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Editing Utility:SoundSense

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{{Quality|Superior|00:45, 6 November 2013 (UTC)}}
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==SoundSense==
{{uv|DF2014}}
 
{{Infobox utility
 
| image = File:Breezeicons-mimetypes-64-audio-x-generic.svg<!-- replace with logo if available-->
 
| misc  =
 
* [http://df.zweistein.cz/soundsense/ Official website]
 
* [http://www.bay12forums.com/smf/index.php?topic=60287 Bay12forum thread]
 
* [http://dffd.bay12games.com/file.php?id=11849 DFFD download page]
 
* [https://github.com/zwei2stein/df-soundsense Github page]
 
* [[Utility:SoundSense/Documentation|Documentation]]
 
}}
 
[[File:soundsense_prev.png|thumb|200px|Equipped with a self-updater.]]
 
  
'''SoundSense''' is a sound-engine [[Utility]] for Dwarf Fortress, which replaces the single background guitar with a collection of sounds and music that play depending on context. This context is drawn mostly from entries in the [[gamelog.txt]], recent versions of SoundSense come with [[Utility:DFHack|dfhack]] script that writes extra information to the gamelog that significantly expand its capabilities.  
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Discussion: http://www.bay12forums.com/smf/index.php?topic=60287.0
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Homepage: http://df.zweistein.cz/soundsense/
  
SoundSense has a [[Utility:SoundSense/Documentation|more advanced documentation here on the wiki]]. 
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==Known Issues==
  
==General information==
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===Moments of Silence===
  
SoundSense is focused on Fortress Mode, and provides a very large set of audio cues for events - it can be very helpful in alerting the player of combat, a strange mood, ghosts, weather, and many other things.
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Occationally, the music in SoundSense will stop for a short period (10, 20, or 30 seconds)
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before resuming. This is not a bug - it is intentional. This was done to let ears rest a
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bit between tracks. (Research shows that ears which get a rest have time to recover and
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are less likely to be damaged.) Also, a few tracks have a silent start and, at low volume,  
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may take a minute or longer to become audible. If in doubt, you can see what is currently
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playing in GUI under the volume slider. During periods of silence, this will typically
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show "10s silence" or similar.
  
Adventure Mode kind of works. The battle sounds function quite well because they are mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other adventure sounds, because Adventure Mode does not log many useful events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving no message in the game log to trigger SoundSense. 
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===Game Loads and the Music is Random===
  
Occasionally, the music in SoundSense will stop for a short period; this is not a bug - it was done to let ears rest. A few tracks have a silent start and may take a minute or longer to become audible. If in doubt, you can see what is currently playing in GUI under the volume slider. During periods of silence, this will typically show "10s silence" or similar.
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When a game is loaded, SoundSense picks a random seasonal music track to play. This is not  
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a bug - it is intentional. There is no way for SoundSense to detect what season it is when
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a game is loaded, so a random soundtrack is chosen. But when the season next changes, it
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will choose the correct soundtrack.
  
SoundSense will only play music immediately on load if the (included) "soundsense-season" script for [[Utility:DFHack|DFHack]] is run (which it is in the default configuration) - otherwise it will wait until the season changes; there is no way to tell before this which music to play.
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===Adventure Mode - A Bit Lacking===
  
==Installation==
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Adventure Mode kind of works. The battle sounds function quite well because they are
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mostly the same as those in Fortress Mode. But SoundSense is still a bit lacking in other
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adventure sounds. The problem is that Adventure Mode does not log many other usefull
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events. For example, encountering a megabeast or a quest mob is resolved in chat, leaving
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no message in the game log to trigger SoundSense.
  
Detailed instructions are available on the [http://df.zweistein.cz/soundsense/ official website].
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Improvements in how DF handles logging could benfit both SoundSense and DF as a whole.
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Such suggestions have already been posted in the official Dwarf Fortress forums:
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http://www.bay12forums.com/smf/index.php?topic=64834.0
  
* SoundSense requires Java 7, which most computers already have. 
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===Event Detection: Better Late Than Never?===
* Download SoundSense and extract the .zip as a subfolder next to ''Dwarf Fortress'' (or add the path to configuration.xml)
 
* Move dfhack plugins and scripts to the hack folder if you use these
 
* Run soundsense.exe, and choose "update soundpack"
 
  
Note that a simple install of SoundSense includes only a few sample sounds, for the proper effect you need to download the soundpack.
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In some cases, by the time SoundSense detects conditions to trigger an alert, it may be
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too late to react to the situation. For example, a "Tantrum Spiral" might already be over
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before the player can be alerted.
  
