Re: [PD] Creating auidioengines for games using PD

2007-12-22 Thread Thomas Jeppesen
 environment for experimenting with audio 
 gameplay, but if it was a dead end development vise, maybe I should 
 reconsider, because of the hard sell situation it would put me in. But 
 fortunately your answers tells me to just continue using PD, even if 
 certain legal issues still needs some ironing out.

 Any other info or theorizing about using PD in games both legally, 
 design wise and technically, are most welcomed since it is highly 
 relevant to my chapter about using PD for game design in general.

 Thank you all again and I hope you will all have a Merry Christmas and a 
 Happy New Year!

 Cheers!
 Thomas


 [EMAIL PROTECTED] wrote:
 
 Considering that I have had to deal with this legal minefield, I can 
 say the following:

 Work with Miller to understand what is covered by the BSD license (not 
 all of it is)
 There are a number of game engine issues which you need to address 
 when using Pd (this is at the technical/code level)
 Don't worry about the patches. Any game is going to have encryption 
 and other copy protection stuff on it.

 Please don't ask me to comment on the details of how PD has been/is 
 being used. However, if you want to talk about the theory of PD being 
 used in games, especially on a certain game console which I care about 
 :-) then ask away...

 Note: if you are dealing with a game publisher on the legal aspects of 
 PD, then it is likely that my company has enough legal agreements with 
 them for me to talk about concrete uses of PD. Let me know in private 
 email.

 Mark Danks
 Senior Manager, Developer Support
 SCEA



 *Thomas Jeppesen [EMAIL PROTECTED]*
 Sent by: [EMAIL PROTECTED]

 12/19/2007 05:01 AM

 
 To
 PD-list@iem.at
 cc
 
 Subject
 [PD] Creating auidioengines for games using PD



 





 Hi,

 If I wanted to use PD to build an audio-engine for a game, how would the
 copyrights work if the game I was creating the engine for were commercial?

 Also, and I know this is going to be sensitive to some people in this
 community, but lets have the discussion anyway, I don't like the idea
 about anybody being able to open the audio-engine that I have created
 for a commercial game, as easy as they would any PD-patch out there. And
 I'm sure the people I would be working for would hate the Idea. Is there
 an easy or _normal_ solution to locking a patch so it can't be opened by
 anybody?

 I know that PD has been used in the production of the music-engine for
 Spore, but I havn't been able to find details about this particular
 project. Does anybody know anything about it that they could share 
 with us?

 I read a post from Andy Farnell on the sound design mailing list, that
 EA had created their own version of PD for Spore, is that the only way
 to go about it if
 you wanted to use PD in a commercial production?

 And last but not least, are there any other know commercial products
 (games primarily) out there that has used PD as the audioengine?

 Cheers!
 Thomas



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Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Thomas Jeppesen
First of all, thanks to everybody who have answered to my post. It is 
much appreciated!

A lot of my questions have been answered – thank you all!

The reason behind these questions is, I'm a thesis student (almost 
finished). In my thesis I've been working with gameplay in sound, 
primarily within a musical context. For this purpose I've build a 
prototype of a music game of my own design, using PD alone to build both 
the game engine (imagine that Andy ;) ) and the audio engine.

Of all the game engines I've come across, none of them would have been 
able to do what I've been able to do in PD within a few months. This off 
course has to do with the very nature of advanced audio gameplay, which 
is relatively new in gamedesign, but as we've all seen with the rise of 
Guitar Hero and Sing Star, something that has become very big business. 
In other words, the market now seems ready for this kind of audio/music 
gameplay, but the technology available within the industry is not, at 
least not for small time developers, unless PD can be integrated within 
a product without to many obstacles.

Since I'm not a programmer in the traditional sense, I'd like to 
continue using PD as my main environment for experimenting with audio 
gameplay, but if it was a dead end development vise, maybe I should 
reconsider, because of the hard sell situation it would put me in. But 
fortunately your answers tells me to just continue using PD, even if 
certain legal issues still needs some ironing out.

