1. Introduction

Asset Manager provides dynamic loading, unloading and control over Max/MSP patches, easy network integration using Open Sound Control (OSC), and an abstraction layer that facilitates changes to a project's panning algorithms and software-to-hardware channel mappings.

Asset Manager is built to deal with multiple audio projects[1] in an environment where projects need to be loaded on demand. We use Asset Manager extensively with virtual reality environments and other graphics engines, where each project requires a custom Max patch. Since each system has its own optimal spatialization setup, maintaining multiple versions of the same project implemented on different systems can quickly become cumbersome and time-exhaustive. Asset Manager addresses these difficulties by providing a framework that abstracts panning and signal flow, and helps optimize production workflow for complex sound systems.

Summary of Functionality:

Asset Manager is part of Tahakum Audio Control Framework.


[1] The feature of loading and unloading Max/MSP patches are not limited to only audio projects.