[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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