@conference {2563,
	title = {Building Interactive Networked Musical Environments Using q3osc},
	booktitle = {AES 35th International Conference: Audio for Games},
	year = {2009},
	address = {London, UK},
	abstract = {<p>Interactive networked musical gaming environments designed as control  systems for external music and sound programming languages can be built  using the q3osc Quake III/ioquake3 gaming mod. Bi-directional support  for the Open Sound Control (OSC) messaging protocol compiled into the  game engine allows for the real-time tracking, sonification,  spatialization and third-party control of game entities, clients and  environmental parameters. Reactive audio environments ranging from  abstract multi-user musical performance spaces to representative  acoustic models of physical space can be constructed using either a  standard user-centric audio perspective or a potentially more immersive  and inclusive space-centric perspective. Issues of space and perspective  are discussed as related to the distribution of performance space and  sonified environment across both local and wide-area networks. </p>},
	author = {Rob Hamilton}
}
