Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 105

Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 577657 times)

breadbocks

  • Bay Watcher
  • A manacled Mentlegen. (ಠ_ృ)
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #90 on: July 17, 2010, 03:24:19 am »

Somehow I was expecting that. Totally gonna get it. When I can commit the time.
Logged
Clearly, cakes are the next form of human evolution.

ASnogarD

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #91 on: July 17, 2010, 07:10:24 am »

Sorry if this has been sugegsted already ...

Have you consider hooking your sound generating program with the DFHack tool and use variables in the memory as triggers to your audio ?

(Note: I dont have any programming experience or skills, its more a theroretical sugegstion)

Since Stonesense and Therepist both use the memory variables / flags, I would imagine it would be possible to find the flags for suitable audio cues, and more reliably than in the logs ?
Logged

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #92 on: July 17, 2010, 10:34:57 am »

Sooooo....
Does this work or Rickroll me?

works fine, problly one of my favorite mods. Made a video of it in action http://www.youtube.com/watch?v=dQw4w9WgXcQ&fmt=18

Well, here is actual, real video of it in action: http://www.youtube.com/watch?v=4BNX_JWdXa0 (thanks for idea. And no, not THAT idea :) )

Have you consider hooking your sound generating program with the DFHack tool and use variables in the memory as triggers to your audio ?

Thought about it, it would be neat to have another source of events.

This is more of question for DFhack maintainers as they know it much better, becaise I have no idea how it well would work.

breadbocks

  • Bay Watcher
  • A manacled Mentlegen. (ಠ_ృ)
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #93 on: July 17, 2010, 09:43:37 pm »

I think you should get a Dwarfy, of Female Dwarfy, voice to read off the announcements. It's nice to have crubleing sounds and all but still. Also, add a new sound for gems.
Logged
Clearly, cakes are the next form of human evolution.

Oglokoog

  • Bay Watcher
  • [INTERNET_DEPENDENT]
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #94 on: July 18, 2010, 07:45:12 am »

I hope Toady eventually adds more support for sound to the game itself.
Logged
So we got monsters above, monsters below, dwarves in the middle and a party in the dining hall. Sounds good to me.
If all else fails, remember one thing:  kittens are delicious, nutritious little goblin-baiters, cavern explorers, and ambush-finders.

rampaging-poet

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #95 on: July 21, 2010, 08:12:43 pm »

I've been using this utility for about a week, and the pre-made packs work great, but I've been having a little trouble making my own sound pack.  None of the .wav files I want to use work at all (it recognizes their presence but can't play them) and all of the mp3s play twice even when they aren't set to loop. All of these files play fine in Windows Media Player. Does anyone have any idea what might be going on here?
Logged
Lame excuse? 'Having a drink instead' is the dwarfiest reason to not get something done, short of accidentally flooding your home with magma. Or intentionally flooding your home with magma.

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #96 on: July 22, 2010, 05:49:52 am »

I've been using this utility for about a week, and the pre-made packs work great, but I've been having a little trouble making my own sound pack.  None of the .wav files I want to use work at all (it recognizes their presence but can't play them) and all of the mp3s play twice even when they aren't set to loop. All of these files play fine in Windows Media Player. Does anyone have any idea what might be going on here?

.wav files are not supported (yet), so you need to convert em to mp3.

And for mp3s playing twice: can you post your configuration and files in question?

Edit: found bug that caused sounds on channel without looping to be played twice and fixed it in release 12: http://df.zweistein.cz/soundsense/soundSense_12_63.zip
« Last Edit: July 22, 2010, 02:40:48 pm by zwei »
Logged

tyrspawn

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #97 on: July 22, 2010, 02:28:44 pm »

Zwei has compiled a list of events that sounds will be created for, available for viewing here:

http://www.krauselabs.net/dump/todosounds.htm

Can anyone think of any we are missing? If so, please mention it and get a cookie.
« Last Edit: July 22, 2010, 02:30:39 pm by tyrspawn »
Logged
Chris Krause
Soundsense Mod Community Organizer
http://df.zweistein.cz/soundsense/

rampaging-poet

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #98 on: July 23, 2010, 12:07:31 am »

Edit: found bug that caused sounds on channel without looping to be played twice and fixed it in release 12: http://df.zweistein.cz/soundsense/soundSense_12_63.zip

Wow, that was fast. Thank you very much!

The files I was attempting to use were various Legend of Zelda sound effects. I've been listening to music from Zelda Reorchestrated while playing for awhile now, and having a utility to automatically switch music for different seasons and whatnot has been amazing. Once I converted the .wav sound effects I'd found to MP3 format they worked perfectly; it was only Zelda Reorchestrated's music that played a second time.
Once I've filled in a few more sounds I might post my Legend of Zelda pack on the Dwarf Fortress File Depot, assuming I can get permission to redistribute the files I've used.
Logged
Lame excuse? 'Having a drink instead' is the dwarfiest reason to not get something done, short of accidentally flooding your home with magma. Or intentionally flooding your home with magma.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #99 on: July 23, 2010, 01:52:59 am »

Awesome tool. Now I just need to get some announcer with UnrealTournament-like voice and it will be totally awesome.
http://www.youtube.com/watch?v=SZG9i9Ynsm8&NR=1
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #100 on: July 23, 2010, 02:47:23 pm »

Edit: found bug that caused sounds on channel without looping to be played twice and fixed it in release 12: http://df.zweistein.cz/soundsense/soundSense_12_63.zip

Wow, that was fast. Thank you very much!