Any other info or theorizing about using PD in games both legally, 
design wise and technically, are most welcomed since it is highly 
relevant to my chapter about using PD for game design in general.

Thank you all again and I hope you will all have a Merry Christmas and a 
Happy New Year!

Cheers!
Thomas


[EMAIL PROTECTED] wrote:

 Considering that I have had to deal with this legal minefield, I can 
 say the following:

 Work with Miller to understand what is covered by the BSD license (not 
 all of it is)
 There are a number of game engine issues which you need to address 
 when using Pd (this is at the technical/code level)
 Don't worry about the patches. Any game is going to have encryption 
 and other copy protection stuff on it.

 Please don't ask me to comment on the details of how PD has been/is 
 being used. However, if you want to talk about the theory of PD being 
 used in games, especially on a certain game console which I care about 
 :-) then ask away...

 Note: if you are dealing with a game publisher on the legal aspects of 
 PD, then it is likely that my company has enough legal agreements with 
 them for me to talk about concrete uses of PD. Let me know in private 
 email.

 Mark Danks
 Senior Manager, Developer Support
 SCEA



 *Thomas Jeppesen [EMAIL PROTECTED]*
 Sent by: [EMAIL PROTECTED]

 12/19/2007 05:01 AM

   
 To
   PD-list@iem.at
 cc
   
 Subject
   [PD] Creating auidioengines for games using PD



   





 Hi,

 If I wanted to use PD to build an audio-engine for a game, how would the
 copyrights work if the game I was creating the engine for were commercial?

 Also, and I know this is going to be sensitive to some people in this
 community, but lets have the discussion anyway, I don't like the idea
 about anybody being able to open the audio-engine that I have created
 for a commercial game, as easy as they would any PD-patch out there. And
 I'm sure the people I would be working for would hate the Idea. Is there
 an easy or ”normal” solution to locking a patch so it can't be opened by
 anybody?

 I know that PD has been used in the production of the music-engine for
 Spore, but I havn't been able to find details about this particular
 project. Does anybody know anything about it that they could share 
 with us?

 I read a post from Andy Farnell on the sound design mailing list, that
 EA had created their own version of PD for Spore, is that the only way
 to go about it if
 you wanted to use PD in a commercial production?

 And last but not least, are there any other know commercial products
 (games primarily) out there that has used PD as the audioengine?

 Cheers!
 Thomas



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 UNSUBSCRIBE and account-management - 
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Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
 is covered by the BSD license (not 
  all of it is)
  There are a number of game engine issues which you need to address 
  when using Pd (this is at the technical/code level)
  Don't worry about the patches. Any game is going to have encryption 
  and other copy protection stuff on it.
 
  Please don't ask me to comment on the details of how PD has been/is 
  being used. However, if you want to talk about the theory of PD being 
  used in games, especially on a certain game console which I care about 
  :-) then ask away...
 
  Note: if you are dealing with a game publisher on the legal aspects of 
  PD, then it is likely that my company has enough legal agreements with 
  them for me to talk about concrete uses of PD. Let me know in private 
  email.
 
  Mark Danks
  Senior Manager, Developer Support
  SCEA
 
 
 
  *Thomas Jeppesen [EMAIL PROTECTED]*
  Sent by: [EMAIL PROTECTED]
 
  12/19/2007 05:01 AM
 
  
  To
  PD-list@iem.at
  cc
  
  Subject
  [PD] Creating auidioengines for games using PD
 
 
 
  
 
 
 
 
 
  Hi,
 
  If I wanted to use PD to build an audio-engine for a game, how would the
  copyrights work if the game I was creating the engine for were commercial?
 
  Also, and I know this is going to be sensitive to some people in this
  community, but lets have the discussion anyway, I don't like the idea
  about anybody being able to open the audio-engine that I have created
  for a commercial game, as easy as they would any PD-patch out there. And
  I'm sure the people I would be working for would hate the Idea. Is there
  an easy or _normal_ solution to locking a patch so it can't be opened by
  anybody?
 
  I know that PD has been used in the production of the music-engine for
  Spore, but I havn't been able to find details about this particular
  project. Does anybody know anything about it that they could share 
  with us?
 
