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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 579693 times)

Calasmeer

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #165 on: August 29, 2010, 06:42:35 am »

I really love SoundSense and everything, but I was wondering if it would be possible to toggle the the CMD and volume windows with some sort of GUI? That would make SoundSense amazing then.
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tyrspawn

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #166 on: August 31, 2010, 01:39:38 pm »

A GUI is in the early stages - it's being worked on.
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Chris Krause
Soundsense Mod Community Organizer
http://df.zweistein.cz/soundsense/

NieXS

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #167 on: August 31, 2010, 03:01:44 pm »

A GUI is in the early stages - it's being worked on.
How said GUI will look like:
Spoiler (click to show/hide)
Open both files, press "Active". SoundSense's log will be shown on the text area there.

Sorry for the huge hiatus, I went through a unmotivated August mostly due to Team Fortress 2 and Worms.
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Calasmeer

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #168 on: September 01, 2010, 08:53:56 am »

A GUI is in the early stages - it's being worked on.
How said GUI will look like:
Spoiler (click to show/hide)
Open both files, press "Active". SoundSense's log will be shown on the text area there.

Sorry for the huge hiatus, I went through a unmotivated August mostly due to Team Fortress 2 and Worms.
Awesome, can't wait!
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Moonshine Fox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #169 on: September 02, 2010, 09:37:25 am »

I've encountered a situation where Soundsense will almost always crash on my computer (Win 7 Ultimate x64). Whenever there is a fight and sounds are spamming by Soundsense will inevitably crash after some 10 seconds of soundspam. I'm not at home right now so I can't post the error message I get, but is this any known issue you can workaround? (using the latest, as of yesterday, release)
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Moonshine Fox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #170 on: September 03, 2010, 01:25:49 am »

Here's the crash log

Spoiler (click to show/hide)
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #171 on: September 04, 2010, 09:12:52 am »

Here's the crash log

Spoiler (click to show/hide)

Thanks, this looks pretty serious; I will look onto it.

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #172 on: September 04, 2010, 01:08:38 pm »

Allright, i did not figure out what was happening: too many sounds cause issues (threads do crash because too many sounds cause SS run out of allocated memory, but that is handled gracefully), but not hard jvm crash.

Ill need to do some pondering about it...

---

On side note, there is new release 18: http://df.zweistein.cz/soundsense/soundSense_18_95.zip

I took a while to improve what poor gui it has to contain information on what is currently being played and show what sounds it knows about.

tyrspawn

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #173 on: September 06, 2010, 03:55:01 am »

For those that have used this mod, specifically the latest version, we would like any and all feedback, even if its negative. Please let us improve.
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Chris Krause
Soundsense Mod Community Organizer
http://df.zweistein.cz/soundsense/

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #174 on: September 06, 2010, 03:57:01 am »

For those that have used this mod, specifically the latest version, we would like any and all feedback, even if its negative. Please let us improve.

Especially if it is negative, it is only way to get stuff fixed or changed :)

A Dwarven Smokeologist

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #175 on: September 06, 2010, 04:11:16 am »

Annoyances:
- Spammy combat sounds, I don't need//want to hear 10 creatures vomiting and dry heaving for 3 minutes. Please god my ear rape.
- Never ending trader loops, sometimes (maybe just if the trader never arrives to the depot) the jingle jangle bells and clippity cloppity hooves continue for entire seasons.
- Sound level for the sounds needs to be normalized. Combat sounds are way too loud IMO and I ended up removing about 35dB from them in audacity. Same goes with some of the spoken dialogue lines for moods and various other things, I find my hand jumping for the audio slider trying to either mute it or crank it up. Too much variation in audio levels.
- No music on loading a saved game, it would be nice if it would choose any of the seasonal songs or even one from the system folder just until the seasons change and regular music can start back up. (actually maybe it does do this already)

I hope that doesn't seem like I'm bitching too much because I honestly enjoy, it's another tool that I don't see my self playing with out unless I absolutely have no choice.
« Last Edit: September 06, 2010, 04:18:28 am by A Dwarven Smokeologist »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #176 on: September 07, 2010, 04:36:57 am »

I hope that doesn't seem like I'm bitching too much ...

Nah, it is just fine, in fact, thank you for it.

