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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 578776 times)

Lamandus

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1380 on: May 08, 2016, 12:48:35 pm »

I admit, dwarfes get married very rarely. But how can you not use "Traulich geführt" as a sound-sense file for that....
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Pvt. Pirate

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1381 on: May 08, 2016, 05:31:08 pm »

"Traulich geführt" is german :D i guess it's the standard tune played on marriages in our western world by now.
_'''  _'-'

didn't find anything better for showing it :D
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AlBravo

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1382 on: May 14, 2016, 07:46:02 am »

Where can I configure the sounds for DFHack workflow messages?  "stopping production" and such.  I have been looking all morning.  I grepped all xml files in all directories for the messages with no luck.  The sounds come from SoundSense since they don't play when it is closed.
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Arphahat

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1383 on: May 14, 2016, 05:51:25 pm »

I've just started back up with Dwarf Fortress after a number of years away, and grabbed the lnp for PC, and I wanted to say that Soundsense is great!  Thanks!

The achievements are fun, but it looks like the string for masterpiece items has changed, so "Craftsdwarf" no longer triggers.  Changing the logPattern to "(.+) has created a masterpiece (.+)!" seems to fix it.
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Lamandus

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1384 on: May 16, 2016, 02:50:33 am »

Where can I configure the sounds for DFHack workflow messages?  "stopping production" and such.  I have been looking all morning.  I grepped all xml files in all directories for the messages with no luck.  The sounds come from SoundSense since they don't play when it is closed.

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!
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jecowa

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1385 on: May 29, 2016, 06:19:56 pm »

To get it to run on Mac OS X, I just had to remove the carriage returns in the "soundSense.sh" shell script. I'm not sure why, but it gives this error when it uses carriage returns + line feeds:
Code: [Select]
/df_osx_v0.43.02/soundsense/soundSense.sh: line 11: syntax error near unexpected token `fi'
This isn't the first time I've come across a case where carriage returns caused something related to Dwarf Fortress to not work properly. If there's any other Mac users having trouble with this,



Here's how to get SoundSense working on Mac OS X:

Step 1 - Software installation:
  • Extract "df_43_03_osx.tar.bz2" (or whatever the current version of Dwarf Fortress is called).
  • Extract "soundSense_2016-1_196.zip" (or whatever the current version of SoundSense is called).
  • Drag the "soundsense" folder into the "df_osx" folder.
  • If you don't already have at least Java 1.6, you must install it. (Unless you already installed it at some point or are running Snow Leopard, you should either need to download or update Java.)
  • Download and install the free TextWrangler text editor.

Step 2 - CRLF to LF:
  • In the "soundsense" folder, open "soundSense.sh" using TextWrangler.
  • Click the "Windows (CRLF)" drop down menu at the very bottom of the window.
    Spoiler: "illustration" (click to show/hide)
  • From the drop-down menu, change it from "Windows (CRLF)" to "Unix (LF)".
  • Save the document. (The document is now in a format that the Terminal can parse.)

Step 3 - Permission to execute:
  • Open the Terminal. (Located in /Applications/Utilities/Terminal.app")
  • Type "chmod a+x " (Without the quotes, but with the space at the end.")
  • Drag "soundSense.sh" into the Terminal window.
  • Hit the "return" key. (This grants execution privileges to "soundSense.sh".)

Step 4 - Default application:
  • Control-click (or right-click) "soundSense.sh" and choose "Get Info".
  • Click the drop-down menu under "Open with" and choose "Other…".
  • Click the drop-down menu next to "Enable:" and change it from "Recommended Applications" to "All Applications".
  • Navigate to /Applications/Utilities/ and select the Terminal. (You can optionally click the "Always Open With" checkbox so that all shell scripts open in the terminal by default.)
  • Click "Add".

It should open up the SoundSense app whenever double-clicked now.

Alternatively, if you want to skip steps 2 through 4, you can use the pre-adjusted soundSense.sh script from here:
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Lurin Diamondfist

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1386 on: May 31, 2016, 11:20:42 am »

I admit, I have not read all 91 pages of this thread, so apologies if this has been asked before:
How can one contribute to the sound sense project?  I'm friends with some voice actors and musicians who thought it would be fun to add to it.  I suppose we could make a mod...
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Thundercraft

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1387 on: May 31, 2016, 03:41:52 pm »

I admit, I have not read all 91 pages of this thread, so apologies if this has been asked before: How can one contribute to the sound sense project?  I'm friends with some voice actors and musicians who thought it would be fun to add to it.

