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Messages - prixt

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1
This is probably because on linux file paths are case sensitive, while on Windows its not.
jecowa's soundpack fixed a typo, so it works.

Which version are you using? I thought this kind of error would only raise a warning and not a full error.

2
Hey. Is there a way to force music to start?

I normally load Soundsense only after the fortress has been loaded
Currently, no. Maybe in later versions, soundsense-rs could retroactively read the logs, but sadly not now.

3
Hi guys. Need to know how do I run the Linux version. I have the files downloaded but no idea were to place them. I did got the dependencies pointed on the main page but that's about all I know. Any help is appreciated.
The linux version is a single executable binary. You can execute it from the terminal (.\soundsense-rs), similar to how you execute DF in linux.
The position of the binary shouldn't matter, as you will be able to select the necessary files/directories from within the UI, then save the file directories Soundsense-rs will use. It will look for some files (gamelog.txt, soundpack folder, ignore.txt) in the current working directory if none are set.

4
DF General Discussion / Re: Lazy Mac Pack (v0.47.04)
« on: March 18, 2020, 08:23:02 pm »
I'm afraid this is beyond my capability :( Sorry.

5
Noted, just fixed the typo. Thanks for letting me know.

6
DF General Discussion / Re: Lazy Mac Pack (v0.47.04)
« on: March 10, 2020, 07:48:08 am »
https://github.com/prixt/soundsense-rs/releases/tag/v1.5.1-travis
This one is built using travis-ci, which uses macos 10.13. This `should` work.

7
DF General Discussion / Re: Lazy Mac Pack (v0.47.04)
« on: March 10, 2020, 03:12:30 am »
https://github.com/prixt/soundsense-rs/releases/tag/v1.5.1-macos10.14
Hi, I compiled v1.5.1 using macOS 10.14. Could you try this version and see if it works?

8
DF General Discussion / Re: Lazy Mac Pack (v0.47.04)
« on: March 10, 2020, 02:47:38 am »
This maybe difficult, but could you check if it still breaks if the TV HDMI is disconnected? The sound library I'm using has problems with external sources on OSX.
Crossed out options are there on purpose. Those were removed in recent releases.

It's only difficult in being slightly physically awkward since the elderly MacBook Pro in question lives under the table and is treated as more or less a desktop with external keyboard/mouse/display/audio. 

However, the 1.3.4 version seems to work, or at least not to crash.  When it started (immediately after embark) it tried to play two sounds simultaneously (the skies have cleared and a season announcement).  The only other sound I got in a brief test was an announcement of metal (metal has been exposed I believe).  Orthoclase didn't merit a sound.

As for soundpacks, do I install those with git clone or just dump the contents of a zipfile into a subdirectory in the packs directory?  I'd prefer something as close as possible to the original SS.

Sorry about the inconvenience. :(
It doesn't matter where the soundpack is. Just load the directory the soundpack is in, and soundsense-rs should read the files. Git related files are ignored, it only checks for .xml files and sound files.

9
DF General Discussion / Re: Lazy Mac Pack (v0.47.04)
« on: March 09, 2020, 08:58:50 pm »
Thanks jecowa for the speedy response.

It now starts automatically (through a different line in the Utilities tab) but still does nothing and crashes slightly differently (this time on attempting to load gamelog.txt).

$ ./soundsense-rs-v1.3.4-osx -p packs -i ignore.txt -l ../../../df_osx*/gamelog.txt
thread 'sound_thread' panicked at 'No device name: BackendSpecific { err: BackendSpecificError { description: "core foundation unexpectedly returned null string" } }', src/libcore/result.rs:1188:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
objc[31680]: Class FIFinderSyncExtensionHost is implemented in both /System/Library/PrivateFrameworks/FinderKit.framework/Versions/A/FinderKit (0x7fff8b151cd0) and /System/Library/PrivateFrameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride (0x119e0bcd8). One of the two will be used. Which one is undefined.
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: "SendError(..)"', src/libcore/result.rs:1188:5

Hello muldrake, I manage SoundSense-RS. Are you using any external audio devices(ex. bluetooth)?

No Bluetooth but I am using a Samsung LG TV through HDMI.

Not sure if this is interesting:



This maybe difficult, but could you check if it still breaks if the TV HDMI is disconnected? The sound library I'm using has problems with external sources on OSX.
Crossed out options are there on purpose. Those were removed in recent releases.

10
DF General Discussion / Re: Lazy Mac Pack (v0.47.04)
« on: March 09, 2020, 07:47:04 pm »
SoundSense-RS never starts.  If I start it manually, it doesn't do anything except crash if I try to load a soundpack.  The only thing I seem to be able to do "successfully" is load the gamelog.txt file if I do that manually.

Last login: Mon Mar  9 18:56:14 on ttys003
Urist:~ Kogan$ /Applications/Lazy\ Mac\ Pack\ v0.47.04\ dfhack-a1/LNP/Utilities/SoundSense-RS/SoundSense-RS ; exit;
objc[27393]: Class FIFinderSyncExtensionHost is implemented in both /System/Library/PrivateFrameworks/FinderKit.framework/Versions/A/FinderKit (0x7fff8b151cd0) and /System/Library/PrivateFrameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride (0x112b99cd8). One of the two will be used. Which one is undefined.
thread 'sound_thread' panicked at 'No device name: BackendSpecific { err: BackendSpecificError { description: "core foundation unexpectedly returned null string" } }', src/libcore/result.rs:1188:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
Abort trap: 6
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.

