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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=240898</id>
		<title>Utility:SoundSense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=240898"/>
		<updated>2019-04-23T11:39:17Z</updated>

		<summary type="html">&lt;p&gt;Obliza: /* Sparring Sound Spam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:45, 6 November 2013 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
SoundSense is a sound-engine tool which replaces the single background guitar with a collection of sounds and music that play depending on context.  &lt;br /&gt;
&lt;br /&gt;
This context is drawn mostly from entries in the gamelog, though recent versions of SoundSense come with [[Utility:DFHack|dfhack]] plugins that significantly expand its capabilities.&lt;br /&gt;
&lt;br /&gt;
SoundSense has a [http://www.bay12forums.com/smf/index.php?topic=60287 bay12 forum thread], an [http://df.zweistein.cz/soundsense/ official website], a  [http://dffd.bay12games.com/file.php?id=11849 DFFD download page], is open source [https://github.com/zwei2stein/df-soundsense here], and has [[Utility:SoundSense/Documentation|more advanced documentation here on the wiki]].  &lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;10s silence&amp;quot; or similar.  &lt;br /&gt;
&lt;br /&gt;
SoundSense will only play music immediately on load if the (included) &amp;quot;soundsense-season&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
Detailed instructions are available on the [http://df.zweistein.cz/soundsense/ official website].  &lt;br /&gt;
&lt;br /&gt;
* SoundSense requires Java 7, which most computers already have.  &lt;br /&gt;
* Download SoundSense and extract the .zip as a subfolder next to ''Dwarf Fortress'' (or add the path to configuration.xml)&lt;br /&gt;
* Move dfhack plugins and scripts to the hack folder if you use these&lt;br /&gt;
* Run soundsense.exe, and choose &amp;quot;update soundpack&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that a simple install of SoundSense includes only a few sample sounds, for the proper effect you need to download the soundpack.  &lt;br /&gt;
&lt;br /&gt;
Finally, remember that SoundSense needs to run in the background. Ideally, you should start SoundSense BEFORE you start ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
SoundSense is included and preconfigured in [[Utility:Lazy_Newb_Pack|the Lazy Newb Pack]] and requires no setup beyond pressing &amp;quot;update soundpack&amp;quot; to download the sound files.&lt;br /&gt;
&lt;br /&gt;
==Mod compatibility==&lt;br /&gt;
&lt;br /&gt;
SoundSense was designed for &amp;quot;vanilla&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
==For Mac Users==&lt;br /&gt;
Installing Java is '''not necessary''' if you have any apps that distribute Java, like Minecraft or Mathematica.  To do this,&lt;br /&gt;
&lt;br /&gt;
# Determine the folder containing the &amp;quot;java&amp;quot; file in the app.  It will have a path like &amp;lt;code&amp;gt;/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin&amp;lt;/code&amp;gt;&lt;br /&gt;
# Add a new line to soundSense.sh '''immediately after the first line''' of the form &amp;lt;code&amp;gt;PATH=&amp;quot;EXAMPLEPATH:$PATH&amp;quot;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;EXAMPLEPATH&amp;lt;/code&amp;gt; is the path you determined.&lt;br /&gt;
::* For example: &amp;lt;code&amp;gt;PATH=&amp;quot;/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first 3 lines of soundSense.sh should now read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#!/bin/sh&lt;br /&gt;
PATH=&amp;quot;/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH&amp;quot;&lt;br /&gt;
dir=${0%/*}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Linux Users==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Sparring Sound Spam==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:SoundSense]]&lt;/div&gt;</summary>
		<author><name>Obliza</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=240895</id>
		<title>Utility:SoundSense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:SoundSense&amp;diff=240895"/>
		<updated>2019-04-23T11:28:43Z</updated>

		<summary type="html">&lt;p&gt;Obliza: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:45, 6 November 2013 (UTC)}}&lt;br /&gt;
{{uv|DF2014}}&lt;br /&gt;
SoundSense is a sound-engine tool which replaces the single background guitar with a collection of sounds and music that play depending on context.  &lt;br /&gt;
&lt;br /&gt;
This context is drawn mostly from entries in the gamelog, though recent versions of soundsense come with [[Utility:DFHack|dfhack]] plugins that significantly expand its capabilities.&lt;br /&gt;
&lt;br /&gt;
SoundSense has a [http://www.bay12forums.com/smf/index.php?topic=60287 bay12 forum thread], an [http://df.zweistein.cz/soundsense/ official website], a        [http://dffd.bay12games.com/file.php?id=11849 DFFD download page], is open source [https://github.com/zwei2stein/df-soundsense here], and has [[Utility:SoundSense/Documentation|more advanced documentation here on the wiki]].  &lt;br /&gt;
