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Conference Paper

Building Interactive Networked Musical Environments Using q3osc

Authors: Hamilton, Robert

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.

Details

Published in
AES Conference: 35th International Conference: Audio for Games
Paper number
1
Publication date
February 6, 2009
Session subject
Audio for Games: Game Music Systems
Affiliation
Stanford University, Center for Computer Research in Music and Acoustics (CCRMA) (See document for exact affiliation information.)
Type
Conference Paper