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Interactive networked musical gaming environments designed as control systems for external music and sound programming languages can be built using the q3osc Quake III/ioquake3 gaming mod. Bi-directional support for the Open Sound Control (OSC) messaging protocol compiled into the game engine allows for the real- time tracking, sonification, spatialization and third-party control of game entities, clients and environmental parameters. Reactive audio environments ranging from abstract multi-user musical performance spaces to representative acoustic models of physical space can be constructed using either a standard user-centric audio perspective or a potentially more immersive and inclusive space-centric perspective. Issues of space and perspective are discussed as related to the distribution of performance space and sonified environment across both local and wide-area networks.
Author (s): Hamilton, Robert
Affiliation:
Stanford University, Center for Computer Research in Music and Acoustics (CCRMA)
(See document for exact affiliation information.)
Publication Date:
2009-02-06
Import into BibTeX
Session subject:
Audio for Games: Game Music Systems
Permalink: https://aes2.org/publications/elibrary-page/?id=15155
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Hamilton, Robert; 2009; Building Interactive Networked Musical Environments Using q3osc [PDF]; Stanford University, Center for Computer Research in Music and Acoustics (CCRMA); Paper 1; Available from: https://aes2.org/publications/elibrary-page/?id=15155
Hamilton, Robert; Building Interactive Networked Musical Environments Using q3osc [PDF]; Stanford University, Center for Computer Research in Music and Acoustics (CCRMA); Paper 1; 2009 Available: https://aes2.org/publications/elibrary-page/?id=15155