&lt;br /&gt;
==General information==&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;10s silence&amp;quot; or similar.  &lt;br /&gt;
&lt;br /&gt;
SoundSense will only play music immediately on load if the (included) &amp;quot;soundsense-season&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
==Installation==&lt;br /&gt;
&lt;br /&gt;
Detailed instructions are available on the [http://df.zweistein.cz/soundsense/ official website].  &lt;br /&gt;
&lt;br /&gt;
* SoundSense requires Java 7, which most computers already have.  &lt;br /&gt;
* Download SoundSense and extract the .zip as a subfolder next to Dwarf Fortress (or add the path to configuration.xml)&lt;br /&gt;
* Move dfhack plugins and scripts to the hack folder if you use these&lt;br /&gt;
* Run soundsense.exe, and choose &amp;quot;update soundpack&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that a simple install of soundsense includes only a few sample sounds, for the proper effect you need to download the soundpack.  &lt;br /&gt;
&lt;br /&gt;
Finally, remember that SoundSense needs to run in the background. Ideally, you should start SoundSense BEFORE you start Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
SoundSense is included and preconfigured in [[Utility:Lazy_Newb_Pack|the Lazy Newb Pack]] and requires no setup beyond pressing &amp;quot;update soundpack&amp;quot; to download the sound files.&lt;br /&gt;
&lt;br /&gt;
==Mod compatibility==&lt;br /&gt;
&lt;br /&gt;
SoundSense was designed for &amp;quot;vanilla&amp;quot; (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.&lt;br /&gt;
&lt;br /&gt;
==For Mac Users==&lt;br /&gt;
Installing Java is '''not necessary''' if you have any apps that distribute Java, like Minecraft or Mathematica.  To do this,&lt;br /&gt;
&lt;br /&gt;
# Determine the folder containing the &amp;quot;java&amp;quot; file in the app.  It will have a path like &amp;lt;code&amp;gt;/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin&amp;lt;/code&amp;gt;&lt;br /&gt;
# Add a new line to soundSense.sh '''immediately after the first line''' of the form &amp;lt;code&amp;gt;PATH=&amp;quot;EXAMPLEPATH:$PATH&amp;quot;&amp;lt;/code&amp;gt;, where &amp;lt;code&amp;gt;EXAMPLEPATH&amp;lt;/code&amp;gt; is the path you determined.&lt;br /&gt;
::* For example: &amp;lt;code&amp;gt;PATH=&amp;quot;/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first 3 lines of soundSense.sh should now read something like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;#!/bin/sh&lt;br /&gt;
PATH=&amp;quot;/Applications/Mathematica.app/Contents/SystemFiles/Java/MacOSX-x86-64/bin:$PATH&amp;quot;&lt;br /&gt;
dir=${0%/*}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Linux Users==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Sparring Sound Spam==&lt;br /&gt;
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. You can then rename them when real combat happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:SoundSense]]&lt;/div&gt;</summary>
		<author><name>Obliza</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=240776</id>
		<title>Temple</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Temple&amp;diff=240776"/>
		<updated>2019-04-17T06:38:36Z</updated>

		<summary type="html">&lt;p&gt;Obliza: /* Fortress mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:38, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
&lt;br /&gt;
A '''temple''' is a structure devoted to an object of worship, which typically is any [[sphere]]-aligned being such as a [[deity]], [[megabeast]], or [[titan]]. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
In [[fortress mode]], temples are [[locations]] ({{K|l}}) that can be created from [[Activity zone#Meeting area|meeting area]]s ({{K|i}} - {{K|m}}). Temples can be dedicated either to any deity worshipped by at least one of your [[dwarves]] (not necessarily from the world's dwarven pantheon), or to &amp;quot;no particular deity&amp;quot;, making it a place for anyone to meditate or to worship whomever they want. However, some dwarves* seem to need specific rather than generic temples to avoid [[unhappy]] thoughts.&lt;br /&gt;
&lt;br /&gt;
: ''(* If you read the thoughts of certain dwarves, you can note that some have been &amp;quot;unable to pray to (x deity)&amp;quot;. If you designate a temple to that specific deity, they will then go pray or meditate with purple text and satisfy their religious needs.  This mechanic needs more research.)''&lt;br /&gt;
&lt;br /&gt;
Temples require [[instrument]]s for their music and, thus, need [[container]]s to store them. Temples also require a certain amount of empty floor space (called ''dance floor''), same as [[tavern]]s. [[Performer]]s can also be assigned to temples to perform sacred dances.&lt;br /&gt;
&lt;br /&gt;
