Eli Fieldsteel
2014-10-21 19:23:47 UTC
All,
A student of mine is involved in a cross-disciplinary game design project
using the Unity 3D game engine. He submitted a post to the listserv, but it
was never accepted (I assume there was some technical bit of listserv
instructions he didn't quite follow). I'm posting his question below:
---
I'm a relatively new sc user, and I'm currently developing a game with the
Unity 3D game engine. My team and I hope to utilize sc as a source of sound
within the game engine, utilizing OSC messages. We're hoping to achieve a
few basic goals:
- boot sc (scsynth & sclang) within Unity - check
- initialize SynthDefs
- allocate buffers
- dynamically alter synths via OSC during gameplay
First, as we came to booting the server and language in unity, I began to
wonder - might anyone else know if any of sc's packages contents can be
omitted? We're hoping to minimize the size/number of any necessary files to
include in the Unity game build, and scraping down the size of supercollider
itself would largely reduce the audio asset's impact on file-size. We came
to the conclusion that both scsynth and sclang would be necessary for our
goals, to take advantage of the sc language, but some of the other files did
not seem entirely necessary.
Secondly, I was particularly curious about creating external SynthDef files
(to be loaded upon boot, I presume?). Or maybe each synthDef (and other bits
of code) ought to be referenced from one file? I don't particularly know
anything about external files containing code for synthDefs, but it seemed
that it might be useful in this situation. With buffers being processed via
GrainBuf (in synthDefs), I was particularly worried about lag time between
reading buffers & loading SynthDefs.
For example, at the beginning of a level, sc would ideally:
- load background audio files into buffers (Buffer.read("sound.wav"))
- then load synthDefs with processed buffers (SynthDef(\granular_synth,
{}).add)
- then finally play the background audio (~synth_routine.play)
tl;dr, are all of the files in sc's package contents required?
pt 2. external synthDef files - where might a beginner begin?
Thanks in advance, and sorry for the wall of text.
Rob
--
View this message in context: http://new-supercollider-mailing-lists-forums-use-these.2681727.n2.nabble.com/SC-as-Sound-engine-within-Unity-making-a-game-with-SC-tp7614198.html
Sent from the SuperCollider Users New (Use this!!!!) mailing list archive at Nabble.com.
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A student of mine is involved in a cross-disciplinary game design project
using the Unity 3D game engine. He submitted a post to the listserv, but it
was never accepted (I assume there was some technical bit of listserv
instructions he didn't quite follow). I'm posting his question below:
---
I'm a relatively new sc user, and I'm currently developing a game with the
Unity 3D game engine. My team and I hope to utilize sc as a source of sound
within the game engine, utilizing OSC messages. We're hoping to achieve a
few basic goals:
- boot sc (scsynth & sclang) within Unity - check
- initialize SynthDefs
- allocate buffers
- dynamically alter synths via OSC during gameplay
First, as we came to booting the server and language in unity, I began to
wonder - might anyone else know if any of sc's packages contents can be
omitted? We're hoping to minimize the size/number of any necessary files to
include in the Unity game build, and scraping down the size of supercollider
itself would largely reduce the audio asset's impact on file-size. We came
to the conclusion that both scsynth and sclang would be necessary for our
goals, to take advantage of the sc language, but some of the other files did
not seem entirely necessary.
Secondly, I was particularly curious about creating external SynthDef files
(to be loaded upon boot, I presume?). Or maybe each synthDef (and other bits
of code) ought to be referenced from one file? I don't particularly know
anything about external files containing code for synthDefs, but it seemed
that it might be useful in this situation. With buffers being processed via
GrainBuf (in synthDefs), I was particularly worried about lag time between
reading buffers & loading SynthDefs.
For example, at the beginning of a level, sc would ideally:
- load background audio files into buffers (Buffer.read("sound.wav"))
- then load synthDefs with processed buffers (SynthDef(\granular_synth,
{}).add)
- then finally play the background audio (~synth_routine.play)
tl;dr, are all of the files in sc's package contents required?
pt 2. external synthDef files - where might a beginner begin?
Thanks in advance, and sorry for the wall of text.
Rob
--
View this message in context: http://new-supercollider-mailing-lists-forums-use-these.2681727.n2.nabble.com/SC-as-Sound-engine-within-Unity-making-a-game-with-SC-tp7614198.html
Sent from the SuperCollider Users New (Use this!!!!) mailing list archive at Nabble.com.
_______________________________________________
sc-users mailing list
info (subscription, etc.): http://www.beast.bham.ac.uk/research/sc_mailing_lists.shtml
archive: http://www.listarc.bham.ac.uk/marchives/sc-users/
search: http://www.listarc.bham.ac.uk/lists/sc-users/search/