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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 579851 times)

Kuikka

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #255 on: November 26, 2010, 05:54:45 am »

      <soundFile fileName="Peer Gynt - grieg - in the hall of the mountain king.mp3" weight="25" />
      <soundFile fileName="Echoes of the Past.mp3" />

I dont really know, but does it affect if you add new tracks after that "weighted" extra track? I have added tracks before it (see below), and so far it's working. I replaced some old tracks with some new ones, using a similar name though (Autumn4, Winter4).

I haven't had the opportunity to test Intruders-tracks, as I just started a new fortress. Seasonal music plays fine.

Seasons XML:
Spoiler (click to show/hide)

Intruders XML:
Spoiler (click to show/hide)

System XML:
Spoiler (click to show/hide)
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #256 on: November 26, 2010, 07:04:02 am »

Order in which weighted sounds are added should not be of any consequence.

I will try to debug it when i get home from work.

Also, I am starting to gather adventurer mode lines. "Night is falling."

Flaede

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #257 on: November 27, 2010, 03:29:47 am »

Order in which weighted sounds are added should not be of any consequence.

I will try to debug it when i get home from work.

Also, I am starting to gather adventurer mode lines. "Night is falling."
don't forget the cackling. It may be in chat, but it also has a log entry. Sane with the cackling fading away.

EDIT: also, the "TELL THEM IT WAS foo!" and other such announcements when you are ambushed by roving bandits/adventurers.

What kind of a sound effect would go with "you feel uneasy"?
« Last Edit: November 27, 2010, 05:04:14 am by Flaede »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #258 on: November 27, 2010, 06:42:43 am »

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

I have narrowed it down:

      <soundFile filename="The City of Heroes.mp3" />

It expects fileName with uppercase 'N'.

Order in which weighted sounds are added should not be of any consequence.

I will try to debug it when i get home from work.

Also, I am starting to gather adventurer mode lines. "Night is falling."
don't forget the cackling. It may be in chat, but it also has a log entry. Sane with the cackling fading away.

EDIT: also, the "TELL THEM IT WAS foo!" and other such announcements when you are ambushed by roving bandits/adventurers.

What kind of a sound effect would go with "you feel uneasy"?

I will go for something scarry for 'uneasy', like this: http://www.freesound.org/packsViewSingle.php?id=493&start=0

Greiger

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #259 on: November 27, 2010, 09:12:34 am »

...Oh my god are you serious...
*tries it*
Damn you camelCasing you have foiled me again!

I'm taking a introductory programming class.  I made that mistake so many times you would think I would have spotted that by now.  Thanks :)

Awesome utility by the way, dunno if I said that yet.  It is much easier to tell combat is happening when it makes noise instead of just placing an inconspicuous little C up at the top left.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #260 on: November 27, 2010, 10:29:10 am »

There is new release, 21: http://df.zweistein.cz/soundsense/soundSense_21_99.zip just minor bugfix, should not affect you if everything works just fine.

Also, updated soundpack: http://df.zweistein.cz/soundsense/soundpack.zip

Added some adventurer mode bits (ambush/caclking/uneasy), some action realted sfx, etc...

(and made crappy video of it: http://www.youtube.com/watch?v=zqTz9YZwg8E )

RantingRodent

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #261 on: November 27, 2010, 12:07:29 pm »

I think I need to start using this so that I can use this guy's music in DF. I think they were made for each other.
http://www.youtube.com/watch?v=AAGpXIis8Hk&feature=related

(Epilepsy warning - his videos are greenscreened onto visualizers for some reason)
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strongrudder

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #262 on: November 27, 2010, 01:56:49 pm »

I really need to try this out, been following it for some time. Now that I've finally upgraded to 2010... :D

It would be cool if the "incessant cackling" became a sort of ongoing ambient sound of its own. But since there isn't always a following "cackling fading away" event, that probably wouldn't work, would it?
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Scood

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #263 on: November 27, 2010, 04:26:26 pm »

this isnt working......
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Kuikka

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #264 on: November 28, 2010, 05:09:36 pm »

Quote
It expects fileName with uppercase 'N'.
Heheh, here we go. Once again idiom holds true: the simplest explanation is more likely the correct one... But still, who would have thought...

Woah, a new version? I admire your dedication to this mod, Zwei. I'm a Fortress-player to the core, but it seems I must to test this adventure-mode with your soundmod. There seems to be lots of new cool features too in the latest version.
« Last Edit: November 28, 2010, 05:13:26 pm by Kuikka »
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Flaede

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #265 on: November 29, 2010, 05:42:50 am »

I really need to try this out, been following it for some time. Now that I've finally upgraded to 2010... :D

It would be cool if the "incessant cackling" became a sort of ongoing ambient sound of its own. But since there isn't always a following "cackling fading away" event, that probably wouldn't work, would it?

When does it not let you know the cackling fades away? (other than when you die)
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nenjin

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #266 on: November 29, 2010, 12:58:49 pm »

On a side note, Ewan Dobson is the ****ing man!
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strongrudder

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #267 on: November 29, 2010, 03:24:17 pm »

When does it not let you know the cackling fades away? (other than when you die)

You can tell how most of my bogeyman encounters end, haha. I suppose the "You are deceased" line could also revert or even kill the music completely, so yeah - not really that complicated after all. :d
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The flying ☼Earworm☼ strikes strongrudder in the brain!
The ☼Earworm☼ has lodged firmly in the wound!
strongrudder gives in to music.

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #268 on: November 30, 2010, 02:58:04 am »

When does it not let you know the cackling fades away? (other than when you die)

You can tell how most of my bogeyman encounters end, haha. I suppose the "You are deceased" line could also revert or even kill the music completely, so yeah - not really that complicated after all. :d

Well, player could also save during encounter, which further complicates things.

Besides, background cackling loop sounds like something quite annoying... especially if it manages to bug and stay there untill you restart ss.

James.Denholm

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #269 on: November 30, 2010, 04:34:46 am »

I guess the trick would to build in some sort of random pitch, tempo, attack and whatever.

Basically, this way you'd be able to have one (or a few) simple cackling sounds, but when played back (especially when layered) you'd hear one high-pitched, fast cackle, then maybe a long, building-up cackle of reasonable pitch, layered with a short, dying low one.

It would be a pain to do, but still. Variashun.
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