It seems that combat needs most tuning, I will take hint from you and adjust volume of them all to something way less loud ( you can do it without editing sound file btw, just add volumeAdjust="-35" to apropriate soundFile elements), add ~500 ms timeouts to them all and hard cap of 5 simultanous sounds for combat.

That ought to make combat much less saner.

As for overall volume - yep, it is result of having lots of varied sources. I wonder if there is tool that takes whole directories and normalizes them... that would come in really handy

Traders - well, I will stop it from looping and make it one-time only sound which should stop. Sadly, there is no way to know whether caravan failed to reach depot.

Kuikka

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #177 on: September 07, 2010, 06:30:46 am »

I must to say this great mod has made this game even more enjoyable. Thank you for this! Especially sounds related to weather, seasons, trade (I love when I can hear caravans coming), digging and battle are delight and build the atmosphere. Announcements are also very nice and add some humour.

Just taking a look at the soundsense folder keeps me wondering how much there are sounds for different purpose. All to make this game a better experience!

Regardless, I have noticed some problems related to sounds (which might have been mentioned earlier, yes). My fortress seems to be a resort for goblins and beasts, so I have to close every connection to outer world seasonally and retreat to my bunker - and here troubles begin;

- I removed Drop Metal and other sounds related to Jobs cancelled-messages. There was no end to them when dwarves thought they wanna get out, and in general there were many job cancellations which triggered this sound (no leather; 10 x bing klonk zing... job item misplaced; 5 x bing thud zang).

The concept of this sound is good, but I dont know how this could work without sound spamming. Maybe just most important messages should produce sound, but then the question is... what IS important?

- I removed Koop_sick_in_the_toilet - (vomit)sounds, because tower+marksdwarf -defence causes tens of enemies to paralyze, and sadly, vomit for days, weeks and months before they wither away. It was kinda harsh to hear someone coughing and puking to your hears for hours... same for hunting, elks and goats coughing their lungs out.

It belongs to the same category with battlesounds, but differing a bit; it can continue too long. Battles and training wont last that long, but vomit-sound can be a real nuisance. Like mentioned, these could work better if sounds could be heard when you view the spot where's happening. I can see that this way is very tricky and might be unrealistic with current settings. Now it plays the sound based on message, whenever ideal would be the unit which causes the message in the first place. But maybe we'll see it one day, as game keeps developing.

- as mentioned, some sounds play at different volume. I could mention Autumn3, Umbra - Negura Bundet, which is somewhat louder (contrast with track before it, and when track changes to Autumn3 I have to turn the volume down). Might be an issue with the track itself, though (trumpet -whatever- at the beginning).

Quote
As for overall volume - yep, it is result of having lots of varied sources. I wonder if there is tool that takes whole directories and normalizes them... that would come in really handy
Ah, of course. It explains why so different volumes. Well, this isnt a real drawback when compared to quality of this mod.

Thank you for the effort with this mod and keep up the good work!

Best regards,
K
« Last Edit: September 07, 2010, 06:35:34 am by Kuikka »
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Moonshine Fox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #178 on: September 07, 2010, 07:38:15 am »

This is an awesome mod, and I pretty much never play without it, even in spite of the crashes every other minute. I have a while BUNCH of crash logs if you want to have them. Can upload them somewhere for you if you wish.

I agree with the previous critizisms btw. Combat sounds are quite spammy and also a tad high in volume. Music overall seems to be a tad high on my computer in contrast with the other sounds as I find myself lowering volume while music is playing but then barely hearing things about no migrants, children and moods. I also record Let's Plays so this is a very important matter to me, since I want the music to form a background sheet, but still be able to hear both the dwarves and my recorded voice.

I'd say that is pretty much as awesome as it can get, and with a bit of polish it'll easily hit "must have" level of awesomeness. Thanks a lot for doing this! If you can figure why I'm crashing every 10-30 seconds during combat spam, I'd be grateful. Right now it's a bit sad having it crash and then turning it back on, only to get no music *cry*
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Moonshine Fox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #179 on: September 07, 2010, 12:40:08 pm »

I uploaded the errorlogs to Sprend. PLEASE noone else download this as it is a one time download only.

http://sprend.se/download.jsp?FileId=8pdQYAEXRYTwSbHiyuGa
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