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Add sound #138

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5 of 18 tasks
jbphet opened this issue Jul 26, 2022 · 4 comments
Open
5 of 18 tasks

Add sound #138

jbphet opened this issue Jul 26, 2022 · 4 comments

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@jbphet
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jbphet commented Jul 26, 2022

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:

  • Create a sound design document and work with the sound designer(s) to get to the point where enough has been
    worked out that it becomes desirable to start prototyping. For an example, please see the Molecules and Light Sound
    Design
    document.
  • Create an issue for adding sound to the simulation, use the title "Implement sound design". Here
    is an example GitHub issue.
  • Figure out if it's okay to turn sound on for the simulation. This will hinge upon whether there will need to be
    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 and
    supportsExtraSound can be used to turn sound on for testing during development.
    • Turn on sound by adding the supportsSound: true key-value pair to the phet sub-object in the package.json
      file for this simulation. See https://github.com/phetsims/friction/blob/master/package.json. This portion will look
      something like this:
      {
         ...
         "phet": {
            "simFeatures": {
               "supportsSound": true,
               ...
            }
         },
         ...
      }
      
    • If the sound design includes extra sound, turn this on by adding the supportsExtraSound: true key-value
      pair to the phet sub-object in the package.json file for this simulation. The main effect that this is has is to add
      the 'Extra Sound' item to the PhET menu. See https://github.com/phetsims/friction/blob/master/package.json.
    • Run grunt update to get the updated configuration into the HTML file.
  • Explicitly turn off sound for any common UI components that now produce sounds that are not needed, if there are
    any. This is done by looking at the options and setting any sound players to SoundPlayer.NO_SOUND. Search through the
    code base for example usages.
  • Add any behavior for any common-UI sound generation that is different from the default behavior. This is done
    by creating a SoundPlayer (often a SoundClip instance) and passing it in as an option for the sound player.
  • Decide whether to have a separate "sound view" or to use the existing ScreenView files. Both approaches have
    been 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, and
    FrictionScreenView is an example of where sound was interwoven with the visual view code. Note that in some cases it
    is 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.
  • Decide whether a "Sound Options" dialog is needed to allow designers to compare different sound design ideas in
    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).
  • Add sim-specific sound generation. See previously sonified simulations for examples on how to do this, but the
    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 the
    tambo demo and/or other sims to see examples of how it is generally used.
  • Iterate on the sound design. Regular meetings and good note taking (generally in GitHub issues) have been found
    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.
  • Once all of the sounds have been finalized, do a "mix" step where the primary sound designer goes through the
    sim and sets the volume level for all sim-specific sounds. Create a separate sub-issue for this.
  • Once the sound design is thought to be complete, or nearly complete, publish a dev version and create a checklist
    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)
  • Finalize the names of all sound files that have been added and get uncompressed versions of them and add them to
    the assets directory. Make sure the names match, e.g. bonk.mp3 in the sounds directory and bonk.wav in the
    assets directory.
  • If an options dialog was added or if content was added to an existing options dialog to support comparitive
    evaluation of sounds, remove said content
  • If there were individuals who were only involved in the sound design and thus not already on the team or
    other lists in the credits, add them using the soundDesign key.
  • Once the sound design is approved, mark the issue as ready-for-testing and have it tested with the other
    aspects of the simulation through the publication process.
@Ashton-Morris
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Doc created. It will continue to live here. Color Vision - Sound Design Doc

@jbphet
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jbphet commented Sep 6, 2022

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.

@jbphet
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jbphet commented Sep 6, 2022

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.

@jbphet
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jbphet commented Sep 7, 2022

By the way, I just tried turning off sound by modifying the package.json file and running grunt update, and it seemed to work fine, though I only did minimal testing. This might be a good option if the sim needs to be republished from master before the sound implementation is completed.

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