Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 104

Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 552535 times)

HunterZ

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #60 on: July 03, 2010, 10:37:55 pm »

zwei: Thanks for this neat program! Any chance you could put version numbers on the theme pack files? I noticed that some of them changed in size and now I'm not sure which ones may or may not have changed since I initially downloaded them.
Logged

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #61 on: July 05, 2010, 07:52:30 am »

Do we have any Ambient sounds? Such as randomly picked wildlife sounds?

Any Vocal Sounds needed? Perhaps anything you need me to make it sound more of a darker Voice? I am good at making a Deep Dwarfish voice.

Ambient sounds are possible. As for help, it would be much appreciated; I will be compiling list of sounds that need to be done and post it in this thread for picks for anyone who wants to help out.

zwei: Thanks for this neat program! Any chance you could put version numbers on the theme pack files? I noticed that some of them changed in size and now I'm not sure which ones may or may not have changed since I initially downloaded them.

If size is different, they changed :). I will do add date to list, guess that will be most helpfull.

sphr

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #62 on: July 05, 2010, 09:58:09 am »

I can't get this thing to work for the life of me. =/

I placed it in the main directory in it's own folder, but nothing happens, even if I click the .cmd file. =/

Might be path to java bin problem.  If your system environment does not include the path to java.exe, you may need to modify the .cmd file to include the full path..

e.g.
original
Quote
java.exe -cp .\;lib\jl1.0.1.jar;soundSense.jar cz.zweistein.df.soundsense.SoundSense ../gamelog.txt packs/

full path (actual path depends on your os/java installation/version etc)
Quote
"C:\Program Files (x86)\Java\jre6\bin\java.exe" -cp .\;lib\jl1.0.1.jar;soundSense.jar cz.zweistein.df.soundsense.SoundSense ../gamelog.txt packs/

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #63 on: July 06, 2010, 12:00:58 pm »

Okay, here is list of patterns that need apropriate sounds. Anyone that wants to help out feel free to pick and provide your ideas and sounds, it would be very appreciated :) :

./packs/animals/animals.xml
(.+) has given birth to a horse foal\.
An animal has grown to become a Stray Horse\.
(.+) has given birth to a donkey foal\.
An animal has grown to become a Stray Donkey\.
(.+) has given birth to a two-humped camel calf\.
An animal has grown to become a Stray Two-humped Camel\.
(.+) `has given birth to a one-humped camel calf\.
An animal has grown to become a Stray One-humped Camel\.
(.+) has given birth to a ((cow)|(bull)) calf\.
An animal has grown to become a Stray ((Cow)|(Bull))\.
(.+) has given birth to a kitten\.
An animal has grown to become a Stray Cat\.
(.+) has given birth to a puppy\.
An animal has grown to become a Stray Dog\.
An animal has become a Stray ((hunting)|(war)) Dog\.

 - apropriate "Cow goes Moo" sounds i guess, but i'd like to have quite distinctive sound for war/hunting dogs being trained

./packs/deaths/deaths.xml
(.+) has drowned\.
(.+) has been crushed by a drawbridge\.
(.+) has died after colliding with an obstacle\.
(.+) has bled to death\.

./packs/default/sounds.xml
(.+) has grown attached to a (.+)!

 - i have aboslutelly no idea what this shous sound like, but it is something that really deserves some sound. Maybe short heroic tune? I would love to have it in three versions: attached: short and weak, giving item name should be a bit expanded version and articfact creatin full blown version.

./packs/mandates/mandates.xml
(.+) has ended a mandate\.

 - "meh, forrrget it."?

./packs/mining/mining.xml
You have struck (.+)!

 - i'd like to to sounds like pick hitting stone really, ka-chink sounds sound a bit off-caracter. If someone takes effort to produce ore/fuel/economic stone/gem sounds it would be great.

./packs/moods/moods.xml
(.+) is taken by a fey mood!
(.+) withdraws from society\.\.\.
(.+) has begun a mysterious construction!
(.+) has created (.+), a (.+)!

 - fey mood should be mumbling and babling incomprehensibly (several versions).
 - begun construction "lets get to the worrrk" line and some small variants.

./packs/production/production.xml
(.+) cancels Drink: Well dry.
(.+) cancels Give Water: No water source.

 - "we need waterrr!"

./packs/seasons/seasons.xml
The wet season has arrived!
The dry season has come\.

 - not sure here.
 - i dicovered that i find seasonal soundtrack a bit annoying myself, maybe some version with one-time songs?

./packs/social/social.xml
The (.+) and the (.+) have married.  Congratulations!
They have organized a wedding reception at (.+)\.
They have decided to forego any formal celebrations\.
The (.+) has organized a party at (.+).
(.+) cancels (.+): Seeking Infant\.
(.+) has grown to become a Dwarven Child.
The fortress attracted no migrants this season\.
Some migrants have arrived\.

 - this really needs some dorfy voices.

./packs/trading/trading.xml
The outpost liaison (.+) from (.+) has arrived\.

 - this coincides with caravan arrival, guess nothing is most paropriate sound?

./packs/weather/weather.xml
The weather has cleared\.