Finally, remember that SoundSense needs to run in the background. Ideally, you should start SoundSense BEFORE you start ''Dwarf Fortress''.
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Part of this is a balance between detecting too many false positives and ignoring events
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until it is too late to do anything. For example, a soldier might lose a pet and report
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feeling like blowing off some steam... but instead of throwing a tantrum they calm down.
  
SoundSense is included and preconfigured in [[Utility:Lazy_Newb_Pack|the Lazy Newb Pack]] and requires no setup beyond pressing "update soundpack" to download the sound files.
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Another problem is FPS sensitivity. A specific sequence of events may trigger certain
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alert sounds in a high FPS situation, but it might not trigger with low FPS. The sequence
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of events might "time out". Also, pausing the game could cause similar problems.
  
==Mod compatibility==
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===Compatible With DF Mods - Should Work, But NO PROMISES===
  
SoundSense was designed for "vanilla" (unmodified) ''Dwarf Fortress''. It should work fine with most mods, but there is no guarantee of compatibility. Some mods create unusual behavior or involve events that SoundSense does not detect - in other words, SoundSense lacks sounds for mod-specific events. For example: gunshot sounds for mods that add guns are not included, but you can add them for yourself. Some events that work normally in vanilla DF may also trigger so frequently with a mod as to be very annoying.
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SoundSense was mainly designed for "vanilla" (unmodified) Dwarf Fortress. It should work  
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fine with most mods. However, I can not guarantee compatibility. Some mods, especially
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"major" or "full conversions", may create unusual behavior and involve dangerous events  
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that SoundSense was not designed to detect.
  
==For Mac Users==
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Another words, SoundSense may lack sounds for certain mod-specific events. (E.g.; you
Installing Java is '''not necessary''' if you have any apps that distribute Java, like Minecraft or Mathematica.  To do this,
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should NOT expect SoundSense to include gunshot sounds for mods that add guns! But you CAN
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modify SoundSense yourself to do this.) Conversely, some events that work normally in
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vanilla DF may trigger so frequently with a mod as to be very annoying.
  
# Determine the folder containing the "java" file in the app.  It will have a path like <code>/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin</code>
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===Any Other Issues? Post Feedback===
# Add a new line to soundSense.sh '''immediately after the first line''' of the form <code>PATH="EXAMPLEPATH:$PATH"</code>, where <code>EXAMPLEPATH</code> is the path you determined.
 
::* For example: <code>PATH="/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH"</code>
 
  
The first 3 lines of soundSense.sh should now read something like:
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There is a thread at the official Dwarf Fortress forums. Feel free to post any issues,
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suggestions, and contributions there:
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http://www.bay12forums.com/smf/index.php?topic=60287.0
  
<pre>#!/bin/sh
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When providing feedback about your experience with SoundSense, please specify which mods
PATH="/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH"
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(if any) you are using. If SoundSense seems to behave weirdly only for you, it just might
dir=${0%/*}</pre>
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be from using certain mods.
 
 
==For Linux Users==
 
Locating the gamelog.txt may be a bit difficult, because the file for Linux versions of ''Dwarf Fortress'' is not in the usual spot.  To find, simply navigate to your home directory and open the .dwarffortress folder. (it is hidden by default)  The gamelog file will be located inside.
 
 
 
==Sparring Sound Spam==
 
The game does not distinguish between combat sounds and sparring sounds. You can remove the combat sounds under packs\battle, (LNP\utilities\Soundsense\packs\battle). Consider renaming the subfolders of blocked/hit/miss/movement/wrestling/unitsurprised. You can then rename them when real combat happens.
 
 
 
 
 
[[ru:SoundSense]]
 

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