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Implement sound design #144
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@marlitas and I just checked in with @amanda-phet, and the sound design and implementation is not part of the current iteration, so we're going to label this as "on-hold" until we are ready to start working on it. |
The sound design has reached a point where we're ready to start implementation, so I've removed the "on hold" label. Let's do this! |
I went ahead and added the same sounds being used in Center and Variability for the Balance Point screen. It all comes from soccer common so it was a very straightforward implementation. Commit above. |
Added files to this folder https://github.com/phetsims/mean-share-and-balance/tree/main/assets
|
I believe sound design has been implemented. There are a couple of issues for polish and one to balance the sound, but initial implementation is complete and this can be closed. |
Checklist for Adding Sound to a PhET Simulation
This checklist is intended to guide developers through the process of adding sound to a simulation. It is written at a
fairly high level, and assumes certain knowledge of how the tambo library works and of PhET's development processes.
Before using this for the first time, it is highly recommended that a developer reads through the Users Guide.
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 main 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/main/package.json. This portion will look
something like this:
supportsExtraSound: true
key-value pairto 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/main/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 throughthe code base for example usages.
creating a
SoundPlayer
(often aSoundClip
instance) and passing it in as an option for the sound player.See Adding sound to common code if sound is not yet supported.
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/main/js/demo/AudioCustomPreferencesContent.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.
is called
SoundClip
, please search for usages of this type in the tambo demo and/or other sims to see examples ofhow it is generally used.
Properties. PhET-iO makes this even more important. Please
see The PhET-iO Technical Guide
for more details.
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.
sets the volume level for all sim-specific sounds. Create a separate sub-issue for this.
of all 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. Also make sure these names match the names in the sound design document.evaluation of sounds, remove said content
team
or otherlists in the credits, add them using the
soundDesign
key.ready-for-testing
and have it tested with the other aspectsof the simulation through the publication process.
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