends bangs to the patch!
https://server.fbpsound.com/pydio/data/public/ee6799.php
If you need a quick way of firing of sound effects, maybe the Pip Abstraction can be of help, too.
Let us know how it goes and if you have any other questions!
Best,
Filippo
Filippo Beck Peccoz Game Audio
www.fbpsound.com Twitter: @fbpsound Skype: fbpsound Mobile: +49-(0)1520-4004143 Studio: +49-(0)89-80033204 Fax: +49-(0)89-99752164
On Aug 13, 2014, at 7:31 PM, "Pagano, Patrick" pat@digitalworlds.ufl.edu wrote:
I looked at that one as well but it just provides an example with a slider and two frequencies attached to a GUI slider. If I can get an example of how to fire off samples from Unity3D I will be good to go. btw the libpdcsharp.dll included with that example did not work so I used the one from Sebastiens example and it worked. I hope someone on list is willing to share a simple sample play example. Or a receive a bang example ideally, yes we want it included in the game and not pd running as a separate sound server
Sent from my iPhone
On Aug 13, 2014, at 1:23 PM, "Scott R. Looney" scottrlooney@gmail.com wrote:
hi Patrick, i can let others chime in, but as i recall there's a number of methods here. Patrick Sebastien's method uses libpd running directly in Unity, and i must admit it's a little confusing for me to understand as well.
another method uses Unity and PD separately during development but pairs it with libpd at build time. however, if you're running a Kinect off of it, then it sounds like it's more of an installation thing than an enclosed app, so this could also work.
i would have a look at the Kalimba framework. it might be clearer as to what's happening, with PD communicating to/from Unity separately via OSC. here's the github for Kalimba:
https://github.com/hagish/kalimba
good luck!
best, scott
On Wed, Aug 13, 2014 at 9:32 AM, Pagano, Patrick pat@digitalworlds.ufl.edu wrote: Hello
I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game. The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing. The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd.
The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.
Any help would be greatly appreciated and i will of course credit you in the game credits
thank you
Patrick
Patrick Pagano B.S, M.F.A Audio and Projection Design Faculty Digital Worlds Institute University of Florida, USA (352)294-2020
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
Pip Abstractions is here: http://forum.pdpatchrepo.info/topic/8112/game-audio-designer-patches-pip-abs...
You don't need libpd for doing this. Unity built-in audio will do that
just fine (no needs to buy anything from the Asset Store):
[RequireComponent(typeof(AudioSource))] <- drag your sample on this component
public class ExampleClass : MonoBehaviour { void Start() { audio.Play(); } }
Libpd and Unity is mostly useful for generative music or fx that are
not part of Unity.
à+
myu max-unity interoperability toolkit is for the most part compatible with Pd as well since it uses netsend/receive (with the exception of jitter textures). On Aug 13, 2014 12:34 PM, "Pagano, Patrick" pat@digitalworlds.ufl.edu wrote:
Hello
I am working on a simple game project for a child's museum that has a delivery date of October 30, so i have a little time to play around a bit and i was considering using libpd with Unity3D for the audio portion of the game. The game is a Egyptian game so i need a sample to run as soon as the game starts with some Egyptian music playing. The game players will be tracked with Kinect and at one point Kick Snakes for points [Kicking Asps] and i need there to be a sample fired off each time a snake is successfully kicked. So really two samples need to be fired off from Unity to libpd.
The pd portion i have no problem creating but i am wondering if anyone on list has a Unity example they would be willing to share that Pd receives a bang from Unity3D? The online example from Patrick Sebastien seems to be this hard-coded midi note patch that randomizes an osc and it's very confusing as i cannot figure out where the data is being exchanged.
Any help would be greatly appreciated and i will of course credit you in the game credits
thank you
Patrick
*Patrick Pagano B.S, M.F.A* Audio and Projection Design Faculty Digital Worlds Institute University of Florida, USA (352)294-2020
Pd-list@lists.iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list