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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 577598 times)

Moghjubar

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #135 on: August 02, 2010, 11:03:29 pm »

Just started playing dwarf fortress again and had an idea similar to this, so naturally I checked to see if someone had already done it, and found the project moving pleasantly along.  Since you are looking for ideas and whatnot...

First, you have several development possibilities available.  It looks like currently you are cranking out better functioning versions and let volunteers procure/produce all your sounds (which is what I recommend) and seem to be getting decent progress, and a few extra soundpacks to boot. If anything, try to focus on the core soundpack before all else.

Also, it currently seems that you are assigning roles for certain sounds/etc, but your  page at http://www.krauselabs.net/dump/todosounds.htm  does not currently list who is taking what role, and the bug page at http://df.zweistein.cz/soundsense/mantis/view_all_bug_page.php seems like it might, but is a bit hard to dig through. By the way, assume those that visit this thread can help with development, and edit your first post to>

A: Include these links for development purposes;
B: Include a list of people currently assisting, including who to contact to offer help (possibly with info like tyrspawn's message);
C: List formats that are acceptable for contributions, filesize limitations, etc.
D: Other stuff not directly related to functionality that you need assistance with- art, hosting, etc;

Another alternative (taking the to-do page for example) is to allow file uploads for the missing sounds specifically (with some limitations, see below) and enable a testing/voting system for them.  You can choose a number to keep based on rating from voting for the official soundpack, and might get original works contributed this way (though you might have to assume the worst and test every uploaded file for copyright issues, or at the leest have a 'copyright infringment' removal process that users can use to state infringements and remove).  In this case, it becomes more of an open-source effort, and you can even possibly open up the entire soundpack for suggestions this way and include high rated submissions.

I might have more to add later, admittedly I still have yet to test it (downloading it now, just got intrigued by it and read through all the pages of conversation).  Might be time to break out the MIDI editor and go to town :)

[Note, for other ideas: My original idea on this (without thinking HOW I would actually do it) was basically playing different music files based on seasons, events, and fortress status. I was thinking each season would have a base theme that gets modified for fortress wealth, seige status, dwarf mood problems (with an 'unhappy' theme for a fortress full of unhappy dwarves), and possibly landscape (sinister, etc) and z-levels dug/underground features exposed (more cavernous).]
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A Dwarven Smokeologist

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #136 on: August 02, 2010, 11:20:02 pm »

Thanks for this to all involved!
Best community in gaming history, my humble opinion.

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h3lblad3

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #137 on: August 02, 2010, 11:27:07 pm »

Um...
I think secretive moods 1 and 3 are the same.

Oh, and excellent guys.
</kissass>
« Last Edit: August 02, 2010, 11:32:03 pm by h3lblad3 »
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Moghjubar

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #138 on: August 03, 2010, 07:34:44 pm »

Well, I got SoundSense running to try it out and so far it works pretty good... but I did have some trouble setting it up (aka it doesn't run outta the box), so I figure some others might need some instructions as well (using Release 14, tested out on Java1.6 on Vista64 and a friend running Windows7 with JRE6).

First of all, here is the soundSense.cmd file for reference, you may need to modify this appropriately.

>
@echo off

:SET_CLASSPATH

set CLASSPATH=.\
set CLASSPATH=%CLASSPATH%;lib\MP3SPI\mp3spi1.9.4.jar;lib\MP3SPI\jl1.0.jar
set CLASSPATH=%CLASSPATH%;lib\OGGSPI\jogg-0.0.7.jar;lib\OGGSPI\jorbis-0.0.15.jar;lib\OGGSPI\vorbisspi1.0.3.jar
set CLASSPATH=%CLASSPATH%;lib\tritonus_share.jar
set CLASSPATH=%CLASSPATH%;lib\freetts-1.2\freetts.jar
set CLASSPATH=%CLASSPATH%;soundSense.jar

java -Djava.util.logging.config.file=logging.properties -cp %CLASSPATH% cz.zweistein.df.soundsense.SoundSense ../gamelog.txt packs/

pause
>

Upon extracting to my dwarf fortress folder, I ran soundSense.cmd and got an error message stating that java was not a recognized command.  This is due to the command script attempting to execute java from the current folder, and not the actual filepath.  In order to fix it, I pointed it to the install path of my java application, by replacing 'java' in the line with one of the following (for different machines).

C:\Progra~2\Java\Jre1.6.0_07\bin\java
  or
C:\Progra~2\Java\jre6\bin\java

Note that if you copy from the address bar (say, from Windows 7) and get something like C:\Program Files (x86)\Java\jre6\bin\java, it WILL NOT WORK due to the command script being unable to recognize \Program Files (x86)  .  If you have java installed elsewhere, this line should point to that path instead.