  I read a post from Andy Farnell on the sound design mailing list, that
  EA had created their own version of PD for Spore, is that the only way
  to go about it if
  you wanted to use PD in a commercial production?
 
  And last but not least, are there any other know commercial products
  (games primarily) out there that has used PD as the audioengine?
 
  Cheers!
  Thomas
 
 
 
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Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
On Wed, 19 Dec 2007 23:49:15 -0500
Chris McCormick [EMAIL PROTECTED] wrote:

 They are risk averse and will
 shoot your ideas down with economic figures from years old games (gosh,


Risk aversity in games is an interesting topic in it's own right.
I read somewhere that 86(96??) percent of games are deemed failures.
What other industry has this profile? Mineral/oil prospecting?!

If this is true

i) You can hardly call games a risk averse business.

ii) The profits on successful games must be COLOSSAL

iii) Something is terribly wrong and development needs re-balancing somehow.

Here's what we are up againstParts of the equation leading to same
old same old crap conservatism (and I'm largely repeating other peoples
voices here...)

Games came from bedroom hackers to multi-billon industry in a decade!
Talk about growing pains. 

A self cannibalisation of an inward looking industry. Paranoid
protectionism and consequent lack of skills fluidity and atrophy of 
intellectual impetus... (pretty harsh, but a fair view of games
circa 2004, things have improved since.)

Premature compartmentalisation of roles in a forced top down
design model, eg sound designer vs audio programmer or level designer
vs script writer. Causes inefficiently decoupled teams.

Powerful forces trying to subvert/subsume gaming into the Hollywood linear
narrative (take the games market to sell what amount to interactive films)

A very fickle marketplace.

Hostile societal and political lobbys (viz violence, political
censorship, ideological engineering).

No reliable software metrics for development.

Hardware is a rapidly moving target. Some games are obsolete before 
they get halfway through the dev lifecycle. Hampered by inability to rapidly
redepoly content on new platforms because of proprietary obstacles.

Downstream publishers destroying years of production work by insisting
on encumbrances, alienating users with aggressive copy protection that
makes products unusable.

So, maybe we're crazy trying to advocate disruptive new technology
into that situation, but someone has to do it ;)


















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Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
On Wed, 19 Dec 2007 23:49:15 -0500
Chris McCormick [EMAIL PROTECTED] wrote:

 Unless you run Pd as a separate process and send it network commands,
 you're going to have to have to modify Pd at least a little bit to get
 it integrated with your game engine.


Popular glue code within game dev is lua, so Pdlua from Claude and the peeps at
Goto10 seems a very useful bridge.

Another powerful tool is OSC, most useful in the prototyping stage of 
development.
It's easy and helpful to encapsulate all your sound objects with an OSC 
interface
to make them portable. It has the advantage of being able to run the game code 
and sound code on two separate machines, nice decoupling of resources.

A very simple intro to the fun of OSC in game dev
http://www.obiwannabe.co.uk/tutorials/gamedev/OSC/oschooks.html

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Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Frank Barknecht
Hallo,
Andy Farnell hat gesagt: // Andy Farnell wrote:

 Popular glue code within game dev is lua, so Pdlua from Claude and
 the peeps at Goto10 seems a very useful bridge.

Btw.: Graham Wakefield and I made Vessel/lua~ [1] run on Pd: There are
still some small bugs to sort out and one feature to add till a first
release, but I'm very excited about this.

[1] http://www.mat.ucsb.edu/%7Ewakefield/lua%7E/lua%7E.htm

Ciao
-- 
 Frank Barknecht _ __footils.org__

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Re: [PD] Creating auidioengines for games using PD

2007-12-20 Thread Andy Farnell
On Thu, 20 Dec 2007 22:32:06 +0100
Frank Barknecht [EMAIL PROTECTED] wrote:

 Hallo,
 Andy Farnell hat gesagt: // Andy Farnell wrote:
 
  Popular glue code within game dev is lua, so Pdlua from Claude and
  the peeps at Goto10 seems a very useful bridge.
 
