Oscthulhu: Applying video game state-based synchronization to network computer music

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Abstract

In this paper we present a new control-data synchronization system for real-time network music performance named OSCthulhu. This system is inspired by the networking mechanics found in multiplayer video games which represent data as a state that may be synchronized across several clients using a hub-based server. This paper demonstrates how previous musical networking systems predicated upon UDP transmission are unreliable on the open internet. Although UDP is preferable to TCP for transmitting musical gestures, we will show that it is not sufficient for transmitting control data reliably across consumer grade networks. This paper also exhibits that state-synchronization techniques developed for multiplayer video games are aptly suited for network music environments. To illustrate this, a test was conducted that establishes the difference in divergence between two nodes using OscGroups, a popular networking application, versus two nodes using OSCthulhu over a three minute time-span. The test results conclude that OSCthulhu is 31% less divergent than OscGroups, with an average of 2% divergence. This paper concludes with a review of future work to be conducted.

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APA

McKinney, C., & McKinney, C. (2012). Oscthulhu: Applying video game state-based synchronization to network computer music. In ICMC 2012: Non-Cochlear Sound - Proceedings of the International Computer Music Conference 2012 (pp. 309–314). International Computer Music Association.

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