My least favourite soundbite is definitely the whole fall/stand nonsense. It works for adventure mode, but in fort mode when your dwarves are tripping all over each other on the way to the depot or something, it is SO annoying.
The fall over sound could be a bit annoying on repeat, I suppose (even though it's randomly chosen from 4 sounds). I see that "The (.+) falls over\." has concurency="4" and timeout="500" and "The (.+) stands up\." has concurency="2" and timeout="500". I'd say that increasing the timeout to at least 2900 would help significantly. Further, "73583__J.mp3" (one of the falls over) and all 5 of the "HeavySkirtMovement" (stand up) seem unusually loud to me. Perhaps they could benefit from volumeAdjustment="-10" or similar?
As for the cancellation and interruption sounds, they still seems to be the most complained about. Users still delete them. But, I support zwei's decision that cancelation sounds are too useful and important to delete from SoundSense entirely.
I think the
main problem is that in complaints users do not usually specify
which interruption or job cancellation messages are causing them the most headaches. There are no less than 9 (
nine) different triggers for this type of event that currently play sound, with 'skeletons' in place to add much,
much more in the future. This is compounded by the fact that several of these use
the same sound effects, which means users probably confuse them and lump the different types together for the same blame.
I did notice that several of these have attributes which
should prevent them from spamming too much, including:
* "The (.+) suspended the construction of (.+)\." concurency="2" timeout="2900"
* "(.+) cancels (.+): Need(s?) (.+)\." concurency="5" timeout="2900"
* "(.+) cancels (.+): Interrupted by (.+)\." concurency="2" timeout="5000"
Those all have
long timeout delays and the "Interrupted by" sounds also have volumeAdjustment="-20" to reduce volume by 20 decibels. But, as zwei suggested, they might need some more "tuning".
Still... the "Interrupted by" event randomly chooses from four very mild sounds played at very low (almost imperceptible) volume. They are literally like a thumb tack dropping. I'm not sure how that trigger could be made any less intrusive or annoying (aside from deletion).
Question is:
Which interruption/cancellation trigger(s) do users find the most annoying?
The sleep message is actually a cancel task message, it starts out like all of them, but gives the reason: Unconscious. All the old timers are susceptible because no shoes + puddles of frikkin' ithillid toxin = ZZZZZ.
ithillids... that must be from the Genesis mod.
Q: Has SoundSense been tested much with mods? Are there any known issues with popular mods (aside from lacking sounds for certain events)?
EDIT:On pondering this further, I have a theory:
I think it's safe to assume many SoundSense users play DF with mods. And I suspect a significant portion play with "major" mods like Genesis. However, while I do see a lot of feedback on this thread, it is very rare for the feedback to mention which mod(s) [if any] they are using (even when it is somewhat obvious that they are using them).
Could it be that some
issues that are reported are specific to the use of certain mods?
I'm wondering if
part of the continuation in complaints about cancels/interruption sounds might be due to the unique behavior of certain mods...