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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 578846 times)

Putnam

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1305 on: May 06, 2015, 04:48:17 pm »

...Yeah, that would make sense. Not sure how to find the viewport, though.

PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1306 on: May 06, 2015, 05:41:15 pm »

I remember for working on position.lua (now in standard dfhack) that there's a way to get the bottom-left corner of the displayed area, and window size is still in.
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Putnam

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1307 on: May 06, 2015, 07:13:27 pm »

Yes. Here's the new version.

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
        print(report.pos.y,(df.global.window_y+df.global.gps.screeny)/2)
        reportText=reportText..' x:'..report.pos.x-(df.global.window_x+df.global.gps.screenx/2) .. ' y:'..report.pos.y-(df.global.window_y+df.global.gps.screeny/2) .. ' z:'..report.pos.z-df.global.window_z..'\n'
    end
    appendToSoundsenseLog(reportText)
end

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

Now, it reports how far away the announcement is from the center of the current viewscreen. +x is east, +y is south, +z is up.
« Last Edit: May 07, 2015, 04:23:39 am by Putnam »
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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1308 on: May 07, 2015, 04:03:59 am »

Okay, that is something awesome to work with :-)

falcn

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1309 on: May 30, 2015, 08:22:43 pm »

I got problem.
When I start Soundsense and load my game, two music files start playing at the same time.
Music in DF is set to off - when I quit Soundsense, music stops.

I press red "stop" button on the "music" in Soundsense, this leaves only one melody playing (till the next season change). The ones that keeps playing  is not Simon Swerwer songs(not sure), and I have no way to stop it with the UI - it lists only music (which I stopped) and weather (stop button have no effect here)
I got latest Sounsense, but the one that came with LNP was affected too.

pstree
Spoiler (click to show/hide)

log
Spoiler (click to show/hide)

java
Spoiler (click to show/hide)

When I issue "soundsense" command in dfhack, this text gets pushed both to gamelog.txt and ss_fix.log.
Code: [Select]
Summer has arrived on the calendar.
The weather has cleared.
Removing ss_fix.log from soundsense configuration fixes the double music issue, but... should I really do that?
« Last Edit: May 30, 2015, 09:23:42 pm by falcn »
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Scoops Novel

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1310 on: August 14, 2015, 02:18:57 am »

Will the music change to reflect the sound of generated songs? I don't know how closely you could reflect it, but just having stock upbeat music play if it's a happy song, mournful for a dirge, etc would go a long way.
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Stonecutters

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1311 on: September 30, 2015, 09:20:03 pm »

Having trouble finding my gamelog.txt file for my dwarf fortress install. I'm running it on arch linux and got it all from the pack manager. Soundsense came from the AUR database.

https://www.archlinux.org/packages/multilib/x86_64/dwarffortress/   <-- looked through the files included. gamelog.txt is not one of them

I ran dwarf fortress and ran around as an adventurer hoping to generate a gamelog, but still cannot find the file. Anyone know where it would be?
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PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1312 on: September 30, 2015, 09:38:49 pm »

I ran dwarf fortress and ran around as an adventurer hoping to generate a gamelog, but still cannot find the file. Anyone know where it would be?
It should be written in the same directory as the executable.
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Stonecutters

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1313 on: September 30, 2015, 09:47:13 pm »

I ran dwarf fortress and ran around as an adventurer hoping to generate a gamelog, but still cannot find the file. Anyone know where it would be?
It should be written in the same directory as the executable.

This is the Linux version and the structure is a little different from the windows version I ran when I played on windows. Meaning there's no executable file. I've checked all the folders in the file path and cannot find it. Not sure what to do because I really want soundsense while I'm playing.

The script used to run dwarf fortress outside of the terminal is located in the /opt/dwarffortress/libs/ directory, and is there with only the other lib files. No gamelog text unfortunately :(

Edit: I have found the file
It is located in the /home/User/.dwarffortress/ directory. The directory is a . folder and was hidden initially. When the soundsense ui pops up and asks to link it to the gamelog, the folder is not shown because its hidden. To select it you have to type .dwarffortress and press enter. This will open the folder and the gamelog.txt is right there.
« Last Edit: September 30, 2015, 10:42:49 pm by Stonecutters »
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Scoops Novel

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1314 on: October 01, 2015, 02:32:14 pm »

For real, what happens now that the game generates music and poetry?
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Dirst

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1315 on: October 01, 2015, 03:16:24 pm »

For real, what happens now that the game generates music and poetry?
The game only generates text descriptions of them, not the artworks themselves... much the way that books are in the current version.  The newer art forms are more detailed that book styles, though.
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Scoops Novel

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1316 on: October 04, 2015, 04:57:29 pm »

For real, what happens now that the game generates music and poetry?
The game only generates text descriptions of them, not the artworks themselves... much the way that books are in the current version.  The newer art forms are more detailed that book styles, though.

Surely we can match it up with thematically appropriate music? You could do anything from playing generic "cheerful/mournful" music to filtering music and poetry databases for similar creations.
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Shonai_Dweller

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1317 on: October 04, 2015, 06:47:38 pm »

For real, what happens now that the game generates music and poetry?
The game only generates text descriptions of them, not the artworks themselves... much the way that books are in the current version.  The newer art forms are more detailed that book styles, though.

Surely we can match it up with thematically appropriate music? You could do anything from playing generic "cheerful/mournful" music to filtering music and poetry databases for similar creations.
But then you'd have a description of chanting dwarves and an alien sounding microline 15 stringed instrument, but 'generic happy music' playing in the background. If that's all it can do, would rather it not bother and stick to my imagination.
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Scoops Novel

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1318 on: October 05, 2015, 02:32:26 am »

Like we'd settle for that.
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Arshness

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1319 on: October 09, 2015, 12:32:44 pm »

Is it possible to disable certain songs in Sound Sense?
There are a few of them that drive me nuts (Mostly the Sims music) because it makes me think of other games and kills the mood for me.

Anyone know how to do this?
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