Auteur Sujet: q3osc - quake 3 versus ton synthétiseur  (Lu 1427 fois)

unasrakraganh

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q3osc - quake 3 versus ton synthétiseur « le: octobre 27, 2009, 20:10:44 pm »
Allo, il ne me semble pas déjà avoir croisé ça ici : Q3OSC

https://ccrma.stanford.edu/~rob/q3osc/

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q3osc: an introduction

q3osc combines the fast-paced virtual playgrounds of FPS video games with the limitless possibilities afforded by dynamic interactive music programming languages. By exporting a variety of parameters from within the modified ioquake3 game engine over a data protocol called Open Sound Control, player movements and fired projectiles can be used to control sound synthesis and playback in a variety of computer music software. In short, this turns quake3-style levels into musical playgrounds, where hoardes of networked performers can play with sound and music in a communal experience.

While q3osc can be run in many different configurations, the basic configuration has a game server running the q3osc game server with game-clients using "vanilla" or unmodified ioquake3 clients (like OpenArena), and a sound-server, either on the same computer or on a separate computer, running an audio synthesis or performance language like ChucK, Max/MSP, Pure Data or Supercollider.

As clients move through a game map (a virtual environment created by a user or downloaded from the web), their positions and the positions of all projectiles they fire are sent over the network to the sound-server. There, the audio software reads in the data sent from the game and turns that information into sound using a variety of user-created methods.


Peut-être l'occasion d'essayer ça à notre LAN d'entre noêl et nouvel-an. A se foutre à 30 sur la gueule dans Q3DM17! Ou ACID ARENA!

 :schwartz:
musical as unas/cxaxb/odium decoy/dj morille/bosquet club