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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 571439 times)

Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1350 on: March 13, 2016, 10:44:43 am »

I have updated soundpack, more is to come in future!

Get it here: http://df.zweistein.cz/soundsense/soundpack.zip or via autoupdate.

Also, SS is now on dffd: http://dffd.bay12games.com/file.php?id=11849

(small heads up: I got some time for play new df and started slowly to update soundpack with new events. Also, very tallented SFX artist joined up and is woking on improving and updating sounds.)
Can you include one for hunting vermin? Dehydrating in trees is the #1 cause of death in my fort, and I never notice the message.

But that is fun!

(will do it next time, i have added it to my todo list:) )

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zwei

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1351 on: March 13, 2016, 11:53:52 am »


uuum page not available?  ???

which one, dffd?

PeridexisErrant

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1352 on: March 13, 2016, 07:18:44 pm »

Woohoo, the upgrades are great and hosting on DFFD makes my life a lot easier too :D

This might be a terrible time to suggest another update, but there are some recent changes to DFHack and PyLNP you should know about.  Neither is in a released build yet, but I'd love to see Soundsense be the first to take advantage of these features:

1.  DFHack has merged soundsense.lua, and activates it by default.  This will make setup easier... once the script is taken out of the soundsense distribution!  See https://github.com/DFHack/dfhack/pull/754/files for details.

2. PyLNP now supports manifests for utilities, so you can set a title, tooltip, author, etc in a top-level file named manifest.json - example below.  See https://bitbucket.org/Pidgeot/python-lnp#rst-header-content-manifests

Code: (manifest.json) [Select]
{
    "tooltip": "A Sound+Music engine for DF - it reads the gamelog, and plays appropriate sounds and seasonal music.",
    "title": "Soundsense",
    "needs_dfhack": false,
    "win_exe": "soundSense.exe",
    "content_version": "2016-1"
}
Note that this is the auto-detected stuff I've set up; you'd probably want to set "author", "osx_exe", "linux_exe", etc. too and might leave out "content_version" - or just ask me to change the tooltip!

The upside of this is it will work the same way across any pack and OS :D
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Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1353 on: March 14, 2016, 03:45:51 am »


uuum page not available?  ???

which one, dffd?
no.. your website, but now it works fine :)
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Lamandus

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1354 on: March 14, 2016, 04:02:05 am »

neighbouring greetings from Germany, zwei.
anyway, my version had a bug, which was easy to fix, but still is a strange one.

My soundsense activated the "sample.xml" everytime. leading to the problem, that:
Quote
   <sound logPattern="(.+): (.+)">
      <soundFile fileName="85791__sandyrb__NATIVE_FLUTE_FIGURE_02.wav" randomBalance="true">
         <attribution url="http://www.freesound.org/people/sandyrb/sounds/85791/" license="CC BY 3.0" author="sandyrb" description="NATIVE FLUTE FIGURE 02.wav" />
      </soundFile>
   </sound>
activated everytime a : was present (in other words every time). I just deleted that line, but you should know about it.
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BanjoSnake

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1355 on: March 20, 2016, 05:46:54 pm »

I'm having the same problem as Lamandus above.

That little flute sound is irritating enough that it's making the pack unusable for me right now.

Quote
My soundsense activated the "sample.xml" everytime. leading to the problem, that:
Quote
   <sound logPattern="(.+): (.+)">
      <soundFile fileName="85791__sandyrb__NATIVE_FLUTE_FIGURE_02.wav" randomBalance="true">
         <attribution url="http://www.freesound.org/people/sandyrb/sounds/85791/" license="CC BY 3.0" author="sandyrb" description="NATIVE FLUTE FIGURE 02.wav" />
      </soundFile>
   </sound>
activated everytime a : was present (in other words every time). I just deleted that line, but you should know about it.

I understand well enough what you're saying, but unfortunately the depth of my coding knowledge ends there and I'm not sure how to fix it =/
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Lamandus

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1356 on: March 21, 2016, 05:33:36 am »

I give you an easy tutorial, when I get home. give me an hour

Open up: soundsense\packs\default

there is a file called "sample.xml"
open it up with Notepad ++ or even the build in windows notepad.

look for the sound log pattern I quoted.

