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Make it cross-platform (some of us DO use multi-platform environments, Per), create a module/version/plug-in to run it in Second Life and World of Warcraft and I will beta test it, buy it, AND sell it for you ... There is a small, but growing, core of musicians performing in Second Life who would jump on a tool that would allow them to transcend the existing limitations of "inworld" audio production (no samples loner than 10 seconds max, NASTY scripting to make objects with audio in them which precludes having serious instruments "inworld", etc.,). One group has been struggling with trying to build instrument in world and give performances with those instruments. I know there are some people who have been looking at implementing some form of MIDI protocol in Second Life, but I honestly haven't tried to keep up with the developments. Some research on some of the SL blogs would probably turn up the names. Best, Dennis On Tue, Jun 17, 2008 at 10:12 PM, kanguru007 <kanguru007@gmail.com> wrote: > Hi. > > I'm a games developer and an amateur musician. > > I needed to play some looper files in a game and unknowingly I started > writing a software looper. > > I would like to develop it further but I have to "put food on my > family" so I'd need to make it into a viable commercial product. > >____________________________________________________________________________________________ > I'll tap into the collective knowledge of this list and ask: is there > a market for an innovative Mac / PC software looper? > >____________________________________________________________________________________________ > > K. > > My development ideas: > - low level real-time games-like programming > - 10ms audio latency > - 60 frames per second animated user interface 3D objects > - camera moves around and zooms automatically > - controllable with keyboard and/or midi control pedals/surface > - mouse menus can be used but are only meant for learning > - user timing is respected above all things > - No hard looping, tracks are recorded linearly. > Dubbing/layering/mixing/looping are done in real-time by the audio > output code > - loop-point audio click prevention code but the timing is never changed > - tracks can be un-looped / re-looped / re-mixed > - unlimited out-of-order multi-level undo/redo > - seamlessly integrated audio tracks and midi sequencer tracks > - fun and inexpensive but usable for serious work > - scriptable playback > - song rendering to 32 bits audio files > >