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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 579031 times)

PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1095 on: December 12, 2013, 12:39:47 am »

Small fixes and also includes prompt to update soundpack if it detects one is missing.  Also, some small touchups to soundpack (new lines and sounds.)

The soundpack prompt is seriously awesome, particularly for new players who have no idea what they're doing... and reading back a bit I apparently requested that a month or so ago (good idea, past-me).  On behalf of all the newbies who'll never see this, thanks!


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milo christiansen

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1096 on: December 12, 2013, 12:05:10 pm »

A Suggestion: Add a way to increase the relative volume, currently the volume bar allows you to turn the sound WAY down but only up a little bit. Currently if I want to use an external music player instead of the included music I need to set the soundsense volume all the way up and the volume in winamp to ~50% to get it so that I can here my music without drowning out the sounds of combat/sparring.
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IndigoFenix

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1097 on: December 17, 2013, 03:25:00 am »

I'm interested in the music system.  While I understand the problem of determining whether or not one is in combat, is the following possible?

Make it so that a music track begins playing in response to a string, but only if that same music track is not already playing.  So if, for example, Soundsense detects mention of a mayor, it knows that you've built up to a certain degree, and will play a different soundtrack from normal, but if that track is already playing, it won't keep restarting the music.  Or if it detects the actions of a *insert enemy race here* it will know that you're in the middle of a battle.  This can be done by giving each sound a variable (say 'track') and checking to see if there's a song already playing on that channel with the same 'track'.  Or, for even more flexibility, make a variable 'doNotPlayIfTrackPlaying=#', allowing certain tracks to have priority over others (a battle track, for instance, should have priority over a fortress level track).

Also, is it possible to 'switch' the looping soundtrack, but in a way that only takes effect after the current song finishes playing?  That would help with making 'mood music'.

Are these things already possible?  If not, could you make them?

Stronghammer

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1098 on: December 21, 2013, 11:20:46 pm »

Just posting to say, this is an outstanding application to add on to dwarf fortress. I have played df since 40d first came out, and soundsense has brought back that first time wonderment to the game for me. I dont think i will ever be able to play without it now. (and the music it comes with is sooooo fitting). Keep up the great work.
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1099 on: December 30, 2013, 05:16:07 am »

I'm interested in the music system.  While I understand the problem of determining whether or not one is in combat, is the following possible?

Make it so that a music track begins playing in response to a string, but only if that same music track is not already playing.  So if, for example, Soundsense detects mention of a mayor, it knows that you've built up to a certain degree, and will play a different soundtrack from normal, but if that track is already playing, it won't keep restarting the music.  Or if it detects the actions of a *insert enemy race here* it will know that you're in the middle of a battle.  This can be done by giving each sound a variable (say 'track') and checking to see if there's a song already playing on that channel with the same 'track'.  Or, for even more flexibility, make a variable 'doNotPlayIfTrackPlaying=#', allowing certain tracks to have priority over others (a battle track, for instance, should have priority over a fortress level track).

Also, is it possible to 'switch' the looping soundtrack, but in a way that only takes effect after the current song finishes playing?  That would help with making 'mood music'.

Are these things already possible?  If not, could you make them?

Neither is currently possible - you would end up with restarting tracks (battle) or with immediate tracks changes (mood). Currently, there are only two layers of music - background seasonal loop and event related track that is interrupting it.

It can be added, I will think about it.

I can definitelly add features for that.

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1100 on: December 30, 2013, 05:19:09 am »

I have discovered this music library:

http://www.danosongs.com/#music

I am inclined to add one new song from it for each season.

nukularpower

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1101 on: January 01, 2014, 04:48:41 am »

Just posting to say, this is an outstanding application to add on to dwarf fortress. I have played df since 40d first came out, and soundsense has brought back that first time wonderment to the game for me. I dont think i will ever be able to play without it now. (and the music it comes with is sooooo fitting). Keep up the great work.

I also would like to post just to express my appreciation of Soundsense.  I've been using it ever since I discovered it and could never play without it now - literally.  If soundsense went away, I would no longer play DF.  So, thanks for keeping it up.
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JerBear

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1102 on: January 08, 2014, 08:17:15 pm »

I just noticed yesterday that during heavy spam (such as combat sparring), the application will "freeze up" and utilize 100% on all of my 4 (8) cores. Then all of a sudden a MASSIVE spam of sounds come and immediately after that, the application crashes. It feels like the sounds from the combat spam are getting caught up in a bottleneck somewhere and then released as a flood, crashing the app.

Yeah, basically, compression is issue: they are all mp3s, so it takes few seconds on busy cpus to uncompress beginings so that they can start playing. Result is freeze as 100 sounds compete on cpu to decompress themselves and buffer few seconds of playback, but once they all suceed, they can feed data to mixer and crash that x.x ... sigh.

