More Max+Unity Game Engine Goodness, with Powerful Toolkit for Max, Jitter, Pd

Take a powerful game engine (for animation, 2D and 3D graphics, physics, and on-screen interaction). Add the flexibility of a visual development environment for programming with virtual patch cords, for rich sonic and musical capabilities plus easy interaction with data and input. That’s the idea of combining something like Unity 3D with Max/MSP. In the example from earlier today, the solution simply routed basic data from a Unity-based game to a responsive music engine in Max. In the case of [myu] – the Max Unity Interoperability Toolkit – that integration goes further still. Developed at the DISIS (Digital Interactive Sound …

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Garritan Rescues Giga Sampling Technology, Talks Open Standards

Should sounds be part of a closed format that may not last? What happens if the format and platform that once were trusted by musicians and sound designers ceased to be? That’s the hard lesson learned by users of a popular sampling “standard” – but for once, the news is good. GigaSampler has been a huge part of the sampling landscape since its introduction a decade ago, and users have massive investments in Giga sound libraries. As I noted over the summer, however, Tascam ceased development on the aging Giga platform, leaving users without an important tool – and some …

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