It looks like zwei, SoundSense's creator, hasn't been on since April. But I'm pretty sure he checks the forums now and then. My suggestion:

If you haven't already, check out the SoundSense webpage here as it has more information. In particular, you may be interested in this:

  • packSkeletons.zip are xml files for all known log lines without sounds, you can use this as your starting point.
  • missingMessages.cmd will parse log file and output all lines your packs will not recognize

Both packSkeletons.zip and missingMessages.cmd can be found inside the SoundSense download. The .xml files in packSkeletons.zip can be opened with Microsoft Excel or Open Office. And missingMessages.cmd will search the game log for messages / announcements that SoundSense may not recognize. (BTW: It looks like none of the files in packSkeletons.zip are more recent than March 13, 2016.)

The above can be used to figure which log announcements and sounds SoundSense is still missing. I suppose you could also search for - or create your own - sound effects or music that may work better than what is already used. Though, what one may consider "better" is subjective, so zwei may or may not use them. (However, some people create their own, optional sound packs or mod the music or settings suit their taste and preferences.)

For such, the SoundSense website has a list of sites with public domain and creative commons sounds and music.
Quote
Some sites of interest should you want additional sounds:

    http://soundbible.com/
    http://www.freesound.org/
    http://www.musopen.org/
    http://opengameart.org/browse/audio
    http://www.incompetech.com/m/c/royalty-free/
    http://ccmixter.org
    http://free-loops.com/
    http://www.pdsounds.org/
    http://commons.wikimedia.org/wiki/Category:Sound
    http://www.archive.org/details/opensource_audio
    http://publicdomainaudiovideo.blogspot.com/

Be warned: It can be a time-sink. It's difficult to find stuff that is appropriate for missing sounds or to find something better than what SoundSense already has.

As for voice acting: I think the voices already present for announcements like migrants, moods, and dwarf babies being born are already perfect. I can't imagine anything better. They sound exactly like dwarves should, IMO. And many are hilarious.

But then, there are some popular Dwarf Fortress mods that make major changes to the game. For instance, Meph's Masterwork Mod is popular and it allows the player to play as other races, such as Elves, Humans, Kobolds, Orcs, and Succubi. Perhaps someone could make a soundpack of voice announcements for the other races or something?

Myself: Several years ago I started collecting new sounds for the birth of animals that are either tamable or which I felt should be tamable. (The "Everything is Tameable" module for the popular Modest Mod does what it sounds like.) There are not many public domain or CC sources for baby animals sounds. So I ended up searching on YouTube and politely asking video authors for permission to use the sound, with credit, in a Dwarf Fortress sound mod. (Actually, when asked, about half of them gave permission. The other half never responded.) Surprisingly, if one is determined, one can find videos or sounds for newborns of a wide assortment of animals, from puppies to baby crocodiles and leopards. However, I lost interest and never finished. Though, I have been thinking of picking that up again and releasing something.
« Last Edit: May 31, 2016, 09:11:38 pm by Thundercraft »
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Lurin Diamondfist

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1388 on: June 04, 2016, 03:28:21 pm »

Thank you very much for the links and information!

Rather than replace what's there (I also think it's perfect) we wanted to add to it, we can make voices that sound very similar to the ones there and just add some variety.

  • As for sound effects, there's many that are missing.  Getting the "sad piano" when a peacock becomes an adult for example always freaks me out.  Also when a dwarf gets elected mayor there's not really any voices. In addition when someone assumes royal status there isn't anything suitable either.
  • As for music, there can always be more, although I have my favorites in the track listing, when you do a 10 hour session (like today), you begin to grow tired, it would be nice to extend that feeling of freshness.
  • As for free sounds, that won't be needed. We've got access to sound isolated rooms. Besides, making Foley is fun! (and not the !!FUN!! kind)
« Last Edit: June 04, 2016, 03:30:09 pm by Lurin Diamondfist »
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Bumber

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1389 on: June 05, 2016, 05:10:04 am »

Also when a dwarf gets elected mayor there's not really any voices.
One of them needs to be a suspiciously-specific denial about being a vampire.
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Thundercraft

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1390 on: June 05, 2016, 07:21:19 am »

One of them needs to be a suspiciously-specific denial about being a vampire.
"I am not a vamp... crook, I mean I'm not a crook. Mark my words: Socks for everyone! And booze will flow like a river. Because we drink booze, not blood... Did I mention that I'm not a vampire?"  :D
« Last Edit: June 05, 2016, 07:32:54 am by Thundercraft »
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TV4Fun

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1391 on: June 05, 2016, 02:51:49 pm »

Edit: Never mind, saw post above. Was complaining about flute sound effect.
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Thundercraft

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1392 on: June 05, 2016, 05:48:54 pm »

zwei, may I recommend that you update your list of sites for sounds and music on your website? Some links are broken or misleading:
  • I found that pdsounds.org is not just down, it's gone. (Their domain is up for sale.) This is sad: It was a library of hundreds of public domain sounds. Sites with lots of free sounds - with clear license terms - are very rare. (But sites which offer free sounds of questionable origin, and either state usage as "personal use only" or which do not specify usage terms or a license, are more common.)
  • The http://opengameart.org/browse/audio link is broken, but only because the site was changed and Audio assets were split into separate Music and Sound Effects categories.
  • I would point out that free-loops.com is just samples (mostly instruments) which are suitable for mixing, as in music composition and remixes. While the musically-inclined may find it useful to make new music, the rest of us would not... Except, they do have a Sound Effects category.
I did find a few more free music sites which are suitable for this project. Also, I would suggest splitting these into categories:

