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Add sound #138
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Doc created. It will continue to live here. Color Vision - Sound Design Doc |
As of 8/30/2022, work on adding sound to this simulation is being paused. This is due primarily to some personnel changes that complicate some of the plans related to the sim. I'll mark this issue as deferred, and we will hopefully return to it in the future. |
I'm also going to mark this as blocking publication of the sim, since I'd like to leave the partially-implemented sound enabled in master for now, but we would need to turn it off prior to publication if there is a need to publish from master before we have the time to finish the sound implementation. |
By the way, I just tried turning off sound by modifying the |
A decision has been made to add sound to this sim. Here is the checklist, taken from the tambo repo, that is generally used to guide this process:
worked out that it becomes desirable to start prototyping. For an example, please see the Molecules and Light Sound
Design document.
is an example GitHub issue.
releases made off of master before the sound implementation is complete. Generally you'll want to turn sound on, but in
cases where that isn't possible, skip the two sub-steps below, and the query parameters
supportsSound
andsupportsExtraSound
can be used to turn sound on for testing during development.supportsSound: true
key-value pair to thephet
sub-object in the package.jsonfile for this simulation. See https://github.com/phetsims/friction/blob/master/package.json. This portion will look
something like this:
supportsExtraSound: true
key-valuepair to the
phet
sub-object in the package.json file for this simulation. The main effect that this is has is to addthe 'Extra Sound' item to the PhET menu. See https://github.com/phetsims/friction/blob/master/package.json.
grunt update
to get the updated configuration into the HTML file.any. This is done by looking at the options and setting any sound players to
SoundPlayer.NO_SOUND
. Search through thecode base for example usages.
by creating a
SoundPlayer
(often aSoundClip
instance) and passing it in as an option for the sound player.ScreenView
files. Both approaches havebeen used, and both are legit, and it probably depends on how much sound generation is needed and whether adding it all
to the
ScreenView
file(s) is likely to make the file too large and/or difficult to maintain. As of this writing,WavesScreenSoundView
is an example of a separate class where the sounds are hooked to the model, andFrictionScreenView
is an example of where sound was interwoven with the visual view code. Note that in some cases itis necessary to know what the user was doing that triggered the need for sound generation, and in these cases the sound
generation will need to be inside the view element so that the code has access to all the needed information. An
example where this often comes up is if different behavior is needed when a value was changed via keyboard interaction
versus mouse or touch interaction.
context. This has been found to be very useful when iterating on a sound design. There is more information on this in
the User Guide, and [an example in the Tambo demo]
(https://github.com/phetsims/tambo/blob/master/js/demo/SoundOptionsDialogContent.js).
general idea is to create sound generators and hook them up to the model and/or view elements that they are meant to
sonify, all based on the sound design document. One of the most common ways to add sound is to use pre-recorded bits
of sound. The type in tambo that supports this is called
SoundClip
, please search for usages of this type in thetambo demo and/or other sims to see examples of how it is generally used.
to be quite helpful for this. This is basically like the implementation process for all other portions of the sim, and
involves publishing dev versions, getting feedback, refining the sim, rinse, and repeat. One observation: It seems to
be more difficult for people to imagine how they will like a sound in context than a visual design element, so be
prepared for a lot of iteration, and use the 'Options' dialog if and when it can help.
sim and sets the volume level for all sim-specific sounds. Create a separate sub-issue for this.
of all of the sound designers and other stakeholders in the original sound design GitHub issue and ask them to either
approve of the implementation or log their objections. Example:
Finalize the sound implementation molecules-and-light#233 (comment)
the
assets
directory. Make sure the names match, e.g.bonk.mp3
in thesounds
directory andbonk.wav
in theassets
directory.evaluation of sounds, remove said content
team
orother lists in the credits, add them using the
soundDesign
key.ready-for-testing
and have it tested with the otheraspects of the simulation through the publication process.
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