After pointing to the right java location, I ran the command script and obtained the error at the end: cannot find gamelog.txt .  This is due to ../gamelog.txt trying to point somewhere other than the current folder: delete one of the dots and it should look like
 ./gamelog.txt
Alternatively, if you wish to run soundSense from somewhere else (or just point straight to your dwarf fortress folder), change the path to something like this:
/C:\Users\Username\Desktop\Dwarffortress2010\gamelog.txt
 or more generically,
/Filepath\gamelog.txt

Hopefully, this info can help anyone trying to set up the mod without all the technical know-how.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #139 on: August 04, 2010, 03:58:36 am »

but I did have some trouble setting it up (aka it doesn't run outta the box), ...

Yeah, it is a it rough ride.

It is really about having correctly installed java (which should put java bin directory to path). I wonder if this is purely vista/7 problem because at only windows i have (XP) it seems to work just fine... curious that java instaler in vista/7 does not set correct paths.

btw, if you have spaces in path, you can put quotation marks aroud it so "C:\Program Files (x86)\Java\jre6\bin\java" will work, but again, have put java bin directory to path system variable is way to go.

I hope will be resolved by using http://launch4j.sourceforge.net/ which should take care of most of such stuff.

As far as locating gamelog.txt, it is best if you do not unpack it directly into df  but in directory in it, anything else needs some tweaking, of course. Guess i could put some simple "lookup" which will try to look for gamelog.txt in currenty directory if it fails to open one defined by commandline parameters.

tyrspawn

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #140 on: August 04, 2010, 01:15:42 pm »

We currently have plans to release comprehensive documentation for installing and customizing soundsense. We are also considering an exe installer for ease of use. Look for it soon.
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Chris Krause
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MonkeyHead

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #141 on: August 05, 2010, 05:53:55 am »

possible issue: restricting civs to a saftey burrow produced a sound-mayhem of cancelled and inaccesible tasks as dwarves tried to do things outside the burrow, couldnt, and cancelled. this got so bad during the siege that i removed the sounds for the relevant log posts...

Ladde

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #142 on: August 05, 2010, 07:41:20 am »

A volume control would be nice :)
And I still get looping sounds with the new version. Or are some sounds just very very long?
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #143 on: August 05, 2010, 08:39:20 am »

There was new app release, 15, which contains small updates and witht making stuff easier to set up by making use of launch4j. ( http://df.zweistein.cz/soundsense/soundSense_15_81.zip )

There is also new version of soundpack which now has improved seasonal music ( http://df.zweistein.cz/soundsense/soundpack.zip )

And main website now contains fairly detailed instructions on how to install it - comments on general sanity of writing.

possible issue: restricting civs to a saftey burrow produced a sound-mayhem of cancelled and inaccesible tasks as dwarves tried to do things outside the burrow, couldnt, and cancelled. this got so bad during the siege that i removed the sounds for the relevant log posts...

Ouch, well, they were panicking and mayhen is to be expected.

On serious note, i will do something about that, lower concurency (to two) and add volumeAdjustment="-20" which should make cancelations much more bearblable (kept important cancelations - "needs x" and "building suspended" as they are).

We possibly could do without cancelation sounds at all, of course.

A volume control would be nice :)
And I still get looping sounds with the new version. Or are some sounds just very very long?

Well, some simple gui to help setting stuff up is in works, so when that comes, volume should be up.

WormSlayer

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #144 on: August 11, 2010, 08:56:35 pm »

possible issue: restricting civs to a saftey burrow produced a sound-mayhem of cancelled and inaccesible tasks as dwarves tried to do things outside the burrow, couldnt, and cancelled. this got so bad during the siege that i removed the sounds for the relevant log posts...

Ouch, well, they were panicking and mayhen is to be expected.

On serious note, i will do something about that, lower concurency (to two) and add volumeAdjustment="-20" which should make cancelations much more bearblable (kept important cancelations - "needs x" and "building suspended" as they are).

We possibly could do without cancelation sounds at all, of course.

Are burrow restrictions something you can monitor? Maybe disable cancellation sounds while they are in force?
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Ironhand

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #145 on: August 11, 2010, 09:18:25 pm »

What if you just kept a local (slowly decrementing) tally for each sound effect, and stopped playing it if it was spamming?
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Moghjubar

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #146 on: August 12, 2010, 08:30:28 pm »


And main website now contains fairly detailed instructions on how to install it - comments on general sanity of writing.


