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Author Topic: SoundSense-RS: SoundSense clone, written in Rust  (Read 11450 times)

prixt

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #75 on: March 05, 2020, 07:25:06 pm »

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.
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SOUNDSENSE-RS - SoundSense alternative written in Rust

jecowa

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #76 on: March 05, 2020, 08:16:32 pm »

Thank you. v1.5.1 fixs combat sounds.

The "skip" button works as-expected, but the Play/Pause button acts more like a mute than a pause button. Maybe the mute emoji would make it more clear?

If you could make the "music" channel not be hard-coded, that would be kind of cool. My tiny sound pack for including with noob packs doesn't really include any music, so if possible it would be nice if it didn't show up unless there was a music channel in the sound pack.

Oh, I just noticed there's pop-up menus to change the thresholds of each channel if you mouse over the channel names.
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prixt

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #77 on: March 05, 2020, 08:32:40 pm »

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.]
« Last Edit: March 05, 2020, 08:54:11 pm by prixt »
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jecowa

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #78 on: March 09, 2020, 07:10:29 pm »

Thank you for making the music channel optional!

A new bug report: Ever since v1.3.5, SoundSense-RS hasn't worked in macOS 10.13 High Sierra. (It crashes when it tries to play a sound.)
Spoiler: GitHub Actions (click to show/hide)

Maybe changing some settings in GitHub workflow can make it work on High Sierra?

Here's the error report:
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).

Thank you!
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Nilsolm

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #79 on: March 12, 2020, 11:52:18 am »

I've noticed a typo in the GitHub readme under Dependencies. The package name is libjavascriptcoregtk-4.0
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prixt

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #80 on: March 13, 2020, 12:52:31 am »

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

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #81 on: April 08, 2020, 10:18:24 pm »

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.
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prixt

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #82 on: April 08, 2020, 10:45:50 pm »

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.
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manboricua

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #83 on: April 08, 2020, 11:08:53 pm »

Spoiler (click to show/hide)
Yay! Got it running. Great, awesome reply. It's midnight here, gotta see if I can play a quick fort with sound at last! I really do appreciate it thanks.
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SuperPluck

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #84 on: June 24, 2020, 03:54:38 am »

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

I normally load Soundsense only after the fortress has been loaded
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prixt

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Re: SoundSense-RS: SoundSense clone, written in Rust
« Reply #85 on: June 27, 2020, 07:40:01 am »

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.
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