Difference between revisions of "Q3osc: overview"

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<div style="vertical-align: top; float:right; margin:0px 0px 20px 30px;">http://ccrma.stanford.edu/~rob/q3osc/images/shot0041a.jpg</div>
 
<div style="vertical-align: top; float:right; margin:0px 0px 20px 30px;">http://ccrma.stanford.edu/~rob/q3osc/images/shot0041a.jpg</div>
'''q3osc''' is a heavily modified version of the ioquake3 gaming engine featuring an integrated oscpack implementation of Open Sound Control for bi-directional communication between a game server and a multi-channel ChucK audio server. By leveraging ioquake3’s robust physics engine and multiplayer network code with oscpack’s fully-featured OSC specification, game clients and previously unintelligent in-game weapon projectiles can be repurposed as behavior-driven independent OSC-emitting virtual sound-sources spatialized within a multi-channel audio environment for real-time networked performance.  
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'''q3osc''' is a heavily modified version of the ioquake3 gaming engine featuring an integrated [http://www.audiomulch.com/~rossb/code/oscpack/ oscpack] implementation of Open Sound Control for bi-directional communication between a game server and a multi-channel ChucK audio server. By leveraging ioquake3’s robust physics engine and multiplayer network code with oscpack’s fully-featured OSC specification, game clients and previously unintelligent in-game weapon projectiles can be repurposed as behavior-driven independent OSC-emitting virtual sound-sources spatialized within a multi-channel audio environment for real-time networked performance.  
  
 
q3osc is an update of the manner in which the quake3 gaming engine can be used to export player locations and entity movements and actions outside of the q3 server via OSC.  While q3osc is working from a fresh [http://ioquake3.org/ ioquake3] codebase, the inspiration came from Julian Oliver's excellent [http://julianoliver.com/q3apd  Q3APD] project, which unfortunately makes use of the string-based [http://en.wikipedia.org/wiki/FUDI FUDI] protocol instead of a more flexible proper [http://www.cnmat.berkeley.edu/OpenSoundControl/ OSC] protocol.  
 
q3osc is an update of the manner in which the quake3 gaming engine can be used to export player locations and entity movements and actions outside of the q3 server via OSC.  While q3osc is working from a fresh [http://ioquake3.org/ ioquake3] codebase, the inspiration came from Julian Oliver's excellent [http://julianoliver.com/q3apd  Q3APD] project, which unfortunately makes use of the string-based [http://en.wikipedia.org/wiki/FUDI FUDI] protocol instead of a more flexible proper [http://www.cnmat.berkeley.edu/OpenSoundControl/ OSC] protocol.  
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By adding behavioral controls to in-game entities like plasma and bfg-bolts (both of which have interesting visual attributes), visual in-game behaviors like bouncing and attraction/homing both to self and other in-game entities, we can create audio gestures which tightly follow the visual gestures.
 
By adding behavioral controls to in-game entities like plasma and bfg-bolts (both of which have interesting visual attributes), visual in-game behaviors like bouncing and attraction/homing both to self and other in-game entities, we can create audio gestures which tightly follow the visual gestures.
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===== Links =====
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http://ccrma.stanford.edu/~rob

Revision as of 07:37, 30 May 2008

shot0041a.jpg

q3osc is a heavily modified version of the ioquake3 gaming engine featuring an integrated oscpack implementation of Open Sound Control for bi-directional communication between a game server and a multi-channel ChucK audio server. By leveraging ioquake3’s robust physics engine and multiplayer network code with oscpack’s fully-featured OSC specification, game clients and previously unintelligent in-game weapon projectiles can be repurposed as behavior-driven independent OSC-emitting virtual sound-sources spatialized within a multi-channel audio environment for real-time networked performance.

q3osc is an update of the manner in which the quake3 gaming engine can be used to export player locations and entity movements and actions outside of the q3 server via OSC. While q3osc is working from a fresh ioquake3 codebase, the inspiration came from Julian Oliver's excellent Q3APD project, which unfortunately makes use of the string-based FUDI protocol instead of a more flexible proper OSC protocol.

After using Q3APD for the 8-channel work maps & legends, it became apparent that while the mod was great, the idea could be improved and further explored, especially in terms of using OSC instead of FUDI, additional player gestures and data-points being exported from quake3 to an external audio engine. Since Q3APD used the string-based FUDI UDP implementation, rather than a full-blown standards-based OSC implementation, only PD could reasonably be used as the recipient of Q3APD outgoing data-streams. Since there are other excellent languages to be used, osc is a better choice.

With q3osc, the goal is to use a fully-featured OSC implementation like oscpack to not only recreate the basic user-coordinate tracking from Q3APD, but to also expand the scope of usable in-game parameters to include missle objects and other actionable items and events in the game world. Using OSC, we can implement audio engines built in any osc-capable audio software, such as ChucK, Max/MSP, SuperCollider or PD.

By adding behavioral controls to in-game entities like plasma and bfg-bolts (both of which have interesting visual attributes), visual in-game behaviors like bouncing and attraction/homing both to self and other in-game entities, we can create audio gestures which tightly follow the visual gestures.

Links

http://ccrma.stanford.edu/~rob