Conference Paper
Building Interactive Networked Musical Environments Using q3osc
AES Conference: 35th International Conference: Audio for Games · Paper 1 · February 2009
Abstract
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.