 Btw.: Graham Wakefield and I made Vessel/lua~ [1] run on Pd: There are
 still some small bugs to sort out and one feature to add till a first
 release, but I'm very excited about this.

Yu! Me too! :) Bookmarked for new year experimentation with the Pd verision.
Cheers Frank,

a.


 
 [1] http://www.mat.ucsb.edu/%7Ewakefield/lua%7E/lua%7E.htm
 
 Ciao
 -- 
  Frank Barknecht _ __footils.org__
 
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[PD] Creating auidioengines for games using PD

2007-12-19 Thread Thomas Jeppesen
Hi,

If I wanted to use PD to build an audio-engine for a game, how would the 
copyrights work if the game I was creating the engine for were commercial?

Also, and I know this is going to be sensitive to some people in this 
community, but lets have the discussion anyway, I don't like the idea 
about anybody being able to open the audio-engine that I have created 
for a commercial game, as easy as they would any PD-patch out there. And 
I'm sure the people I would be working for would hate the Idea. Is there 
an easy or ”normal” solution to locking a patch so it can't be opened by 
anybody?

I know that PD has been used in the production of the music-engine for 
Spore, but I havn't been able to find details about this particular 
project. Does anybody know anything about it that they could share with us?

I read a post from Andy Farnell on the sound design mailing list, that 
EA had created their own version of PD for Spore, is that the only way 
to go about it if
you wanted to use PD in a commercial production?

And last but not least, are there any other know commercial products 
(games primarily) out there that has used PD as the audioengine?

Cheers!
Thomas



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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Derek Holzer
I think the code for making PD patches proprietary is proprietary...

d.

Thomas Jeppesen wrote:

 I'm sure the people I would be working for would hate the Idea. Is there 
 an easy or ”normal” solution to locking a patch so it can't be opened by 
 anybody?


-- 
derek holzer ::: http://www.umatic.nl ::: http://blog.myspace.com/macumbista
---Oblique Strategy # 138:
Retrace your steps

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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread IOhannes m zmoelnig
Thomas Jeppesen wrote:
 Hi,
 
 If I wanted to use PD to build an audio-engine for a game, how would the 
 copyrights work if the game I was creating the engine for were commercial?
 
 Also, and I know this is going to be sensitive to some people in this 
 community, but lets have the discussion anyway, I don't like the idea 
 about anybody being able to open the audio-engine that I have created 
 for a commercial game, as easy as they would any PD-patch out there. And 
 I'm sure the people I would be working for would hate the Idea. Is there 
 an easy or ”normal” solution to locking a patch so it can't be opened by 
 anybody?

the first idea that comes to my mind is by binarizing the pd-files 
(that is: make the files non-human readable); and write a small 
converter that will revert your changes before Pd parses the file.
the simplest way would probably just add a constant offset to each 
character, does making the file not recognizable on first glance.
more sophisticated solutions would involve encryption.

but then, what do you really want to protect?

 
 I read a post from Andy Farnell on the sound design mailing list, that 
 EA had created their own version of PD for Spore, is that the only way 
 to go about it if
 you wanted to use PD in a commercial production?
 

creating your own version of Pd is probably the most simple way to 
achieve a locked version.
another reason for this is probably to include all external objects 
into a single binary and strip all the objects not needed.

btw, commercial is not contradictory to open source.


mfga,sdr
IOhannes

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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread hard off
i can't imagine how a game's sales would be in any way compromised by
the audio engine being open source or not.  but then again i'm not a
complete  bastard lawyer type of person.

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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Andy Farnell

(sory to bottom post Dereks reply, I lost the parent)

Thomas, the thing is not to implement a games engine in Pd, but to implement
Pd in game engines. The former is foolish, trust me :)

I heard that EA have their own build called EApd

I also know that one *very* large company has Pd in RD for their console
platform.

I am also talking to some development companies and advocating Pd to
some games engine manufacturers for procedural audio.

My mission is more to do with establishing an industry standard language
for proc audio, being dataflow. For many reasons Millers Pd is the correct
choice and almost optimal object set.

