q3osc: Using ioquake3 as a musical environment

Robert Hamilton of the Stanford University Center for Computer Research in Music and Acoustics has just released a fully usable version of q3osc.
From the Forum post:

q3osc is my updated version of Julian Oliver’s older q3apd mod which streamed user data from quake3 to the Pure Data (PD) audio processing language. I’ve built a similar project from a clean ioquake3 codebase and included a complete oscpack c++ lib to properly output not only user position data over osc but also individual projectiles, like plasma ball and BFG balls. The short of it is that that output can be used in a music software environment like PD, Max/MSP, Supercollider or ChucK to build interactive musical environments.

What does this mean? Means you can make music by playing the game! Some video demo’s included after the fold.
Check out the CCRMA wiki with complete specs and full information about it.
Also:

If any mappers out there would like to build some environments which could be used for musical performance, please let me know. My mapping chops aren’t exactly stellar.

So all you mappers get to work making some awesome maps for a really cool project!





Comments

One response to “q3osc: Using ioquake3 as a musical environment”

  1. NeonLightning Avatar
    NeonLightning

    pretty cool/impressive
    i’ed definately like to see more examples of what can be done using this