Forums

    6 posts

  • avatar
    0 sounds
    3 posts
    Best practices for sounds uploaded to SecondLife?


    I'm interested in what people have done w/rt freesounds that have been uploaded as SecondLife (and, I assume, similar MMOGs).

    I think the attribution requirements are easy to satisfy by putting the reference on the description entry of the SL sound object.

    However, while one could make the argument that uploaded sound has additional value (it costs a few US cents per upload), I'm not planning to make any commercial use, so my question is how to best establish the SL assets as free objects themselves.

  • avatar
    795 sounds
    273 posts


    I'm not planning to make any commercial use, so my question is how to best establish the SL assets as free objects themselves.

    whut? what's second life.

  • avatar
    795 sounds
    273 posts


    okay, I looked up secondlife on wikipedia.

    apparently it's NOT what you call an "MMOG (massivemultiplayeronlinegame)"

    "Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items (virtual property) and services from one another."

    as far as I can see, if there is ANY amount of money involved, you NEED DIRECT CONSENT from the author of the sound, and you would probably have a hard time addressing their royalties since it's such a small amount of money.

    I say if you wanna SPREAD THE WORD around about freesound, then I encourage you to do so! But maybe instead of selling (or simply distributing) the sounds, just put a link in your signature, if secondlife has signatures.

    But most people on freesound wouldn't mind having their sounds (re)distributed free of charge, that's the whole point of Creative Commons!

  • avatar
    975 sounds
    145 posts


    Actually,

    I would consider second life to be somwhat of a realistic Sims, online, where you can play shows and concerts, there was even a girl who played acoustic guitar, from her bedroom and had lots of people 20 "Cyber Dollers" to see her. I am assuming alot of second life is not for commercial use, But even if so, Is it not just = to drop the contributors names? (and not in that death metal screamy overtone!) I mean technically, we can't do much if they dont abide. But who wants 2. " ) -

    .Killer.
  • avatar
    0 sounds
    3 posts


    hello_flowers
    But most people on freesound wouldn't mind having their sounds (re)distributed free of charge, that's the whole point of Creative Commons!

    Right - and that is precisely my point - I would *use* freesound clips, perhaps even as relatively small portions of commercial products (CC 3.a), but allow the redistribution of the sounds under the original terms of the CC license (CC 3.d). The only "money" that is required to be involved is the flat fee that one is charged to upload any media into the game. From that point, I could choose to resell it (perhaps if it were my original work) or give it away (if it was CC-licensed). In any case, the company that runs the game is pretty explicit that uploads of externally-created media have no effect on copyright or license terms. MAYBE one could argue that the act of uploading is a non-trivial transformation, but it certainly isn't a creative one in CC terms - I believe the uses I am considering are fully covered by current license terms (but not attribute-noncommercial): in particular, I would only use small sampled portions, probably not even synced with visuals.

    By my read of the freesound CC license, I should be able to upload freesound samples to SL and (1) incorporate it into either commercial or non-commercial products if there is a sufficient transformation (for instance, using a portion of a freesound birdsong sample in game-world bird robot), and (2) redistribute the uploaded asset at no change. Both uses would, of course, require proper attribution, which is really what I'm asking here...

    Another interesting twist is that SL objects have global UUIDs - so, for instance, if it were considered proper and useful by the freesound community, one could upload a sample and attach the UUID to the freesound clip comments, I *think* allowing an alternative mechanism of free distribution.

    I'm curious as to why you wouldn't consider it a MMOG? I suppose it is isn't quite the typical "Game" as it doesn't impose any particular plot or environment, but it is certainly MMO - I think of it as almost a MMO construction toolkit, with any number of actual games and social environments implemented in it.

  • avatar
    0 sounds
    3 posts


    There is yet another interesting bit here in that once imported into SL, media may be used by-reference without cost to the original importer (assuming the importer allows it) or the original author. This is a bit like putting up a web page that uses a graphic that someone else produced via, say google's cache. Or perhaps a program that links to a LGPL library...

    Is the resulting object a Derived Work? Some weird kind of Collective Work? Something else entirely?

    6 posts