I'm seeing a lot of lines like "Exception with ./packs/seasons/winter2.mp3: javax.sound.sampled.LineUnavailableException: unable to obtain a line: unable to obtain a line".  It seems to happen whenever DF dumps 3+ messages all at once, and stops any sound from playing until I close and restart Soundsense (the above started when a calf grew to a bull, winter started and I struck magnetite all at once as an example. before that it was dog grew up, merchants arrived and snowstorm and the snowstorm and merchant sounds gave the "unable to obtain line")

This is all prolly related to the combat sound spam crash.

That is something different, it seems to be caused by pulse audio/OpenJDK: You could try to install Sun java and see if that helps.

****SOLVED ! ***
hello! ive been enjoying this app for a while now, i also get the 100% cpu usage and/or crashing when theres heavy combat spam sounds
my solution is to

1. open up the XML files in packs/battle (more importantly battle / gore / hitevents / strikes.XML ...or whatever sounds that are causing spam in other packs)

2. find and replace all concurency to 1....... example concurency="4" or concurency="5" ----> concurency="1"   (... this makes only 1 sound of the same type play at a time)

3. save file

4. open up object testing arena and watch 50 saltwater crocodiles vs 50 goblin ambushers go at it without using much cpu power

5. profit for !!science!!

(though sometimes soundsense still crash and exit by itself, it no longer gets stuck sounds at 100% cpu usage)
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Foxite

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1103 on: January 10, 2014, 01:03:37 pm »

Hi,
I mainly wanted to use this tool to have some more active music when a siege arrives, which would be a cool boss battle theme from a game. I already have it on my computer, and specifically, this would be the Temple Desecrated song from Runescape(I dont play it anymore, but it sounds so epic, you know :P ). However there doesnt seem to be a sound list for sieges implemented yet(that is, there are sounds for intruders, such as ghosts, ambushes, kidnappers, and kobold thieves, but not for sieges), so I dont see an easy way to do this.
I figured there was a folder containing all the audio files and located it, and I figured there was a folder containing all the audio file lists to be played and located it as well. However after some digging around in the list folders it turned out there was no list for songs to be played during a siege. Can I create one, and how?

Oh, never mind. I found out how to add custom sounds, and did so.
Ignore this post xD
« Last Edit: January 11, 2014, 01:44:44 pm by latias1290 »
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Admiral666

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1104 on: January 15, 2014, 08:09:47 pm »

Hey guys,

I keep running into this error when I try to run Soundsense. I'm playing Masterwork Dwarf Fortress, right out of the box, so to speak. The only change I have made is to direct Soundsense to my Java directory. Java is up to date, etc, etc. It appears to be an issue with the program itself, from my limited ability to comprehend the code?
Spoiler (click to show/hide)

Thanks

Edit: Did search here and via google; was unable to find mention of it, just to clarify.
« Last Edit: January 15, 2014, 08:57:17 pm by Admiral666 »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1105 on: January 17, 2014, 10:57:31 am »

Hey guys,

I keep running into this error when I try to run Soundsense. I'm playing Masterwork Dwarf Fortress, right out of the box, so to speak. The only change I have made is to direct Soundsense to my Java directory. Java is up to date, etc, etc. It appears to be an issue with the program itself, from my limited ability to comprehend the code?
Spoiler (click to show/hide)

Thanks

Edit: Did search here and via google; was unable to find mention of it, just to clarify.

How does achievements/achievements.xml file look?

Admiral666

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1106 on: January 17, 2014, 11:32:00 pm »

Spoiler (click to show/hide)

Thanks!
« Last Edit: January 17, 2014, 11:33:42 pm by Admiral666 »
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Admiral666

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1107 on: February 01, 2014, 11:43:42 pm »

Pardon the double post; but, bump? Had absolutely no luck in resolving this. Can provide whatever info you need to diagnose how much of an idiot I probably am!

Thanks
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1108 on: February 02, 2014, 10:37:25 am »

Pardon the double post; but, bump? Had absolutely no luck in resolving this. Can provide whatever info you need to diagnose how much of an idiot I probably am!

Thanks

I do noth think you being idiot is possibility or factor in this, but i did not reproduce whatever it is that is happening to you.

Could you try downloading fresh soundsesne and trying to run that instead?

Admiral666

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1109 on: February 02, 2014, 12:41:35 pm »

Gee; suddenly it works just fine. I skipped this obvious step up to this point for fear that whatever version bundled with Masterwork DF was unique to that mod--however, it seems to be working without issue. Although I did reinstall the version that came with MDF at one point, to no avail. Hmm.

Regardless, thanks for the assistance. What an annoyingly simple fix!
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