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MassiveMusic Unveils mmorph – The Interactive Music Engine

03/02/2016
Sound & Music
London, UK
156
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Revolutionary new workflow from global music agency delivers interactive music in the browser and beyond
MassiveMusic is excited to unveil mmorph, a ground-breaking tool exploring new ways of delivering interactive music and sound in the browser and beyond. 

Launched today, the mmorph demo site showcases just a few ways in which the tool can adapt any form of music and sound for unique online experiences. The world-first workflow, which underpins the site, is designed to increase creative flexibility and substantially save project time.

The showcase site features modern SVG animation techniques and a number of real-time interactive features that the user can control with their smartphone, mouse or touchpad. Remixing, live effects, synth lines and epic breakdowns all become part of the user’s seamless musical journey.   

The workflow, devised by the global music agency, utilises Enzien Audio’s Heavy technology.  Creative technologist Owen Hindley, interactive music developers Reactify and design studio Grotesk collaborated with MassiveMusic to create the mmorph site.


MassiveMusic’s Roscoe Williamson oversaw the project, commenting: “The demo site is the tip of the iceberg. The workflow behind it opens up an infinite amount of creative possibilities in the world of interactive media, music and sound.  As the web moved from Flash to HTML5 we realised that a lot of audio flexibility had been lost; we’ve aimed to address this and then add a whole world of possibility.” 

He adds: “We want interactive production companies, brands and advertising agencies to be able to be more creative and engaging with music. Music is a hugely powerful tool and the possibilities of what you can now do with it as a result of the workflow are pretty much endless – you’re only limited by your imagination.”

Creative Technologist Owen Hindley, who has worked on interactive projects for brands including Google, Xbox and Mercedes-Benz adds: “Working in this way is going to let us be a lot more flexible and a lot more expressive when it comes to interactive audio and music for games, online, installations or VR. The exact same method can translate audio to run in the Unity or Unreal engines via FMOD, or in pure C for iOS, OS X, JUCE, OpenFrameworks and more.”

Try for yourself and experience mmorph by heading to: mmorph.massivemusic.com

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