Being able to commune with their deity or meditate gives a serious ''enraptured'' [[stress]] decrease to the dwarves. Not having a designated place to pray, on the other hand, makes them sad or [[Need|distracted]]. Thus, making a temple early on might be a good investment for your fortress, even more so if you're going through difficult times. Simply designating any meeting area as a place to pray is enough to initially satisfying most of your dwarves, you do not need to provide instruments or containers for your dwarves to pray.&lt;br /&gt;
&lt;br /&gt;
[[Visitor]]s won't visit fortresses specifically to hang out in temples, even if they're set to &amp;quot;All visitors welcome&amp;quot;. However, they may pass by the temple and socialize with the dwarves there if they came to visit a tavern or [[library]].&lt;br /&gt;
&lt;br /&gt;
As in adventure mode, creatures that topple a [[statue]] (or anything else that's been {{k|b}}uilt) in a temple will be cursed as a [[vampire]] or [[werebeast]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}}.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
World-generated temples are visitable in [[adventurer mode]]. They are located in [[human]] towns and [[goblin]] fortresses, and the object of worship will be consistent with the sphere or spheres the [[civilization]] is aligned to. [[Priest]]s can be found in temples, and will allow you to join the local sect of their religion with the conversation topic 'Service'. In the current version, it is not possible to join a temple.&lt;br /&gt;
&lt;br /&gt;
On first joining a sect dedicated to a particular object of worship, that entity will be added to the character's record. An adventurer can then converse ({{K|k}}) anywhere with any deity object of worship. Though the deity's only response is silence, repeated conversations can change the deity's 'object of worship' status from 'dubious' to 'casual', 'object', 'devoted' and 'ardent'. It's unknown whether conversing with other objects of worship can increase their worship status; megabeasts tend to be uniformly hostile, though titans may be flagged 'benign'{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Temples can have basements, sometimes extensive [[catacombs]] which may be crawling with enemies. These range from the typical [[kobold]]s and goblins, to the occasional lurking [[mummy]] (with assorted [[Undead|skeletal]] minions).&lt;br /&gt;
&lt;br /&gt;
You can defile a temple by toppling a [[statue]], which leads to being cursed by a deity with either [[vampire|vampirism]] or becoming a [[werebeast]]. For this, the temple must be actively used (i.e. not an old ruin).&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
Each temple found in procedurally-generated towns will have its own architecture, where certain architectural elements are chosen depending on the spheres to which the temple belongs. A temple can use a certain architectural element because of its likeness to their worshipped spheres, but also because of an antithetical relationship to said spheres. A complete list of architectural elements, as well as their connection to different spheres, is given in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Architectural element&lt;br /&gt;
! Related spheres (incomplete)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Detailed surfaces||Art, Inspiration, Painting, Poetry&lt;br /&gt;
|-&lt;br /&gt;
|[[Magma|Lava]] pool||Volcanos&lt;br /&gt;
|-&lt;br /&gt;
|Lower floors||Caverns, Darkness, Earth&lt;br /&gt;
|-&lt;br /&gt;
|Open structure||Dawn, Day, Dusk, Freedom, Moon, Nature, Night, Rain, Seasons, Sky, Storms, Sun, Thunder, Twilight, Weather&lt;br /&gt;
|-&lt;br /&gt;
|Paved indoor areas||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Paved outdoor area||Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Pillars on the perimeter||Boundaries, Fortresses&lt;br /&gt;
|-&lt;br /&gt;
|Square of pillars||Balance, Discipline, Laws, Order&lt;br /&gt;
|-&lt;br /&gt;
|Stagnant pool||Deformity, Disease, Muck, Sickness&lt;br /&gt;
|-&lt;br /&gt;
|Uneven pillars||Chaos, Deformity&lt;br /&gt;
|-&lt;br /&gt;
|Upper floors||Dawn, Dusk, Fortresses, Mountains, Thunder&lt;br /&gt;
|-&lt;br /&gt;
|Water pool||Fishing, Lakes, Oceans, Rivers, Water&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Razing ===&lt;br /&gt;
Occasionally during worldgen, a site government may choose to raze an old temple and build a new one in its stead. The ruins of the old temple, as well as any catacombs it's connected to, will still be explorable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the construction of the new temple will always coincide with the formation of a new religious order to utilize it. The order belonging to the old temple will remain on the site, but will move their offices to the keep. Due to this, leaders of &amp;quot;archaic&amp;quot; orders are often found in the keeps.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rath&lt;br /&gt;
| elvish  = fothi&lt;br /&gt;
| goblin  = spôgmuk&lt;br /&gt;
| human   = olum&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{world}}&lt;br /&gt;
{{Category|Locations}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Obliza</name></author>
	</entry>
</feed>