Dear Rory and Giovanni,
I have a group of incredible students here at Berklee who are working with Csound Unity.
Later this summer, we will have much to share on this forum and especially to show, and perform at the International Csound Conference in November! Thank you for all your work to make this research and development possible. We are pushing hard now to get our installation proposals ready and papers drafted for the upcoming submission deadlines.
Still, as we are going along a recent thought occurred in our discussions and developments.
As you know, Unity has some great components that one can attach to an object to deal with reverb, space, and 3D aspects of an object. As we were developing our unique collection of CsoundObjects for Unity (and adding to them and modifying them and exploring them) is that there are certain behaviors or processes that one might like to be able to attach to any or all CsoundObjects along the way rather than rewriting the Csound instruments to ‘include’ these DSP features for each one.
Maybe as a part of the Csound Unity 4.0 package…
For instance, it would be great to have a Csound-based REVERB (freeVerb, screverb) ‘component’ to add to this our that Csound Sound Object (from the Csound Catalog Collection for instance)
Or, it would be great to have a Csound-based HRTF component to add to this or that Csound Sound Object
Or, it would be great to have a Csound-based DOPPLER component to add to a CsoundObject
Or, a SPAT3d
Or, a VBAP
Or, a Spatial Volume & EQ - with distance calculations
Or, to make things really simple for beginners, a Csound-based Sample Player (mincer) component
Currently, I add the features to individual instruments. And, I am getting ready to make a set of Global instruments (or UDOs) that I can drop into my instrument to add these features to the soundObjects, and I can standardize my instrument models to use them, control them, modify them with gestures, etc. (and that is what I am doing now).
But, I am thinking of UNITY developers who are not Csound experts and just want to add this sonic ‘intelligence’ to their sounds (from a Csound Unity Collection of Instruments, NoiseMakers, and Sample Players perhaps)
For expediency, I could have my Csound Instruments use some of the UNITY components that do this already, and I am exploring that.
But it would be cool to have everything in the Unity Sound World be Csound.
What do you think about adding spatial, reverb, etc components to the next release of Csound Unity so that you show a general and standardized way to support adding Csound DSP capabilities to UNITY for all Immersive Music Experience developers.