Good job on that, went ahead and followed that java directory installation thread, and I think I found one a bit easier to understand (for Vista at least):  Credit goes to ess from codingforums.com

[ess - codingforums.com]
Please follow these steps...

1- Right Click on My Computer on your desktop and click on Properties
2- Computer Properties Window will open....Click on Advanced System Settings
3- Click ok when the stupid administrator window appears (Personally I have disabled them...as I find them annoying and pointless)
4- Click on Environment Variables
5- Under the Systems Variables, click the NEW button to create a new Variable
6- Enter the following inside the dialog
Variable Name: JAVA_HOME
Variable Value: FOLDER_CONTAINING_JAVA_INSTALLATION for example C:\Program Files\Java\jdk1.6.0_02
7- Inside the Systems Variables, locate the Path entry. Select it...then click on the edit button
8- At the end of the PATH, enter a semi column if there is NOT one there already
9- At the end of the PATH variable, enter %JAVA_HOME%\bin;

Click on Apply and ok buttons to close all opened dialogs

Start a new (if you have one opened already...it won't work) prompt or MS Dos command prompt and type the following

Code:

java -version

You should see details of the installed version of Java etc. once you hit the RETURN key
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #147 on: August 14, 2010, 01:07:00 pm »

New release: r16 http://df.zweistein.cz/soundsense/soundSense_16_82.zip

 * path to gamelog.txt and packs was moved from batch files to configuration.xml and should be earier to set up
 * also, configuration contains volume control (zero is default volume, negative number makes stuff quiter. Units are decibels.)

Soundpack was also updated: http://df.zweistein.cz/soundsense/soundpack.zip - voice for human diplomat, kobolds and some more Rainseekers dwarves which now comment on migrants.

Are burrow restrictions something you can monitor? Maybe disable cancellation sounds while they are in force?

Nope, can't really see what is going on yet.

What if you just kept a local (slowly decrementing) tally for each sound effect, and stopped playing it if it was spamming?

I did something different:

added "timeout" attribute which adds timeout to sound so that it will not be repeated during cooldown. Slapping this to something spammy pretty much ends spam overload.

Socializator

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #148 on: August 17, 2010, 03:22:53 am »

Just found out about this at work and I am really looking forward to trying this out!


What if you just kept a local (slowly decrementing) tally for each sound effect, and stopped playing it if it was spamming?

I did something different:

added "timeout" attribute which adds timeout to sound so that it will not be repeated during cooldown. Slapping this to something spammy pretty much ends spam overload.

What about gradually decreasing volume?...
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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #149 on: August 18, 2010, 11:46:40 am »

Oh, will anyone be able to create startup script for Linux? I've tried meddling with classpath, but without any success(well, i don't have any experience in java coding), it throws exceptions like that:
Code: [Select]
18/08/2010 11:36:32.102: SoundSense for Dwarf Fortress is starting...
18/08/2010 11:36:32.112: Loading theme packs from ./packs/
18/08/2010 11:36:32.117: Scanning directory './packs/'.
18/08/2010 11:36:32.117: Scanning directory './packs/default/'.
18/08/2010 11:36:32.118: Loading config ./packs/default/sample.xml
18/08/2010 11:36:32.183: Done loading ./packs/, loaded 17 items.
18/08/2010 11:36:32.183: Attempting to listen to ../gamelog.txt
18/08/2010 11:36:32.186: Skipping 5476230 bytes.
18/08/2010 11:36:32.524: Listening to ../gamelog.txt
Exception in thread "main" java.lang.NoClassDefFoundError: com/sun/speech/freetts/VoiceManager
at cz.zweistein.df.soundsense.output.sound.tts.TextToSpeechThread.<init>(Unknown Source)
at cz.zweistein.df.soundsense.output.sound.tts.TextToSpeechManager.<init>(Unknown Source)
at cz.zweistein.df.soundsense.output.sound.SoundProcesor.<init>(Unknown Source)
at cz.zweistein.df.soundsense.SoundSense.main(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.sun.speech.freetts.VoiceManager
at java.net.URLClassLoader$1.run(URLClassLoader.java:202)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:190)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 4 more
and that's obviously some sound playback library issue, and, well, that's all i can say. It would be really terrible to not have such a potent and nice program under Linux, when it's specifically written with crossplatform language.

Oh, and also, i am rather curious about title of the music at the very beginning oh "Ah, welcome to our new home" video. Loved it, but was unable to find it among soundtrack files.
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