Code: [Select]
<sound logPattern="(.+): (.+)">
      <soundFile fileName="85791__sandyrb__NATIVE_FLUTE_FIGURE_02.wav" randomBalance="true">
         <attribution url="http://www.freesound.org/people/sandyrb/sounds/85791/" license="CC BY 3.0" author="sandyrb" description="NATIVE FLUTE FIGURE 02.wav" />
      </soundFile>
   </sound>

change it to:
Code: [Select]
<sound logPattern="(.+): (.+)">
     </sound>

the flute will be gone!
« Last Edit: March 21, 2016, 05:51:51 am by Lamandus »
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BanjoSnake

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1357 on: March 21, 2016, 01:44:32 pm »

That worked perfectly, thank you!
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KristoffPL

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1358 on: March 25, 2016, 05:28:49 am »

Hello dorfs,

first of all I'll say how much I enjoy this mod - I've became totally dependent on it and I can't imagine playing DF without it now. But the problem is, the soundpack download servers are absolute !!carp!!. I know that I'm not the only one with this issue and i know that many don't feel like waiting 7h for that 300 mb download. So, after many aeons of painful 10kb/s download I've finally gotten the zip and uploaded it to mediafire mirror for everyone to enjoy! It should cause a lot of less problems with the download. I hope the modmaker does not see this as a a problem.
Even if in the future this mirror will become outdated, it's still better to update it in the program with a few megabytes rather than download the entire thing from scratch.

http://www.mediafire.com/download/q8n6b21fqsam8bv/soundpack_mirror_2016-1.zip

Enjoy it
... and keep on digging!
« Last Edit: March 25, 2016, 05:32:19 am by KristoffPL »
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Marc Remillard

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1359 on: March 26, 2016, 07:42:17 am »

first of all I'll say how much I enjoy this mod - I've became totally dependent on it and I can't imagine playing DF without it now. But the problem is, the soundpack download servers are absolute !!carp!!. I know that I'm not the only one with this issue and i know that many don't feel like waiting 7h for that 300 mb download. So, after many aeons of painful 10kb/s download I've finally gotten the zip and uploaded it to mediafire mirror for everyone to enjoy! It should cause a lot of less problems with the download. I hope the modmaker does not see this as a a problem.

Adds a completely additional dimension to the game I reckon, it's a great utility. It's probably been said above but I'd add on the above is that you should get used to copying the 'packs' folder between updates to avoid most of the above download too. Once you've taken the first hit, at least. Then do the auto-update thing.

If you're finding a plethora of windows, you can probably look at using javaw.exe instead of java.exe to kick off SS, that removes the console, which I think isn't useful for most/almost all users. The Java systray API is pretty straight-forward too which would be a nice addition. I had a version with that but I ripped out the networking code so it'd be way out of date.
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Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1360 on: March 26, 2016, 01:44:18 pm »

how come it doesn't play sounds for constructed workshops anymore? Problems with dfhack?
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Putnam

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1361 on: March 26, 2016, 05:12:20 pm »

DFHack's only real method of interacting with soundsense is through writing to the gamelog or any other file soundsense is listening to (soundsense is actually a completely general program for making sounds when files are written to, in fact), so if you want building completed sounds then DFHack is what you want (since the game doesn't generate a log for them) but it's not really a problem so much as an oversight maybe.

Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1362 on: March 27, 2016, 02:59:54 am »

I open df and dfhack, then soundsense, this one says that can't find a certain log... maybe that's the problem

How do I load a file log in soundsense?
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Lamandus

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1363 on: March 27, 2016, 03:19:57 am »

I open df and dfhack, then soundsense, this one says that can't find a certain log... maybe that's the problem

How do I load a file log in soundsense?

did you put the soundsense script into the dfhack scripts folder?
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Raven

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1364 on: March 27, 2016, 03:54:55 am »

I just downloaded the latest starter pack
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