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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 579755 times)

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #240 on: November 12, 2010, 03:48:01 am »

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.

We use "default playlist" which contains one song from each season and there should be some music when loading game in progress (unless there is a bug)

Scanning gamelog.txt for past events is not really working out well:

1) User might delete it or bring save to a newly unpacked df which has empty gamelog. Meaning we will have no clue at all.

2) There are various weird save/reload scenarios - i.e. save fort during autumn, load another which is set in spring: you end up with autumn soundtrack for spring season.

Also: http://lemill.net/content/pieces/piece.2007-11-18.9680846093
Cool! I think I will add it as easter-egg rare track to all seasonal soundtracks

"you are surrounded by incessant cackling"
Ok, clearly someone needs to add a sound for this. Preferably as creepy as possible.

Oh, new messages!

Interesting - I guess it is adventure mode thing?

Flaede

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #241 on: November 12, 2010, 03:50:40 am »

"you are surrounded by incessant cackling"
Ok, clearly someone needs to add a sound for this. Preferably as creepy as possible.

Oh, new messages!

Interesting - I guess it is adventure mode thing?

It is THE big adventure mode thing. The big open secret that every peasant everywhere warns you about, but that nobody seems to listen to: Don't Go Out At Night!

In Dwarf Fortress, the Bogeymen are real.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
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HunterZ

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #242 on: November 12, 2010, 11:44:05 am »

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.

We use "default playlist" which contains one song from each season and there should be some music when loading game in progress (unless there is a bug)

Scanning gamelog.txt for past events is not really working out well:

1) User might delete it or bring save to a newly unpacked df which has empty gamelog. Meaning we will have no clue at all.

2) There are various weird save/reload scenarios - i.e. save fort during autumn, load another which is set in spring: you end up with autumn soundtrack for spring season.
Hmm, yeah I've definitely noticed it not play something for a long time after loading a game, but I've also noticed it work as you describe. I was wondering if maybe the timing of when I start SoundSense versus either starting DF and/or loading my fort matters.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #243 on: November 13, 2010, 09:08:20 am »

"you are surrounded by incessant cackling"
Ok, clearly someone needs to add a sound for this. Preferably as creepy as possible.

Oh, new messages!

Interesting - I guess it is adventure mode thing?

It is THE big adventure mode thing. The big open secret that every peasant everywhere warns you about, but that nobody seems to listen to: Don't Go Out At Night!

In Dwarf Fortress, the Bogeymen are real.

THis is reasonably creepy: http://www.freesound.org/packsViewSingle.php?id=493&start=0

Guess it is about time to do Adventure Mode pack too :)

Hmm, yeah I've definitely noticed it not play something for a long time after loading a game, but I've also noticed it work as you describe. I was wondering if maybe the timing of when I start SoundSense versus either starting DF and/or loading my fort matters.

Yeah. You want ss to be already running when you load fort, it ignores stuff that happened before it was lauched.

Fleeb

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #244 on: November 13, 2010, 02:17:31 pm »

What the... how did I just now see this thread? This mod rules. What a fantastic idea!
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #245 on: November 13, 2010, 02:58:01 pm »

New version of soundpack released:

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

Added new rare-ish seasonal tracks and notification sound when building/construction is destroyed by hostile and did some minor cleanups.

EZLocks

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #246 on: November 17, 2010, 12:38:36 am »

"you are surrounded by incessant cackling"
Ok, clearly someone needs to add a sound for this. Preferably as creepy as possible.

Oh, new messages!

Interesting - I guess it is adventure mode thing?

It is THE big adventure mode thing. The big open secret that every peasant everywhere warns you about, but that nobody seems to listen to: Don't Go Out At Night!

In Dwarf Fortress, the Bogeymen are real.

THis is reasonably creepy: http://www.freesound.org/packsViewSingle.php?id=493&start=0

Guess it is about time to do Adventure Mode pack too :)

Hmm, yeah I've definitely noticed it not play something for a long time after loading a game, but I've also noticed it work as you describe. I was wondering if maybe the timing of when I start SoundSense versus either starting DF and/or loading my fort matters.

Yeah. You want ss to be already running when you load fort, it ignores stuff that happened before it was lauched.

Scrapes-05 fits well for a midnight bogeyman sight...!
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Tryntu

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #247 on: November 17, 2010, 01:10:37 am »

me and a couple freinds all play/make fun of Unreal Tournament 2004, and we have decided to petition for an Unreal/DF soundpack. 'get the ball!' for hauling, HOT SAUCE for finding magma with one's face, HAT TRICK for snatcher arrival, etc ;P halfway kidding, but it'd be cool. we might work on it, if that's all good by you, Zwei.
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Oglokoog

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #248 on: November 17, 2010, 09:52:24 am »

"hauling"? Hauling doesn't get logged, that's the first issue, and even if it did, it would get EXTREMELY spammy after some time.
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anallyst

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #249 on: November 20, 2010, 04:15:01 pm »

interesting project, i had a similar idea: https://github.com/rofl0r/df-peek
it's attaching to the log via tail -f, then beeps on danger/being killed/mood etc. and pauses/unpauses the game when needed.
also it displays the lines not filtered out in color in a realtime text window.
the main purpose is to run the game in background, have a small text window open to stay informed and be alerted when danger is approaching.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #250 on: November 22, 2010, 09:18:09 am »

me and a couple freinds all play/make fun of Unreal Tournament 2004, and we have decided to petition for an Unreal/DF soundpack. 'get the ball!' for hauling, HOT SAUCE for finding magma with one's face, HAT TRICK for snatcher arrival, etc ;P halfway kidding, but it'd be cool. we might work on it, if that's all good by you, Zwei.

Go ahead! I am all for alternate soundpacks.

nenjin

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #251 on: November 22, 2010, 02:03:29 pm »

Posting to watch. I'm greatly impressed by all your guy's work here. I can finally stop relying on a few gigs worth of ripped video game music to set the tone for my games of DF.
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Jacos

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #252 on: November 22, 2010, 03:26:32 pm »

This would be amazing during adventure mode. I bet I could hear how well my group would be fighting against a megabeast just because of the cries of pain and deep grunts of the megabeast I would hear.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #253 on: November 23, 2010, 08:03:18 am »

This would be amazing during adventure mode. I bet I could hear how well my group would be fighting against a megabeast just because of the cries of pain and deep grunts of the megabeast I would hear.

Adventure mode kinda works: battle sounds for enemies are functioning quite well given that they are same as general mesages in fortress mode, but not so well for adventurer himself.

Problem is that adventure mode does not log many other usefull events: for example meeting megabeast or quest mob is resolved in chat, leaving no message in main log.

Greiger

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #254 on: November 25, 2010, 06:03:49 pm »

Well I'm coming up with a minor customization issue.  After making some modifications to xmls soundsense has began behaving oddly.

First off, the gui seems to only be detecting the first 4 season entries normally, and then only the spring season for the (has arrived on the calender ones)

Spoiler: seasons.xml (click to show/hide)
All I did was add 4 lines for some last remnant MP3s I had handy in that one.   The mp3s are in the same folder as the .xml.

There was also a modification made earlier to the invaders.xml, however that still seems to work, and worked before the seasons modification.



The relevant part of that appears to be

Quote
25/11/2010 05:59:35.582: Loading config ./packs/packs/seasons/seasons.xml
25/11/2010 05:59:35.591: Failed to load seasons.xml: java.lang.NullPointerExcept
ion

I'm afraid I'm a newbie to xml editing so I can't figure out went wrong.  Any thoughts?
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