[PD] Creating auidioengines for games using PD
Mark_Danks at PlayStation.Sony.Com
Mark_Danks at PlayStation.Sony.Com
Thu Dec 20 07:16:12 CET 2007
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 <jeppesen at skydebanen.net>
Sent by: pd-list-bounces at iem.at
12/19/2007 05:01 AM
To
PD-list at 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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