If you can convince Sony, Nintendo, Microsoft, or any of the game studios to release the code for their games or systems, just so that they can use Supercollider for an audio subsystem, go for it.
If it's packaged with a game, even though it's running separately (is that even possible in a game console?), you would still have to distribute the binaries, would you not? And doesn't that break GPL?
I shouldn't have even mentioned licensing in my original comment, which was more of an aside that mattered to me in my selection of which system to use, but of course, it's been hyper and myopically focused on here with GPL proponents coming out of the woodwork to argue about it.
However, it is relevant because, as I said, a nice benefit of these sound engines is that they can be embedded in other languages and applications. Thus, when choosing such a sound engine, the licensing is an input to the decision, and other systems, such as Pure Data and Csound, have more permissive licenses. For example, the absolutely excellent iVCS3 app on iOS is built on Csound: https://apps.apple.com/us/app/ivcs3/id665703927.
preventing its use in basically anything besides small side and school project
That is what I (and others) took issue with. SuperCollider is used by professional artists (including myself). Just because you cannot use it in a proprietary app does not mean it is only for hobbyists!
I did say "in" and not "for", and in the context of discussing a non-permissive license, I think it should be relatively clear about my statement being about incorporating the engine into other software and applications that you may not want to open source. This is why I said side or school projects, because you usually don't care about having to open source those. I did not mean to imply that no professionals use Supercollider to make music and sounds. And really, I was just wanting to point out that Csound can be embedded in several different ways, with a license that is permissive for such uses in proprietary systems.
It's great people are using Supercollider in other ways to make money! But it's obvious that the license doesn't extend to music recordings and performance.
All that being said, do you have any links or descriptions on how you use Supercollider (or any other system)? I'm curious to hear about anything you're able to share.
If you could convince Sony and Nintendo to upstream everything they customised from FreeBSD (Sony), and clang/LLVM (both), the upstream projects would appreciate, given how they lag behind in GNU/Linux adoption, and GCC in standards compliance and architectures.
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GPL software is used commercially. Have you heard of Linux?
If you can convince Sony, Nintendo, Microsoft, or any of the game studios to release the code for their games or systems, just so that they can use Supercollider for an audio subsystem, go for it.
Why would they have to release everything else if the Supercollider server is running as a separate process? Just fork it on Github.
If it's packaged with a game, even though it's running separately (is that even possible in a game console?), you would still have to distribute the binaries, would you not? And doesn't that break GPL?
SuperCollider is targeted at composers/musicians/artists, not video game developers, so I don't see how that is relevant.
I shouldn't have even mentioned licensing in my original comment, which was more of an aside that mattered to me in my selection of which system to use, but of course, it's been hyper and myopically focused on here with GPL proponents coming out of the woodwork to argue about it.
However, it is relevant because, as I said, a nice benefit of these sound engines is that they can be embedded in other languages and applications. Thus, when choosing such a sound engine, the licensing is an input to the decision, and other systems, such as Pure Data and Csound, have more permissive licenses. For example, the absolutely excellent iVCS3 app on iOS is built on Csound: https://apps.apple.com/us/app/ivcs3/id665703927.
In your original post you wrote
That is what I (and others) took issue with. SuperCollider is used by professional artists (including myself). Just because you cannot use it in a proprietary app does not mean it is only for hobbyists!
I did say "in" and not "for", and in the context of discussing a non-permissive license, I think it should be relatively clear about my statement being about incorporating the engine into other software and applications that you may not want to open source. This is why I said side or school projects, because you usually don't care about having to open source those. I did not mean to imply that no professionals use Supercollider to make music and sounds. And really, I was just wanting to point out that Csound can be embedded in several different ways, with a license that is permissive for such uses in proprietary systems.
It's great people are using Supercollider in other ways to make money! But it's obvious that the license doesn't extend to music recordings and performance.
All that being said, do you have any links or descriptions on how you use Supercollider (or any other system)? I'm curious to hear about anything you're able to share.
Thanks for clarifying! That was really a misunderstanding then.
Sure! I'm currently AFK, but I'll try to post some links in the evening.
If you could convince Sony and Nintendo to upstream everything they customised from FreeBSD (Sony), and clang/LLVM (both), the upstream projects would appreciate, given how they lag behind in GNU/Linux adoption, and GCC in standards compliance and architectures.