Difference between revisions of "MUGIC-Audio-Wrapper"

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Previous work: possible topics to be discussed: iMuse system by Michael Land, Stamper Bros. pseudo-revival of iMuse at Rare, MIDI (SF2/WAV) control for real-time software systems in general (mostly techniques used in older video games and lower-budget modern games. Is also used in hand-held devices such as the Nintendo 3DS for space and time efficiency).
  
previous work, possible topics to be discussed:
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Overview: Methods used.
iMuse system by Michael Land, Stamper Bros. pseudo-revival of iMuse at Rare, MIDI (SF2/WAV) control for real-time software systems in general (mostly techniques used in older video games and lower-budget modern games. Is also used in hand0held devices such as the Nintendo 3DS for space and time efficiency).
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Overview: Methods used.
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Conclusions and Future Work: to be used in several future projects, of which are currently TBA.
Conclusions and Future Work: to be used in several future projects, of which are currently TBA.
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Latest revision as of 16:31, 27 January 2014

Contents

Specifications for Audio in MUGIC

The Class specifications are currently being programmed for now, and will be released in the near future.

Usually updated (and worked on!) Monday afternoons. Stay Tuned!

TBA:

New! Classes:

For handling Sounds, Sound

Sound.h Sound.cpp

A list of Sound Objects, SoundList

SoundList.h SoundList.cpp

OpenAL integration and support

Attaching Sound to Objects

Transitioning-between-sounds-Algorithms

Proper Deterministic Looping Protocols via Finite State Automation

Ease of Use

About The Author

Jonathan Shamblen is a Graphics and Sound programmer at UCSD. He is particularly interested in immersive, real-time, large-scale applications of Graphics and Sound Algorithms.

A research paper about this subject is underway and will be presented at a major conference in the foreseeable future.

outline:

Previous work: possible topics to be discussed: iMuse system by Michael Land, Stamper Bros. pseudo-revival of iMuse at Rare, MIDI (SF2/WAV) control for real-time software systems in general (mostly techniques used in older video games and lower-budget modern games. Is also used in hand-held devices such as the Nintendo 3DS for space and time efficiency).
Overview: Methods used.
Conclusions and Future Work: to be used in several future projects, of which are currently TBA.