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Sound Design Checklist #131
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@DianaTavares, @Ashton-Morris and I are assigned here to go through the checklist to make sure nothing's missing. Please check all you consider fit before the sound design meeting. |
Checked most of it which I think has been done. Please look at the remaining items. Also, please link the sound design documents we have. |
Related to with the first thing in the checklist, the “sound design document” Create a sound design document and work with the sound designer(s) to get to the point where enough has been we have this for MSS that doesn't look like the example in that checklist. I am uncertain if the design of the document changed (the example is a 2018 sim), or we need to create a different document. I think that the document we create for MSS cover the description of the checklist. I call here @BLFiedler for support because he have been working on the documentation of the sound of this simulation. |
I think the document format is fine for MSS. It matches some more recent sound design docs. There was some deeper research investigation of the sounds at the time Mike Winters made that M&L document. The sound design document should capture 1. ) What sounds are there, including a description, 2.) what they are mapped to (if they are a sonification), and 3.) the intention behind the sound if it has pedagogical implication. Most of 1 and 2 are in the MSS sound design doc. You might want to do a pass and make sure there's a note (new column?) next to any sounds that are important to the pedagogy. I.e., if there's some nuance to be lost or something somebody needs to "figure out", let's make sure that's explicit here. |
Thanks @BLFiedler, for the comment! I added that information to the document!! I checked the item in the check-list! |
When reviewing our team's goals for this iteration, @AgustinVallejo @DianaTavares and I were wondering if the Sound Design video/teacher tips edits fit into this checklist, or if this work should be tracked elsewhere. |
I would track it under a publication or teaching resource checklist. Easier to package it with the primer and any other edits needed for the tips. Edit: that is to say, I wouldn't consider the sound design to be incomplete without it. In fact, the video and tips need the sound design to be complete to be made |
Thanks @BLFiedler! We ran across #82 almost immediately after commenting here. |
All items have been checked off, closing. |
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 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/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. 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. Also make sure these names match the names in the sound design document.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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