Building Interactive Networked Musical Environments Using q3osc
|Title||Building Interactive Networked Musical Environments Using q3osc|
|Publication Type||Conference Paper|
|Year of Publication||2009|
|Conference Name||AES 35th International Conference: Audio for Games|
|Conference Location||London, UK|
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.