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Building Interactive Networked Musical Environments Using q3osc

机译:使用q3osc构建交互式的网络音乐环境

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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 realtime 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.
机译:可以使用q3osc Quake III / ioquake3游戏模块来构建被设计为外部音乐和声音编程语言控制系统的交互式网络音乐游戏环境。对编译到游戏引擎中的开放声音控制(OSC)消息协议的双向支持允许对游戏实体,客户端和环境参数进行实时跟踪,声音化,空间化和第三方控制。从标准的多用户音乐表演空间到物理空间的代表性声学模型,都可以使用标准的以用户为中心的音频透视图或潜在的更具沉浸性和包容性的以空间为中心的透视图来构建反应性音频环境。讨论了空间和视角问题,这些问题与跨局域网和广域网的表演空间和声环境的分布有关。

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