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dkanaga
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« on: September 30, 2009, 11:05:58 AM »

Hey all,

A friend and I have been working on some prototypes for a collection of interactive music pieces/instrument-ish things (à la Electroplankton). There's nothing playable yet, but here's a video:





We'd love to hear what you think Smiley!

Tech info/question: right now the visuals are all being done in Processing, with SuperCollider handling the sound. Unfortunately that sort of set-up doesn't distribute very well (both p5 and sc have to be running!), so once the prototypes are finished, we're hoping to port the games to another language  that will allow the visuals and sound to be compiled together into a nice executable binary. Does anyone know of any C++ libraries that allow for real-time synthesis? Or any other ideas that might work for this?

Thanks!

- David
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John Nesky
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« Reply #1 on: September 30, 2009, 11:48:30 AM »

Does anyone know of any C++ libraries that allow for real-time synthesis?

You mean like PortAudio? It just gives you a buffer to drop wave samples into at 44100 Hz. Or are you looking for something with more features?
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GregWS
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« Reply #2 on: September 30, 2009, 06:34:18 PM »

Woah, really cool stuff man!  Grin

I thought the one you started and ended with was a bit too grating though.
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curby
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« Reply #3 on: October 01, 2009, 01:28:40 AM »

All my research into real time synthesis solutions has pretty much always led me back to using a mashup of max msp/pd and hooking it up to my game code, but again like your project it wouldn't be a standalone executable (max/pd would have to be setup and run in the background), so I'd also be intrigued to find out if anyone else has any other suggestions.

Really enjoyed the video, I'm a big fan of elektroplanktons and am intrigued to see more.
 Beer!

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agj
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« Reply #4 on: October 02, 2009, 12:15:31 AM »

That is truly great. I hope you find the right libraries.
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henzenmann
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« Reply #5 on: October 06, 2009, 09:43:47 AM »

This might be of interest: http://ccrma.stanford.edu/software/stk/index.html
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dkanaga
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« Reply #6 on: October 09, 2009, 12:38:03 PM »

Thanks! the tech tips are all very helpful--the STK looks like it could be just what we need, and I'm also impressed by the list of stuff that uses PortAudio, like Pd and AudioMulch...that suggests it should be pretty powerful, too...

@GregWS: funny you say that about the grating beginning and ending; for some reason the screen capture software we used distorted the sound, which wasn't like that originally (it was much softer and warmer). Thought it sounded kind of cool though, like My Bloody Valentine or something, but we'll see where that goes Smiley

@Orel: I really liked your prototypes! I was especially fond of the one with the balls that could sort of scrape against each other, which created a really unique sound Hand Thumbs Up Left A few of the others crashed my (very crappy) copy of windows running on my mac, but I really liked the ones I was able to play Beer! As far as your es library is concerned: it sounds really cool Smiley; that said, right now we are planning on doing the project free/open-source, and we don't really have any money, so unless you decide to GPL it or something similar, we probably won't be able to use it... also, we aren't to the part of the process where we need anything besides supercollider and processing, but once we get there, if it seems like your library could be helpful, I'll get in touch.

Thanks again for your thoughts!
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GregWS
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« Reply #7 on: October 09, 2009, 02:33:57 PM »

Ah, interesting; definitely interested to see where this goes!  Smiley
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LeFishy
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« Reply #8 on: October 10, 2009, 01:38:23 PM »

DAVID!

Assuming it is you... haha.

Looks cool. Processing working out well I was thinking about having a fiddle with it at some point in the future.

/derail.
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Perrin
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« Reply #9 on: October 11, 2009, 04:31:08 AM »

Very much liking your prototypes so far. Reminds me of that Electroplankton for DS but more interesting.
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Impossible
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« Reply #10 on: October 13, 2009, 08:35:31 AM »

OpenAL (free, cross platform): http://www.devmaster.net/articles/openal-tutorials/lesson8.php (streaming tutorial)
OpenAL Soft (free, corss platform): http://kcat.strangesoft.net/openal.html
SDL_mixer (free, cross platform): http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_frame.html
RtAudio (free, cross platform): http://www.music.mcgill.ca/~gary/rtaudio/
fmod (free for non-commercial use, cross platform): http://www.fmod.org/
BASS (free for non-commercial use, Windows / Linux): http://www.un4seen.com/
irrKlang (free for non-commercial use, cross platform): http://www.ambiera.com/irrklang/
DirectSound (Windows): http://www.eastcoastgames.com/directx/chapter2.html (lowlevel, but problematic under >= Vista)

Good list, although you're leaving out XAudio2 (http://msdn.microsoft.com/en-us/library/ee415737(VS.85).aspx).  Microsoft's new replacement for DirectSound (on PC) and XAudio (on Xbox.)  It seems to be a decent successor.
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dkanaga
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« Reply #11 on: March 10, 2010, 01:01:28 PM »

We just finished the project if you are interested Smiley

Here's the TIGForum thread where we posted it: http://forums.tigsource.com/index.php?topic=11545.0

Or, if you want to bypass that step, you can download it here: http://www.minornine.com/ada/
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