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Author Topic: SoundSense: a sound engine for dwarf fortress.  (Read 548035 times)

DanielCoffey

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1515 on: November 15, 2022, 02:08:47 pm »

I have a bug report for you. A spelling mistake in a block of the achievements. Occurs four times.

"worshop" should be "workshop"

Code: [Select]
<achievementPattern logPattern="(.+) has been completed\.">
    <achievement title="Boss" description="Make 5 worshop orders." triggerAmount="5" />
    <achievement title="Micromanging" description="Make 25 worshop orders." triggerAmount="25" />
    <achievement title="Pointy Haired" description="Make 125 worshop orders." triggerAmount="125" />
    <achievement title="Centralized Economy" description="Make 625 worshop orders." triggerAmount="625" />
</achievementPattern>
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Baleur

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1516 on: December 07, 2022, 02:30:31 am »

Is it at all possible to make this work with the Steam release?
I tried redirecting my Soundsense config to read the steam release's game log, but didnt seem to get any sound effects triggering.
Did get the music though.
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BoogieMan

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1517 on: December 07, 2022, 02:22:34 pm »

Is it at all possible to make this work with the Steam release?
I tried redirecting my Soundsense config to read the steam release's game log, but didnt seem to get any sound effects triggering.
Did get the music though.

Very much this. I really miss being able to use this.

 The game is not what it used to be without SoundSense.
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(╯°□°)╯︵ ┻━┻ BoogieMan, Forumscrub cancels tantrum: Seeking Dr. Pepper

lethosor

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1518 on: December 07, 2022, 02:52:17 pm »

Is it at all possible to make this work with the Steam release?
I tried redirecting my Soundsense config to read the steam release's game log, but didnt seem to get any sound effects triggering.
Did get the music though.
Does the gamelog you pointed to contain any messages?
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

milo christiansen

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1519 on: December 07, 2022, 06:18:03 pm »

gamelog.txt no longer seems to contain anything useful. Soundsense is probably dead forever baring DFHackery

Premium seems a little more like a downgrade every time I try to do anything.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

lethosor

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1520 on: December 07, 2022, 06:46:17 pm »

Are you sure the messages you're looking for aren't ones that DFHack's modtools/extra-gamelog.lua adds? https://github.com/DFHack/scripts/blob/master/modtools/extra-gamelog.lua

My vanilla gamelog from 0.47.05 appears similarly sparse, but that could just be from limited playtime. (I see some sparring reports, but that's about it.)
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

milo christiansen

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1521 on: December 08, 2022, 12:28:25 am »

No. gamelog.txt contains only messages marking when worldgen starts, when a fortress is started, and when a save is loaded. There are no messages for in-game events at all.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Hero

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1522 on: December 11, 2022, 09:00:14 pm »

Would it be possible to reimplement Soundsense using the same mechanism as Audible Alerts on Steam? https://steamcommunity.com/sharedfiles/filedetails/?id=2898589374&searchtext= That's currently the second-to-top mod for DF on Steam Workshop and appears to have largely the same capabilities as Soundsense does on Classic.
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Putnam

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1523 on: December 11, 2022, 10:42:03 pm »

It is not currently possible to add new music/sounds to the game, you have to use the ones that already exist. Once that is doable, it should be possible to reimplement soundsense as a mod.

Devstorm

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1524 on: February 15, 2023, 09:37:50 am »

I do find that I miss SoundSense most of all, in playing the Steam version. More even than Dwarf Therapist or DFHack, which I don't use (yet).
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lethosor

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1525 on: February 18, 2023, 12:20:56 am »

I do find that I miss SoundSense most of all, in playing the Steam version. More even than Dwarf Therapist or DFHack, which I don't use (yet).
A few people have adjusted the DFHack "devel/annc-monitor" script to log to a file, e.g. gamelog.txt, and I believe that allows SoundSense to work. I'm working on making it a proper option in the script, but here's a simple modification you can make to hack/scripts/devel/annc-monitor.lua in the meantime:
Code: [Select]
--- a/devel/annc-monitor.lua
+++ b/devel/annc-monitor.lua
@@ -34,6 +34,10 @@ function log(s, color)
     dfhack.color(color)
     print(dfhack.df2console(s))
     dfhack.color(COLOR_RESET)
+
+    local logfile = io.open('gamelog.txt', 'a')
+    logfile:write(dfhack.df2utf(s) .. '\n')
+    logfile:close()
 end

If you're unfamiliar with the patch syntax, it just means to add these three lines at the end of the log() function, before the "end" on line 37:
Code: [Select]
    local logfile = io.open('gamelog.txt', 'a')
    logfile:write(dfhack.df2utf(s) .. '\n')
    logfile:close()
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DFHack - Dwarf Manipulator (Lua) - DF Wiki talk

There was a typo in the siegers' campfire code. When the fires went out, so did the game.

Nihilich

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1526 on: March 06, 2023, 08:32:31 pm »

It is not currently possible to add new music/sounds to the game, you have to use the ones that already exist. Once that is doable, it should be possible to reimplement soundsense as a mod.

What about DF's structure makes this not currently possible?

Thanks
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Putnam

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1527 on: March 09, 2023, 02:07:42 pm »

It is not currently possible to add new music/sounds to the game, you have to use the ones that already exist. Once that is doable, it should be possible to reimplement soundsense as a mod.

What about DF's structure makes this not currently possible?

Thanks

The dwarf filling in when the game opens is it loading sound/music files. It only loads those files, and no other sound files.

I have changed this in the SDL2 version, and as of that version, you can add new sound/music files.

Nihilich

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1528 on: March 10, 2023, 03:27:46 pm »

It is not currently possible to add new music/sounds to the game, you have to use the ones that already exist. Once that is doable, it should be possible to reimplement soundsense as a mod.

What about DF's structure makes this not currently possible?

Thanks

The dwarf filling in when the game opens is it loading sound/music files. It only loads those files, and no other sound files.

I have changed this in the SDL2 version, and as of that version, you can add new sound/music files.

Thanks putnam. You're a G. proud to have you represent our community
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Clatch

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Re: SoundSense: a sound engine for dwarf fortress.
« Reply #1529 on: June 03, 2023, 11:21:52 am »

If you're unfamiliar with the patch syntax, it just means to add these three lines at the end of the log() function, before the "end" on line 37:
Code: [Select]
    local logfile = io.open('gamelog.txt', 'a')
    logfile:write(dfhack.df2utf(s) .. '\n')
    logfile:close()

WOW! It works! Thank you!
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