after loading a game (generated by dfhack) - starts playing weather / music
[2020-02-29T15:00:09.172Z TRACE] log: Winter has arrived on the calendar.
[2020-02-29T15:00:09.184Z TRACE] log: The weather has cleared.
[2020-02-29T15:00:09.185Z TRACE] pattern: The weather has cleared\.
[2020-02-29T15:00:09.185Z TRACE] channel: weather
[2020-02-29T15:00:09.186Z TRACE] loop=stop
after season change (generated by the game) - starts playing season
[2020-02-29T23:35:12.348Z TRACE] log: Autumn has come.
[2020-02-29T23:35:12.349Z TRACE] pattern: Autumn has come\.
[2020-02-29T23:35:12.349Z TRACE] channel: misc
Do you mean the season announcement voiceline? Yes, those are triggered by different message patterns.
The `(:season:) has arrived on the calendar.` pattern should trigger the music to change. Could you check the soundpack?
Expected log output:
[2020-03-01T01:04:50.072Z TRACE] log: Summer has arrived on the calendar.
[2020-03-01T01:04:50.096Z TRACE] pattern: (It is now summer\.)|(Summer has arrived on the calendar\.)
[2020-03-01T01:04:50.098Z TRACE] channel: music
[2020-03-01T01:04:50.098Z TRACE] loop=start
Some other things that seemed peculiar:
* the gui shows channels: music, swords, trade, weather, misc - but I only saw "weather, misc". Never saw music and swords, which definitely are being used.
I'm not sure I'm understanding this correctly. Do you mean that you didn't see other channel names being mentioned in the log? That just means that there weren't any gamelog messages that triggered sounds to be played in those channels.
* many log entries that look like this - sometimes 20+ in a row (number of timeout is increasing)
[2020-02-29T13:44:20.612Z TRACE] swapped: The metalcrafter stands up.
[2020-02-29T13:44:20.613Z TRACE] pattern: The (.+) stands up\.
[2020-02-29T13:44:20.613Z TRACE] can't play: current_timeout: 1768
If the sound has a timeout value, the same sound won't play for that amount of ms. This sound has a timeout of 2500ms, so this makes sense.
current_timeout doesn't change until the sound gets actually played, so previous triggers on the sound shouldn't increase current_timeout. Are you sure the number increases?
* this one seems to happen frequently if masterpiece gets crafted.
[2020-02-29T13:44:44.198Z TRACE] swapped: `Sigun_1' Mengduthnur has created a masterpiece quartzite door!
[2020-02-29T13:44:44.200Z TRACE] pattern: (.+) has created a masterpiece (.+)!
[2020-02-29T13:44:44.200Z TRACE] can't play: failed probability roll
This happens because the sound has a probability(propability) of 25, so it only has a 25% chance of being triggered.
This probably happend, while my military squad was training (too many strike events?) - this should go to swords?
[2020-02-29T21:43:33.695Z TRACE] log: The militia commander strikes at the macedwarf but the shot is blocked!
[2020-02-29T21:43:33.696Z TRACE] pattern: The (.+) strikes (.+) but the shot is blocked!
[2020-02-29T21:43:33.696Z TRACE] channel: misc
[2020-02-29T21:43:33.696Z TRACE] can't play: at concurency limit: limit 4, channel 4
As the log says, if there are too many sound playing in the channel (in this case misc), the sound won't play.
It plays on the misc channel because the soundpack didn't specify a channel. jecowa's version moved all combat-related sounds to the sword channel, so I'm guessing you're using the original pack?