@Patrick heavy <http://enzienaudio.com/> converts straight to Unity plugins, see here as an example: https://enzienaudio.com/h/diplojocus/woosh/ you can download the Unity plugin (we compile the binary for you as well) and drag it straight into your project. You can use the C# wrapper and instantiate it on game components or use the specific audio mixer plugin. Bit more info here: https://enzienaudio.com/docs/unity.html
Unreal integration should be possible, I just haven't got round to it yet. @Matti FYI you can also use heavy to create Pd externals (from a Pd patch), it'll also benefit in some cases from a speed boost. Cheers, Joe On 8 May 2016 at 18:47, Miller Puckette <m...@ucsd.edu> wrote: > Aha... thanks. I still regret messing that convention... > > M > > On Sun, May 08, 2016 at 08:38:03PM +0900, Max wrote: > > On 2016년 05월 08일 01:53, Miller Puckette wrote: > > > In fact Max uses some Pd code inside it. I released Pd under BSD > license > > > partly to encourage that possibility. > > > > > > Pd is also used as part of game audio engines (I think the first game > to use > > > it was Spore, perhaps 10 years ago). > > > > Unfortunately I have to correct you there. We learned from Kent Jolly at > > the Pure Data convention 2011 that they have used their own audio engine > > in Spore, but used Pure Data for the procedural sound logic! > > > > > https://www.uni-weimar.de/medien/wiki/PDCON:Conference/Using_Pure_Data_in_Spore_and_Darkspore > > > > _______________________________________________ > > Pd-list@lists.iem.at mailing list > > UNSUBSCRIBE and account-management -> > https://lists.puredata.info/listinfo/pd-list > > _______________________________________________ > Pd-list@lists.iem.at mailing list > UNSUBSCRIBE and account-management -> > https://lists.puredata.info/listinfo/pd-list >
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