Free sound effects:
http://soundbible.com/
http://www.freesound.org/
http://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=12
http://free-loops.com/audio.php?term=sound%20effect
http://commons.wikimedia.org/wiki/Category:Sound

Free music sources:
http://ccmixter.org/
http://www.musopen.org/
http://www.incompetech.com/m/c/royalty-free/
http://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=13
http://commons.wikimedia.org/wiki/Category:Music
http://www.archive.org/details/opensource_audio
http://publicdomainaudiovideo.blogspot.com/
http://opsound.org/
http://freepd.com/
http://publicdomain4u.com/
http://www.royaltyfree-musictracks.com/
http://www.twinmusicom.org/
http://freemusicarchive.org/

Free loops and stems (samples for music):
http://free-loops.com/
http://stems.ccmixter.org/stems
« Last Edit: June 06, 2016, 11:05:04 pm by Thundercraft »
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grotball

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1393 on: June 17, 2016, 01:46:12 am »

@zwei - It's great that this has been migrated to Github, since Google Code is shutting down.  I also have a couple of other requests:

- Could existing and future releases be put on the Github releases page?  I (and others) can then download them automatically.
- The OP of this thread really needs an update, it's not great for users or potential contributors.

Do you mind also sharing your plans for any further development?  There's a fair bit upthread about adding positional stuff, using DFHack.  I'd also love to just get all the logging scripts into the standard DFHack distro, to make things easier for users.

- I will look into adding releases to github, it is definitelly "want to do"
- OP, of course will be updated

[snip]
So, that is the plan nowadays

It's definitely handy having it up on Github, especially for the workflow, developers can clone your repository and then send you patches in the form of Pull requests, which can make life a bit easier.

That said, I haven't had time to clone the repo with an account and do that yet, but below is a small patch (badly patched, I think I reformatted the code, only one source file from mem), that changes to the Nimbus look and feel (not an important change, I just find the Windows system look and feel a bit klunky), and adds rough system tray support (ideally needs a smaller icon too). Very limited testing etc etc but there if anyone can use it. May need to modify any batch file calling java.exe to javaw.exe to prevent a console if you don't want that.

I couldn't spot the UpdateClient in GitHub (spotted the Server, but couldn't see the client project), so I had to locally use the jar provided. Should compile OK. I can submit pull requests for a partial Gradle build and a consoleless batch file and a smaller icon etc if you're interested.


Spoiler (click to show/hide)
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grotball

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1394 on: June 17, 2016, 03:54:39 am »

zwei, may I recommend that you update your list of sites for sounds and music on your website? Some links are broken or misleading:
  • I found that pdsounds.org is not just down, it's gone. (Their domain is up for sale.) This is sad: It was a library of hundreds of public domain sounds. Sites with lots of free sounds - with clear license terms - are very rare. (But sites which offer free sounds of questionable origin, and either state usage as "personal use only" or which do not specify usage terms or a license, are more common.)
  • The http://opengameart.org/browse/audio link is broken, but only because the site was changed and Audio assets were split into separate Music and Sound Effects categories.
  • I would point out that free-loops.com is just samples (mostly instruments) which are suitable for mixing, as in music composition and remixes. While the musically-inclined may find it useful to make new music, the rest of us would not... Except, they do have a Sound Effects category.
I did find a few more free music sites which are suitable for this project. Also, I would suggest splitting these into categories:

Free sound effects:
http://soundbible.com/
http://www.freesound.org/
http://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=12
http://free-loops.com/audio.php?term=sound%20effect
http://commons.wikimedia.org/wiki/Category:Sound

Free music sources:
http://ccmixter.org/
http://www.musopen.org/
http://www.incompetech.com/m/c/royalty-free/
http://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=13
http://commons.wikimedia.org/wiki/Category:Music
http://www.archive.org/details/opensource_audio
http://publicdomainaudiovideo.blogspot.com/
http://opsound.org/
http://freepd.com/
http://publicdomain4u.com/
http://www.royaltyfree-musictracks.com/
http://www.twinmusicom.org/
http://freemusicarchive.org/

Free loops and stems (samples for music):
http://free-loops.com/
http://stems.ccmixter.org/stems

I haven't checked a lot of them, but I agree, public domain sounds and images are pretty vital towards a good community.

Did you check https://archive.org/details/PdsoundsArchive

Archive.org is pretty impressive, it grabs content you think is otherwise dead at times.
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