 - really needed :)

Lord Herman

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #64 on: July 06, 2010, 07:42:23 pm »

Speaking of The Weather Has Cleared, is it possible to have a looped sound end when a certain phrase appears in the log? I have this looping rain sound, and it'd be nice if I could make it stop looping when the game says the weather has cleared. I now have SoundSense loop an empty sound file when the weather clears, but that's not a very elegant method.
Logged

Lokii

  • Bay Watcher
  • Jack of no trades
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #65 on: July 08, 2010, 03:25:33 am »

I would be willing to do some voices, but I'm a girl that sounds like a 12 year old boy. Thus not very dwarven sounding.
Logged
Oh and Lokii, your job is now to seduce the human traders.

Flick

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #66 on: July 08, 2010, 06:21:00 am »

I would be willing to do some voices, but I'm a girl that sounds like a 12 year old boy. Thus not very dwarven sounding.

Elves?
Logged

Orkel

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #67 on: July 08, 2010, 07:55:10 am »

For some reason I hear no combat sounds, but when the dwarf dies I hear the wilhelm scream. I use sphr's battle sounds. DF version .08.
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

sphr

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #68 on: July 08, 2010, 07:58:16 am »

Want to share this great open source util audacity I use this to edit many sounds I use with soundsense.

Cut/Paste/Merge/Split audio files.  import/export mp3 direct with plugin.
Apply effects, change pitch etc.. make elven voices more dwarven for example ;)
Quite intuitive to use to.. at least I find it manageable without reading any manuals/readme whatever, just by exploring the menu and app ui.

enjoy
sphr

Edit:
For some reason I hear no combat sounds, but when the dwarf dies I hear the wilhelm scream. I use sphr's battle sounds. DF version .08.
don't put my name in front... it's just a demo ;)

Trying to help: when you load soundsense, you should be able to see any errors when it tries to parse the xml.  check whether the battle.xml is loaded successfully and whether the mp3 files are verified. might give you hint on possible solutions.  Also, check that you have no other rules that traps combat log messages, coz currently, SoundSense will STOP processing after it finds a match.  so If you have say a log pattern trapping most/all combat events that does not play any sound that gets loaded before the sounds in the demo pack I put up, the log patterns I use will never be reached, hence no sound played.

« Last Edit: July 08, 2010, 08:09:28 am by sphr »
Logged

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #69 on: July 08, 2010, 08:49:16 am »

Speaking of The Weather Has Cleared, is it possible to have a looped sound end when a certain phrase appears in the log? I have this looping rain sound, and it'd be nice if I could make it stop looping when the game says the weather has cleared. I now have SoundSense loop an empty sound file when the weather clears, but that's not a very elegant method.

That is indded not very elegant, and i added fix in release 8 ( http://df.zweistein.cz/soundsense/soundSense_8_25.zip ), from now on, you can specify loop="stop" to force stop of music loop

I would be willing to do some voices, but I'm a girl that sounds like a 12 year old boy. Thus not very dwarven sounding.

You can give it a shot :), "Oy, we need water for wounded!" could use dwarven lass voice.

Lord Herman

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #70 on: July 08, 2010, 11:10:00 am »

That is indded not very elegant, and i added fix in release 8 ( http://df.zweistein.cz/soundsense/soundSense_8_25.zip ), from now on, you can specify loop="stop" to force stop of music loop

Great, thanks! :)
Logged

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #71 on: July 09, 2010, 03:26:07 pm »

Want to share this great open source util audacity I use this to edit many sounds I use with soundsense.

Yep, that is what I am using too. Great program

btw: tip for testing sounds: just open log file in text editor like notepad, copy-paste lines to the end and save it. Much better than waiting for something happening in DF.

darkedone02

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #72 on: July 09, 2010, 03:39:23 pm »

I don't want any sound spamming when I create a masterpiece of an item...
Logged

zwei

  • Bay Watcher
  • [ECHO][MENDING]
    • View Profile
    • Fate of Heroes
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #73 on: July 10, 2010, 04:36:50 pm »

New release: http://df.zweistein.cz/soundsense/soundSense_9_26.zip

- fixed reading and displaying accented characters (hopefully, no more weirdness in log).

I don't want any sound spamming when I create a masterpiece of an item...

Easy, remove that from configuration files :), see production/production.xml, remove "(.+) has created a masterpiece!" element or remove sounds from it.

tyrspawn

  • Bay Watcher
    • View Profile
Re: SoundSense: a sound engine for dwarf fortress.
« Reply #74 on: July 11, 2010, 04:01:55 am »

Edit: whoops I accidentally double posted this in your voice talent thread. I don't see a way of deleting this.

I have a pretty good voice for semi-professional and professional stuff. Samples here:

http://www.youtube.com/watch?v=fHIWwUU3sgI

http://www.youtube.com/watch?v=tWp2IhA7qb8

http://www.youtube.com/watch?v=b6R52V9_S0I

i'd prefer if you email me if you're interested. krause@krauselabs.net

I also enabled notification of replies for this topic.

I can also work on samples for you, I know how to use sound engineering software and have mixed all sorts of media before.
« Last Edit: July 11, 2010, 04:04:56 am by tyrspawn »
Logged
Chris Krause
Soundsense Mod Community Organizer
http://df.zweistein.cz/soundsense/
Pages: 1 ... 3 4 [5] 6 7 ... 104