[Process completed]


MacOS version is 10.13.6 (which is terminal for this hardware).

Hello muldrake, I manage SoundSense-RS. Are you using any external audio devices(ex. bluetooth)?

11
Well, the play/pause button pauses the looping sounds, and sliences one-shot sounds from playing, so small sound effects will start and end. When you play, the loop will resume where it paused.
But maybe that isn't clear, and users will use it as a mute button? idk

The music channel is added so it doesn't get reordered alphabetically after other channels. I thought this isn't a big issue, but I'll change it.
[EDIT: Updated v1.5.1 binaries. Music channel is now optional.]

12
Fixed threshold not working properly, and "all" not being a valid channelSetting.playType with v1.5.1.

Thank you for the report, and for the screenshot jecowa. Don't think I can fix the load button being highlighted. That is a html/css rendering issues/quirk, and I'm not touching that.

13
Oh yeah, totally forgot about adding shuffle :P Glad you like it!
Could anyone using this on a Mac upload a screenshot? The current one is getting old.

14
Hi! Just pre-released v1.5.0!
  • Added pause and skip function
  • Added threshold filtering
  • Added channelSetting capability via soundpack using channelSettings.xml
  • Some minor fixes
Try it out if you're interested, and if there are no big problems, I'll set it as released!

15
Quote
after loading a game (generated by dfhack) - starts playing weather / music
Quote
[2020-02-29T15:00:09.172Z TRACE] log: Winter has arrived on the calendar.
[2020-02-29T15:00:09.184Z TRACE] log: The weather has cleared.
[2020-02-29T15:00:09.185Z TRACE]  pattern: The weather has cleared\.
[2020-02-29T15:00:09.185Z TRACE]   channel: weather
[2020-02-29T15:00:09.186Z TRACE]    loop=stop
after season change (generated by the game) - starts playing season
Quote
[2020-02-29T23:35:12.348Z TRACE] log: Autumn has come.
[2020-02-29T23:35:12.349Z TRACE]  pattern: Autumn has come\.
[2020-02-29T23:35:12.349Z TRACE]   channel: misc
Do you mean the season announcement voiceline? Yes, those are triggered by different message patterns.
The `(:season:) has arrived on the calendar.` pattern should trigger the music to change. Could you check the soundpack?
Expected log output:
Code: [Select]
[2020-03-01T01:04:50.072Z TRACE] log: Summer has arrived on the calendar.
[2020-03-01T01:04:50.096Z TRACE]  pattern: (It is now summer\.)|(Summer has arrived on the calendar\.)
[2020-03-01T01:04:50.098Z TRACE]   channel: music
[2020-03-01T01:04:50.098Z TRACE]    loop=start

Quote
Some other things that seemed peculiar:
* the gui shows channels: music, swords, trade, weather, misc - but I only saw "weather, misc". Never saw music and swords, which definitely are being used.
I'm not sure I'm understanding this correctly. Do you mean that you didn't see other channel names being mentioned in the log? That just means that there weren't any gamelog messages that triggered sounds to be played in those channels.

Quote
* many log entries that look like this - sometimes 20+ in a row (number of timeout is increasing)
Quote
[2020-02-29T13:44:20.612Z TRACE]  swapped: The metalcrafter stands up.
[2020-02-29T13:44:20.613Z TRACE]  pattern: The (.+) stands up\.
[2020-02-29T13:44:20.613Z TRACE]   can't play: current_timeout: 1768
If the sound has a timeout value, the same sound won't play for that amount of ms. This sound has a timeout of 2500ms, so this makes sense.
current_timeout doesn't change until the sound gets actually played, so previous triggers on the sound shouldn't increase current_timeout. Are you sure the number increases?

Quote
* this one seems to happen frequently if masterpiece gets crafted.
Quote
[2020-02-29T13:44:44.198Z TRACE]  swapped: `Sigun_1' Mengduthnur has created a masterpiece quartzite door!
[2020-02-29T13:44:44.200Z TRACE]  pattern: (.+) has created a masterpiece (.+)!
[2020-02-29T13:44:44.200Z TRACE]   can't play: failed probability roll
This happens because the sound has a probability(propability) of 25, so it only has a 25% chance of being triggered.

Quote
This probably happend, while my military squad was training (too many strike events?) - this should go to swords?
Quote
[2020-02-29T21:43:33.695Z TRACE] log: The militia commander strikes at the macedwarf but the shot is blocked!
[2020-02-29T21:43:33.696Z TRACE]  pattern: The (.+) strikes (.+) but the shot is blocked!
[2020-02-29T21:43:33.696Z TRACE]   channel: misc
[2020-02-29T21:43:33.696Z TRACE]    can't play: at concurency limit: limit 4, channel 4
As the log says, if there are too many sound playing in the channel (in this case misc), the sound won't play.
It plays on the misc channel because the soundpack didn't specify a channel. jecowa's version moved all combat-related sounds to the sword channel, so I'm guessing you're using the original pack?

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