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 & Intermedia Studio) at Virginia Tech, [myu] allows bi-directional integration of the Unity engine with Max or Pd. The two tools use netsend/netreceive to send data via TCP and glue the two together.

For visualists using Jitter, you can even exchange texture data, which offers some mind-blowing powers for live visuals.

Download at Virginia Tech — bonus, an extension of the aka.wiiremote object so you can use the lovely Wii Fit controller, among various other projects
Discussion on the Unity Community Forums
Discussion on the Cycling ‘74 forum
Virginia Tech DISIS

As an interactive prototyping tool, this should have a lot of potential for lovers of patch-style programming.

Thanks to Dr. Ivica Ico Bukvic, DISIS Director and researcher, for sending in his project. I’ll be curious to see what other people might do with this.

Preview: Splice Music 2.0 Could be First Web 2.0 Music App

Splice Editor

Splice’s new interface looks suspiciously like a desktop music application — and even allows real-time effects. Screen grab by our friend Marco Raaphorst; if you can read Dutch, he sounds very, very excited about this website.

Okay, calling anything “Web 2.0″ is about as cool as casually slipping in the word “synergy.” Generally meaningless; definitely faux pas. But splicemusic.com was already tending that direction, with a website that allowed users to remix each other’s music live on the Web, and share and network with other community members in that process. Now, Splice itself has reached its own 2.0 release, and things are heating up fast. It’s not so much the typical Web community features that set it apart (blogging, becoming “fans” or friends of other users, bright, Web 2.0-y colors, and community-based ranking). Instead, it’s the fact that Splice can do things previously only possible in dedicated, offline software:

  • Online arrangements: as before, remix and arrange tracks without leaving your Web browser
  • Real-time effects — yep, you read that right. You can actually apply common effects like flanger, delay, and distortion via the Web interface.
  • Online virtual instruments in the Web interface
  • Store drafts online privately, until a track is finished
  • Collect samples from around the site to use in your song

Splice

Real-time effects and instruments in a Web browser? That’s a surprise. Java has made that possible for some time, but it’s new to Flash, and even in Java actual implementations have been few — let alone integrated in a full-blown community site open to the public and ready to use.

Best of all, we hear that Bram de Jong, famed as the gifted plug-in developer in the Smartelectronix collective, engineered the new plug-in system. There’s even a Web version of his SupaTrigger plug-in. If you don’t know Bram’s work already, check out his cross-platform, donationware plugs:

Bram @ Smartelectronix

We’ll be talking to Splice more about what’s new, where it’s going, how it was developed, and what this means for music making on the Web; stay tuned.

In the meantime, I’ll say it again — don’t assume you’ll be throwing away your non-Web music software anytime soon.

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