The widely held view is that the trick is to implement Pd within the
existing plugin structure of current technologies.

I wouldn't bother trying to hide your work, publish it and join in the
advancement of technology for everyone. Work on getting your client to
take a non-exclusive license or buyout of your work and impress the
value of open source technology on them. Open source is not incompatible
with profitable enterprise.

A better choice for you would be Max if you must follow this road,
but then you'll need to negotiate a license with Cycling74.


best regards,

Andy


On Wed, 19 Dec 2007 16:05:14 +0100
Derek Holzer [EMAIL PROTECTED] wrote:

 I think the code for making PD patches proprietary is proprietary...
 
 d.
 
 Thomas Jeppesen wrote:
 
  I'm sure the people I would be working for would hate the Idea. Is there 
  an easy or _normal_ solution to locking a patch so it can't be opened by 
  anybody?
 
 
 -- 
 derek holzer ::: http://www.umatic.nl ::: http://blog.myspace.com/macumbista
 ---Oblique Strategy # 138:
 Retrace your steps
 
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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Greg
here's a game-like app with pd for audio.
http://fijuu.com

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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Chris McCormick
On Wed, Dec 19, 2007 at 02:01:31PM +0100, Thomas Jeppesen wrote:
 If I wanted to use PD to build an audio-engine for a game, how would the 
 copyrights work if the game I was creating the engine for were commercial?

Pd uses the BSD license which essentially gives you the freedom to
create your own closed source version with your own modifications, as
long as you include the BSD license text, with Miller's copyright notice
in your app somewhere. You can find that text in the Pd sources and put
it in your installer or an 'about' window, or the game's documentation
for example. That is basically the only requirement of the BSD. (Please
don't take this as legal advice since I am not a lawyer, and I will not
be held responsible for anything that happens whatsoever should you
do anything I might have suggested).

 Also, and I know this is going to be sensitive to some people in this 
 community, but lets have the discussion anyway, I don't like the idea 
 about anybody being able to open the audio-engine that I have created 
 for a commercial game, as easy as they would any PD-patch out there. And 
 I'm sure the people I would be working for would hate the Idea. Is there 
 an easy or ?normal? solution to locking a patch so it can't be opened by 
 anybody?

There is no reason that they should be able to open your audio engine
(the source code).  If you integrate it with your closed source game,
and don't release the source of your modified Pd core, there is basically
nothing (short of decompiling) that they can do.

If on the other hand you are talking about the Pd patches that make up
the actual guts of the sounds, then you will have to take extra steps
to prevent people from modifying those patches. You could do this using
asymmetric cryptography. You would create a key pair and use one key
(private) to encrypt all of the patches, and then hide the second key
(public) in your source code somewhere and use that to decrypt the
patches as they are loaded. This means that nobody can create their
own patches or modify yours without the private key and hence they can't
modify your patches. I think that this is what a lot of games consoles
like the PS3 and PSP do to prevent people from running homebrew code on
their systems.

However, consider this: most games have data files that people figure out
how to hack eventually. After a while games companies started to actively
encourage this releasing by releasing level and graphics editors with
their games. Eventually they started to actually include whole APIs which
people could use to 'mod' the original game. Some of these mods have even
gone on to be commercial successes in their own right. If I were you,
I would not actively discourage people from being able to mess with the
data files (or audio engine pd-patches or whatever) since many potential
consumers of your game will see this as an asset of the game and you
will probably sell more copies because of it.

The philosophy in the games industry at large is rapidly changing.
Everyone is starting to realise that open technologies (like TCP,
HTML, mp3s, etc.) are the ones that are generally the most successful
in the market place. People like freedom. People like player created
content, and players like to create content - it makes the game more
fun. If you make your product more free, in general you will have
happier customers who pay more for your product and evangelise it to
other potential customers.

If I have convinced you of this, then your only issue will be to convince
your publisher. Unfortunately this will be a difficult task since the
mid-level manager types who will have the power are generally about 10
to 20 years behind the curve in pretty much every way. They will try
to make you cripple or remove the best things about your game, close
them up, and DRM the crap out of them. They are risk averse and will
shoot your ideas down with economic figures from years old games (gosh,
that sounds a bit bitter doesn't it ;) ).

