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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 578824 times)

fricy

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1290 on: February 07, 2015, 06:57:51 am »

Allright, new version is up. I think I have figured out autoupdater not working correctly with files containing spaces. Everyone who had trouble with this - can you please try it?
Looks ok, it downloaded ~350 mb sound files without complaining. (OSX)

zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1291 on: February 08, 2015, 02:05:45 pm »

Allright, new version is up. I think I have figured out autoupdater not working correctly with files containing spaces. Everyone who had trouble with this - can you please try it?
Looks ok, it downloaded ~350 mb sound files without complaining. (OSX)

Awesome! Thanks.

Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1292 on: February 12, 2015, 07:45:59 am »

after updating the starter pack, it doesn't work anymore

it closes right away, after launch

now I'll try download a clean version of the utility

edit: now it seems to work properly...
« Last Edit: February 12, 2015, 07:49:13 am by Raven »
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draeath

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1293 on: February 12, 2015, 01:56:19 pm »

Same, I reported it a few minutes ago in the LNP thread.

I'm thinking something they stripped out is breaking stuff (note there's a lot less stuff in the directory as packaged with LNP)
« Last Edit: February 12, 2015, 01:59:44 pm by draeath »
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PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1294 on: February 12, 2015, 05:22:31 pm »

Same, I reported it a few minutes ago in the LNP thread.

I'm thinking something they stripped out is breaking stuff (note there's a lot less stuff in the directory as packaged with LNP)

The problem is the xml was malformed due to a change in lines breaking my script (cringe worthy code, I'll fix that). Missing stuff is the launchers for Linux and OSX, dfhack stuff I installed, and so on.
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Hurkyl

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1295 on: February 22, 2015, 09:05:12 am »

If I dislike a particular track, is there an easy way to remove it from the rotation?

If not, I'd like to know the hard way, and also propose a feature request that the GUI provide an easy way to do this.
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Greiger

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1296 on: February 25, 2015, 10:47:15 am »

The playlists can be opened by any text editor. Go to your soundsense folder and look for a folder named "packs" and then look for a folder labled with the type of music it is.  go into that folder and identify the mp3 that has the offending music.

Then there's 2 ways, the clean way and the lazy way.

Clean: Now that you identified the mp3 look for a .xml file with the same name as the folder you are in. (if you have extensions off in yer OS it will be one of the few text files in the folder) Then you find a line that looks something like this
Code: [Select]
<soundFile fileName="01_The Yogscast - Diggy Diggy Hole.wav" weight="30" /> with the name of the offending music file and delete it.   It will no longer play when DF outputs the writing after sound logPattern.   There may be multiple patterns that play the music so there may be more than one place it plays.

Lazy: Delete the mp3.  soundsense may toss an error into the log every so often but it will work.

EDIT: Yes I know I can make that a mp3 instead of a .wav original version could not be read by soundsense and it had to be converted to wav since I had no way to convert one kind of mp3 to another directly without making it a wav first.
« Last Edit: February 25, 2015, 10:53:24 am by Greiger »
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nearlyNonexistent

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1297 on: April 08, 2015, 07:00:41 pm »

So if I want to have multiple XMLs for music (for organization purposes), how can I make one not override the other, or is it impossible?
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1298 on: April 17, 2015, 02:59:07 pm »

So if I want to have multiple XMLs for music (for organization purposes), how can I make one not override the other, or is it impossible?

They do not overwrite each other. Otherwise app would not work at all.

If there are exactly same patterns, then first one is used, but nothing is overwritten.

Qrox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1299 on: May 03, 2015, 02:43:21 am »

Can we make announcements which have a specified location play sound effects with volume that decreases over distance? It's sort of a pain to hear my surface soldiers' sparring sound deep underground... Or am I missing the option?

Edit: Nevermind. I just realized that soundsense watches gamelog.txt for announcements... So I guess it's hard to get their locations.
« Last Edit: May 03, 2015, 04:09:52 am by Qrox »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1300 on: May 05, 2015, 01:19:57 pm »

Can we make announcements which have a specified location play sound effects with volume that decreases over distance? It's sort of a pain to hear my surface soldiers' sparring sound deep underground... Or am I missing the option?

Edit: Nevermind. I just realized that soundsense watches gamelog.txt for announcements... So I guess it's hard to get their locations.

Yep, however you could lobby for coordinates in gamelog :-)

I would very much like it - imagine full surround sound (or just a stereo...)

PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1301 on: May 05, 2015, 04:50:45 pm »

Do it with DFHack? I know it's possible...
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1302 on: May 06, 2015, 04:12:00 am »

Do it with DFHack? I know it's possible...

If someone makes dfhack plugin to prepend x y z coordinates to gamelog entries, make sure I know :-)

Putnam

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1303 on: May 06, 2015, 04:54:27 am »

Code: [Select]
local eventful=require('plugins.eventful')

function appendToSoundsenseLog(message)
    local gamelog=assert(io.open(dfhack.getDFPath()..'/soundsense_gamelog.txt','a'))
    gamelog:write(message)
    gamelog:close()
end

eventful.onReport.soundsense_coord=function(reportId)
    local report=df.report.find(reportId)
    if report.flags.continuation then return false end
    local reportText=report.text
    local i=1
    while df.report.find(reportId+i) and df.report.find(reportId+i).flags.continuation do
        reportText=reportText..' '..df.report.find(reportId+i).text
        i=i+1
    end
    if report.pos.x then
        reportText=reportText..' x:'..report.pos.x..' y:'..report.pos.y..' z:'..report.pos.z..'\n'
    end
    appendToSoundsenseLog(reportText)
end

eventful.enableEvent(eventful.eventType.REPORT,1)

Gives output like this:

Quote
L•r Regeggut, Woodcutter cancels Prepare Fine Meal: Needs unrotten cookable solid item. x:95 y:97 z:119

Into file soundsense_gamelog.txt in base DF folder.
« Last Edit: May 06, 2015, 05:00:59 am by Putnam »
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Qrox

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1304 on: May 06, 2015, 07:11:13 am »

Yep, however you could lobby for coordinates in gamelog :-)

I would very much like it - imagine full surround sound (or just a stereo...)
Yeah, that will definitely work...
Spoiler (click to show/hide)

-snip-
Nice work Putnam! You might want to log viewport changes or subtract it from the coordinates (although the latter way longer soundeffects will follow you through different locations as if they were syndromes the dwarfs had thrown at you) to let soundsense know the distance though.
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