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Add sound to this sim #181
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Ideas & decisions:
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@Ashton-Morris, in case you need to know:
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@terracoda, @emily-phet, @terracoda and I reviewed the latest version of the sound implementation today and concluded that the force sounds and the boundary sounds are in good shape at this point. The mass sound generator should be changed to play sounds for discrete values, similar to what is done in Resistance in a Wire, when the user is changing the value via the slider, but otherwise the current behavior is not too bad. I'll implement that and publish a dev version for review. |
@terracoda, @Ashton-Morris, and @emily-phet - I've published a version for review the includes discrete increments for the mass sounds when the slider is dragged, decent handling for keyboard-based changes, and common UI sounds. Please review and provide your feedback. |
One thing I noticed when playing around with it is that we don't have pickup and release sounds for the ruler. I'm thinking I should add them. How about I use the same ones that we used in Friction in the magnifier view? |
@jbphet - Sure, let's see how that feels with the other sounds. |
@jbphet, and @emily-phet, there are also 2 custom jump hotkeys for ruler:
I don't know if these "jumps" need sounds. In fact, I haven't thought about sonification for the ruler (apologies). It's use is non-essential for non-visual users, so I just wasn't thinking about it. A lot of sims have rulers...there might something we can do with rulers in general or for general types of rulers. Maybe, too late for the imminent publication of this sim, but I'll open an issue for this, just in case. |
I did now know you could even pick up the ruler until reading this. I think the common UI pickup + release would fit here. I think the amount that the mass plays on the slider is a good amount. The only issue I have is that I can still hear a slight clipping when only messing with the back distance/force. I feel like we had this issue last time with the same sound and am not sure what we did to correct for it. |
We discussed the future of the mass sound in a review meeting today, and decided to do some quick-and-dirty interviewing on versions that include and exclude the mass sound. Below are the links for this. Note that I've turned on sound in the |
@emily-phet and I did some "guerilla interviews" in the lobby of Duane. I will report out at GFL sound meeting on Tuesday. A note from Wanda: She found the simultaneous noise of the mass clicks and force tone distracting through my interaction and description, but she wants to play with the sim itself in a11y mode. |
@terracoda mentioned that there was talk of having edge sound for the mass sliders? Was there intention to add this, @jbphet ? |
I believe we decided to interview on having the mass sounds either completely on or completely off, and it was an easier thing to do quickly. It is certainly possible to have the edge sounds if we want them for the final version. @terracoda - do you have a recommendation on this? |
@terracoda @jbphet @Ashton-Morris @BLFiedler @zepumph From the informal user testing I did, one thing stood out to me as most significant. At least one user (using the with mass sound version) interpreted the force sound as being a completely different sound when hearing it while interacting with the mass sliders than when hearing it as she moved the spheres. She did not interpret it as force sound and mass sound - rather as a different single sound that played as she moved the mass sliders, distinct from the single sound she heard while moving the spheres. This user was very attentive, and of the people I spoke with, I was most surprised by her interpretation. While watching a different user use the version without the mass sound, it did seem to highlight more clearly that the main focus to attend to was how what you were changing (either the location of the spheres, or the mass of the spheres) impacted the force...akin to RIAW and OL. Based on this, my recommendation would be to either:
Regarding the mass sound as a boundary sound - I have no preference or recommendation, but I would encourage you to make a final decision on this tomorrow to give @jbphet a chance to implement before his trip. |
Thanks for these notes Emily.
This is helpful!
Taliesin
…Sent from my iPhone
On Jan 21, 2020, at 00:11, emily-phet ***@***.***> wrote:
@terracoda @jbphet @Ashton-Morris @BLFiedler @zepumph
As we discussed last week, I won't be attending the GFL meeting in the morning. Instead, here's my 2 cents regarding the mass slider sound.
From the informal user testing I did, one thing stood out to me as most significant. At least one user (using the with mass sound version) interpreted the force sound as being a completely different sound when hearing it while interacting with the mass sliders than when hearing it as she moved the spheres. She did not interpret it as force sound and mass sound - rather as a different single sound that played as she moved the mass sliders, distinct from the single sound she heard while moving the spheres. This user was very attentive, and of the people I spoke with, I was most surprised by her interpretation.
While watching a different user use the version without the mass sound, it did seem to highlight more clearly that the main focus to attend to was how what you were changing (either the location of the spheres, or the mass of the spheres) impacted the force...akin to RIAW and OL.
Based on this, my recommendation would be to either:
publish with no mass sound, or
publish with mass sound as an enhanced sound
Regarding the mass sound as a boundary sound - I have no preference or recommendation, but I would encourage you to make a final decision on this tomorrow to give @jbphet a chance to implement before his trip.
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I personally feel that if we leave the mass sound in as an enhanced sound, we will be able to get continued feedback on sound combinations - that might be a nice (and potentially informative) path forward. |
I am comfortable with it being in enhanced as well. I also have no opinion on the mass as boundary sound. |
Decision: We move Mass sound to enhanced and do not add edge sounds to regular sliders for now. |
I have made the following changes to the sound design implementation:
Here is a link to a dev version with these changes: https://phet-dev.colorado.edu/html/gravity-force-lab/2.2.0-dev.30/phet/gravity-force-lab_en_phet.html @Ashton-Morris, @emily-phet, and @terracoda - please review and let me know if other changes are needed. @zepumph - I'm adding you as an assignee so that you can track progress on this and see if there are any further changes desired that could block publication. |
I don't think any changes are needed. It sounds good. |
The sounds sound good to me. This is also a problem for other sims - not just GFL, so I know it is a setting on my phone. I will keep playing with my settings, and once in RC, QA can make sure sound works with their settings. |
I lied, for Molarity, sound is working fine when I use VO on my iphone. |
Ok, it seems to be a VO problem. The sounds just stops sometimes. Re-loading seems to get around this problem. The sounds and the enhanced sounds sound good to me. |
Noticed I am not getting ruler drag responses on mobile. I will open a new issue for that. |
Ok, it sounds like things have solidified here. I'm going to close and move to an RC in #232. We can always make future tweaks if anyone needs to. Closing |
At the sound design meeting we realized we need a more slider-y sound for GFL regular as the mass control is a continuous slider with a tweaker.
Ideas & decisions:
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