 I know that PD has been used in the production of the music-engine for 
 Spore, but I havn't been able to find details about this particular 
 project. Does anybody know anything about it that they could share with us?

There is an article on Gamasutra about integrating Pd into your game
engine, and there was a post (I think) on my Max/MSP list about Spore
using Pd inside it, but I don't think of anything other than those bits
of info.

 I read a post from Andy Farnell on the sound design mailing list, that 
 EA had created their own version of PD for Spore, is that the only way 
 to go about it if
 you wanted to use PD in a commercial production?

Unless you run Pd as a separate process and send it network commands,
you're going to have to have to modify Pd at least a little bit to get
it integrated with your game engine. PDa will help you integrate on
low end platforms and older/handheld consoles. In the end, it's not
very difficult to do and is marginally easier to do on Windows since 

Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Russell Bryant
Chris McCormick wrote:
 On Wed, Dec 19, 2007 at 02:01:31PM +0100, Thomas Jeppesen wrote:
 If I wanted to use PD to build an audio-engine for a game, how would the 
 copyrights work if the game I was creating the engine for were commercial?
 
 Pd uses the BSD license which essentially gives you the freedom to
 create your own closed source version with your own modifications, as
 long as you include the BSD license text, with Miller's copyright notice
 in your app somewhere. You can find that text in the Pd sources and put
 it in your installer or an 'about' window, or the game's documentation
 for example. That is basically the only requirement of the BSD. (Please
 don't take this as legal advice since I am not a lawyer, and I will not
 be held responsible for anything that happens whatsoever should you
 do anything I might have suggested).

However, it is worth noting that not _all_ of Pd is BSD licensed.  While all of
the core is, a large number of externals are licensed under the GPL.  Also, be
sure to read the exact text in the BSD license distributed with Pd, as there are
many variants that have different sets of requirements.

--
Russell Bryant

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Re: [PD] Creating auidioengines for games using PD

2007-12-19 Thread Mark_Danks
Considering that I have had to deal with this legal minefield, I can say 
the following:

Work with Miller to understand what is covered by the BSD license (not 
all of it is)
There are a number of game engine issues which you need to address 
when using Pd (this is at the technical/code level)
Don't worry about the patches.  Any game is going to have encryption 
and other copy protection stuff on it.

Please don't ask me to comment on the details of how PD has been/is being 
used.  However, if you want to talk about the theory of PD being used in 
games, especially on a certain game console which I care about :-) then 
ask away...

  Note: if you are dealing with a game publisher on the legal aspects of 
PD, then it is likely that my company has enough legal agreements with 
them for me to talk about concrete uses of PD.  Let me know in private 
email.

Mark Danks
Senior Manager, Developer Support
SCEA




Thomas Jeppesen [EMAIL PROTECTED] 
Sent by: [EMAIL PROTECTED]
12/19/2007 05:01 AM

To
PD-list@iem.at
cc

Subject
[PD] Creating auidioengines for games using PD






Hi,

If I wanted to use PD to build an audio-engine for a game, how would the 
copyrights work if the game I was creating the engine for were commercial?

Also, and I know this is going to be sensitive to some people in this 
community, but lets have the discussion anyway, I don't like the idea 
about anybody being able to open the audio-engine that I have created 
for a commercial game, as easy as they would any PD-patch out there. And 
I'm sure the people I would be working for would hate the Idea. Is there 
an easy or ?normal? solution to locking a patch so it can't be opened by 
anybody?

I know that PD has been used in the production of the music-engine for 
Spore, but I havn't been able to find details about this particular 
project. Does anybody know anything about it that they could share with 
us?

I read a post from Andy Farnell on the sound design mailing list, that 
EA had created their own version of PD for Spore, is that the only way 
to go about it if
you wanted to use PD in a commercial production?

And last but not least, are there any other know commercial products 
(games primarily) out there that has used PD as the audioengine?

Cheers!
Thomas



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