Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18 ... 105

Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 579691 times)

WrathNail

  • Bay Watcher
  • [PREFSTRING: too awesome to use]
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #225 on: November 01, 2010, 03:55:39 am »

Epic add-on and definitely a must-have. The music expecially adds greatly to the atmosphere of the game.

There also lies my only gripe, though. When I load a game, Soundsense randomly picks a track from one of the seasons (e.g. spring tracks playing in winter). Only when the seasons change does it revert to the right track set. Is this a bug?
Logged
And we, build up castles
in the sky and in the sand.
Design our own world
ain't nobody understand.

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #226 on: November 01, 2010, 04:03:19 am »

There also lies my only gripe, though. When I load a game, Soundsense randomly picks a track from one of the seasons (e.g. spring tracks playing in winter). Only when the seasons change does it revert to the right track set. Is this a bug?

That is a feature :).

Since there is no way to know what season it is when game is loaded without peeking into memory, a random seasonal track is being chosen.

WrathNail

  • Bay Watcher
  • [PREFSTRING: too awesome to use]
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #227 on: November 02, 2010, 05:44:26 am »

There also lies my only gripe, though. When I load a game, Soundsense randomly picks a track from one of the seasons (e.g. spring tracks playing in winter). Only when the seasons change does it revert to the right track set. Is this a bug?

That is a feature :).

Since there is no way to know what season it is when game is loaded without peeking into memory, a random seasonal track is being chosen.

Ok. Makes sense I guess. The fact that I noticed shows how dependant I've already become on sound and music cues.
Logged
And we, build up castles
in the sky and in the sand.
Design our own world
ain't nobody understand.

They Got Leader

  • Bay Watcher
  • Current Fortress:
    • View Profile
    • Steam Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #228 on: November 02, 2010, 06:07:25 pm »

What are the laws to the music that can be distributed?

EDIT: (fixed, I had turned off sound in the init.txt) Also: I'm not getting seasonal music.
« Last Edit: November 02, 2010, 06:25:40 pm by They Got Leader »
Logged
Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #229 on: November 03, 2010, 06:36:24 am »

What are the laws to the music that can be distributed?

EDIT: (fixed, I had turned off sound in the init.txt) Also: I'm not getting seasonal music.

Music is copyrighted. We nicked it from various less known bands:

Quote
autumn1: struluckt http://www.myspace.com/themusicoftheghost
autumn2: struluckt
autumn3: Negura Bunget www.negurabunget.com/
spring 1: struluckt
spring 2: Invictus http://www.metal-archives.com/band.php?id=119341
spring 3: Falkenbach http://www.metal-archives.com/band.php?id=1071
spring 4: Negura Bunget
summer 1: struluckt
summer 2: Bathory http://www.metal-archives.com/band.php?id=184
summer 3: Trial http://www.myspace.com/trial
winter 1: struluckt
winter 2: struluckt
winter 3: struluckt

Laws are not friendly for redistribution. It does not matter unless you want to use it to something comercial.

Everything else is CC-licensed or our own creation; that includes some short music tracks.

(ad edit: i guess, not getting seasonal music was fixed, or is it still problem?)

bluephoenix

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #230 on: November 03, 2010, 07:20:31 am »

I have the newest version and am getting seasonal music, I can say with confidence that it is fixed.
Logged

They Got Leader

  • Bay Watcher
  • Current Fortress:
    • View Profile
    • Steam Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #231 on: November 03, 2010, 01:24:43 pm »

I had sound turned off in the init.txt. turning it back on fixed that, though I am only having 4 songs play over and over...

EDIT: and they aren't season related because I don't progress through seasons quickly.
Logged
Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #232 on: November 05, 2010, 07:48:57 am »

That does make sense to me - whether on not does game play music through init.txt should not affect soundsense (except that original music nad ss music would overlap and sound weird)

---

Anyway, I thanks for tipping me off about this thread: http://www.bay12forums.com/smf/index.php?topic=57356.0

Awesome, original "designed for df" music.

You can easily add it to SS as rare-ish music track by editing seasons pack:

Spoiler (click to show/hide)

and putting mp3 to seasons directory.

They Got Leader

  • Bay Watcher
  • Current Fortress:
    • View Profile
    • Steam Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #233 on: November 05, 2010, 03:39:52 pm »

I would like to change some music for the seasons, but I have no idea how to...
Logged
Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

bluephoenix

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #234 on: November 05, 2010, 06:09:03 pm »

I would like to change some music for the seasons, but I have no idea how to...
You just have to put the sound in soundsense_20_98/packs/seasons and edit the html file.
Pretty simple.
Logged

They Got Leader

  • Bay Watcher
  • Current Fortress:
    • View Profile
    • Steam Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #235 on: November 05, 2010, 06:17:04 pm »

Oh, really?

Hm. Okay. I will take a look in a bit.
Logged
Quote from: Urist McDwarfFortress
You do not understand the ways of Toady One. He is not a business, he's just a guy trying to make a fun game. He's invited people to come along and experience the journey with him (and help him test it out as he goes along). At the end of the day, I don't think his main goal is to sell Dwarf Fortress, its just to create the best game possible.

Kuikka

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #236 on: November 06, 2010, 07:12:59 am »

I found it simple to add own music tracks to Soundsense, thanks to its great design. Here's my example, I added two tracks called campaign_summer1 and campaign_summer2

If you add lines to System-folder, it might play the track when it loads the fortress/reclaim or whatever is the option, right? As developer mentioned, Soundsense plays a random track at beginning...
Spoiler (click to show/hide)

And adding new lines to Seasons-folder, it plays my tracks according to season. Simple.
Spoiler (click to show/hide)

I also added new music (tracks mobilise3 and mob4) for beasts/sieges/ambushes:
Spoiler (click to show/hide)

As mentioned, tracks need to be in same folder what XML you're editing: in my case, Intruders and Seasons.
« Last Edit: November 06, 2010, 07:18:29 am by Kuikka »
Logged

HunterZ

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #237 on: November 06, 2010, 02:05:23 pm »

Really liking this tool/addon and how it has evolved over time. Thanks, zwei!
Logged

HunterZ

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #238 on: November 11, 2010, 04:24:46 pm »

Would it be possible to either:
  • have a default playlist that is used for music when an in-progress fortress is loaded, or
  • scan backwards in gamelog.txt to look for the last season change and default to that?
It seems like either of those would be less awkward than having no music until the next season change.

Also: http://lemill.net/content/pieces/piece.2007-11-18.9680846093
Logged

Flaede

  • Bay Watcher
  • Beware the Moon Creatures.
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #239 on: November 11, 2010, 05:33:59 pm »

"you are surrounded by incessant cackling"
Ok, clearly someone needs to add a sound for this. Preferably as creepy as possible.
Logged
Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
Pages: 1 ... 14 15 [16] 17 18 ... 105