The files I was attempting to use were various Legend of Zelda sound effects. I've been listening to music from Zelda Reorchestrated while playing for awhile now, and having a utility to automatically switch music for different seasons and whatnot has been amazing. Once I converted the .wav sound effects I'd found to MP3 format they worked perfectly; it was only Zelda Reorchestrated's music that played a second time.
Once I've filled in a few more sounds I might post my Legend of Zelda pack on the Dwarf Fortress File Depot, assuming I can get permission to redistribute the files I've used.

Well, you should not that me too early, your work of converting wavs was unnecesary one because there is release 13:

http://df.zweistein.cz/soundsense/soundSense_13_71.zip

 * added support to ogg, wav, au and aiff formats on top of mp3
 * added volumeAdjust parameter to individual soundFiles, now you can toy with volume of sounds that are not on channels.
 * when sounds plays, channeled sounds get a bit of volume decrease.

I ditched JLayer api in favor of standart Java Sound API (which supports wide range of codecs), beware!

Kuikka

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #101 on: July 23, 2010, 03:43:07 pm »

Greetings,

I became aware of this very promising mod today (I downloaded versions 12 and 13 today + all soundpacks except ¤toikkus.zip¤ - announcements), but after some testing it really puzzles me. I can only hear this sound effect when I open DF (my current v. is 0 28 181 40d18). Otherwise, it remains silent. I actually dont know how often there should be sound effects, judging from the Youtube-video (mining sounds) there really werent any other sounds.

I made a "Soundsense" -folder inside DF folder and downloaded soundpacks to Packs-folder (folder-path looking like this with an example: DF\Soundsense\Packs\seasons), and Soundsense reads the gamelog. It mainly contains messages like "sound for X (for example "migrants arriving" or '\*\*Loading Fortress\*\*' ) doesnt contain any soundfiles and is not speech or end of loop, ignoring".

I'm afraid this problem may have an easy answer, but anykind of advice is appreciated. Thanks in advance.
Logged

devek

  • Bay Watcher
  • [KILL_EVERYTHING]
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #102 on: July 23, 2010, 08:06:17 pm »

How about we pool some money together and get William Shatner to read all the different announcements for us?
Logged
"Why do people rebuild things that they know are going to be destroyed? Why do people cling to life when they know they can't live forever?"

tyrspawn

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #103 on: July 23, 2010, 10:34:34 pm »

Greetings,

I became aware of this very promising mod today (I downloaded versions 12 and 13 today + all soundpacks except ¤toikkus.zip¤ - announcements), but after some testing it really puzzles me. I can only hear this sound effect when I open DF (my current v. is 0 28 181 40d18). Otherwise, it remains silent. I actually dont know how often there should be sound effects, judging from the Youtube-video (mining sounds) there really werent any other sounds.

I made a "Soundsense" -folder inside DF folder and downloaded soundpacks to Packs-folder (folder-path looking like this with an example: DF\Soundsense\Packs\seasons), and Soundsense reads the gamelog. It mainly contains messages like "sound for X (for example "migrants arriving" or '\*\*Loading Fortress\*\*' ) doesnt contain any soundfiles and is not speech or end of loop, ignoring".

I'm afraid this problem may have an easy answer, but anykind of advice is appreciated. Thanks in advance.

If you get an error about a java exception in the console delete your "system" pack.

other than that, there aren't sounds for everything yet. We are in the process of framing all the content to be done and interviewing contributors. Stand by for a full sound mod.
« Last Edit: July 23, 2010, 10:36:33 pm by tyrspawn »
Logged
Chris Krause
Soundsense Mod Community Organizer
http://df.zweistein.cz/soundsense/

rat_pack40

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #104 on: July 24, 2010, 05:32:14 am »

How about we pool some money together and get William Shatner to read all the different announcements for us?

Are we talking Denny Crane style Shatner, or James T. Kirk?

Either way, I would definitely pitch in for this for comedy's sake.
That aside, the  Toikkus announcement pack sounds wonderful as is, and fits the tone of each message perfectly.
now if only my copy didn't keep crashing. windows 7 isn't the most forgiving os out there, but it handles most of what i throw at it.
guess DF is just too hefty for a computer that handles crysis. [/common knowledge]

just hit winter on my first fort with this and, using the standard sound packs, immediately thought of fable.
"Winter is upon you, hero."
« Last Edit: July 24, 2010, 04:02:05 pm by rat_pack40 »
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 105