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Finalizing sound for the sim #127
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soundDesign credits are @jbphet @Ashton-Morris. |
Notes on mixing:
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@zepumph The one thing I thought needed changing but couldn't find was the sound for when you click on the PhET icon on the bottom right. Since it is an abrupt sound, it comes across to me as too loud. That sound play at 80% its current volume. Index: js/common/view/sound/StaccatoFrequencySoundGenerator.js
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
--- js/common/view/sound/StaccatoFrequencySoundGenerator.js (revision 87a2e1170850f119e02a3d4784cefd04c663cb0e)
+++ js/common/view/sound/StaccatoFrequencySoundGenerator.js (date 1598305530000)
@@ -57,7 +57,7 @@
*/
constructor( fitnessProperty, fitnessRange, model, options ) {
options = merge( {
- initialOutputLevel: 0.4
+ initialOutputLevel: 0.3
}, options );
super( options );
Index: js/explore/view/ExploreScreenView.js
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
--- js/explore/view/ExploreScreenView.js (revision 87a2e1170850f119e02a3d4784cefd04c663cb0e)
+++ js/explore/view/ExploreScreenView.js (date 1598305780000)
@@ -20,7 +20,7 @@
// constants
const SELECTION_SOUND_OPTIONS = {
- initialOutputLevel: 0.5
+ initialOutputLevel: 0.4
};
class ExploreScreenView extends RatioAndProportionScreenView {
Index: js/common/view/RatioHalf.js
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
--- js/common/view/RatioHalf.js (revision 87a2e1170850f119e02a3d4784cefd04c663cb0e)
+++ js/common/view/RatioHalf.js (date 1598306267000)
@@ -120,7 +120,7 @@
// Sound for the wave slider clicks
const addSoundOptions = { categoryName: 'user-interface' };
const soundClipOptions = {
- initialOutputLevel: 0.3, // TODO: I made this louder than waves intro, https://github.com/phetsims/ratio-and-proportion/issues/45
+ initialOutputLevel: 0.15, // TODO: I made this louder than waves intro, https://github.com/phetsims/ratio-and-proportion/issues/45
enableControlProperties: [ designingProperties.ratioUISoundsEnabledProperty, playUISoundsProperty ]
};
const commonGrabSoundClip = new SoundClip( commonGrabSound, soundClipOptions );
Index: js/common/view/sound/MovingInProportionSoundGenerator.js
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
--- js/common/view/sound/MovingInProportionSoundGenerator.js (revision 87a2e1170850f119e02a3d4784cefd04c663cb0e)
+++ js/common/view/sound/MovingInProportionSoundGenerator.js (date 1598305514000)
@@ -22,7 +22,7 @@
*/
constructor( ratioFitnessProperty, model, options ) {
options = merge( {
- initialOutputLevel: .15
+ initialOutputLevel: .13
}, options );
super( options );
|
Who is the lead sound designer? @BLFiedler I feel like you may be our guy because @emily-phet is in grant land. Could you do this please? |
See #158
See #174 |
@Ashton-Morris has been creating these. He may have already started one. |
See #191 |
I think that we should close this issue, and testing should be done via QA when we are publishing the sim. If there is something that QA is not set up to test sound-wise during testing, then that is a problem, and we should work on that. @jbphet can you speak to how QA is currently expected to test sound? Everything else that hasn't been done, has side issues created for them, and have been checked off above. All that is left is @Ashton-Morris to work on the design doc, and @jbphet to answer the question on QA testing. |
I have started the sound design doc and will complete it this week |
I generally make it clear that sound is a part of what needs to be tested when I set up the QA task. That's about it. So far, they just verify that it works, not that it matches a spec or anything. |
@jbphet, that makes sense to me, and things seem to be working well. Since we are on the topic, would you please look at https://github.com/phetsims/QA/blob/master/documentation/qa-book.md#sound-test. This is currently a single sentence:
Can you think of anything more to add to this to assist in the QA testing of sound? |
Sure, here are some thoughts, and I'll add a refined version of this to the sound implementation checklist sometime soon:
|
I have completed the sound design document @emily-phet can you take a look? |
@Ashton-Morris had a great idea of how to embed sounds into the sound design document. We were able to add this guide in https://stackoverflow.com/questions/26897862/playing-sound-with-google-script to the above linked design document. It now has a side bar that can have arbitrary HTML (like sound) written to it. This could be a good way to add a "sound board" of sorts to the design doc. |
After spending some time looking into it further I don't think this is the solution for in document audio previewing. It works but it should be immediately accessible. Currently you have to choose add-ons, then allow permissions, then sign in with your google id, then run the script. I also looked into publishing a pdf or spreadsheet with sound and that did not work either. I'll have this idea on the back burner and see if any new options come up in the future. |
@Ashton-Morris Agreed! I anticipate there will be some of @jbphet's time available toward the end of this quarter, that he could use for creating the version of sound board we discussed on Tuesday available through phettest. We'll talk more about how that could fit into this quarter tomorrow (thursday) in our planning meeting. |
This will be done outside of this issue. If the sound design document is in good shape, then this issue can be closed. @Ashton-Morris please create a new issue if you want to track discussion around providing sounds in design documents. |
Copied from https://github.com/phetsims/tambo/blob/3c84d4124b7aa20ea6d33ab5a5e440b4db3e318c/doc/adding-sound-to-a-sim.md. . .
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.
GitHub issue, though it doesn't use the suggested name. See Implement sound design #9
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
andsupportsEnhancedSound
can be used to turn sound on for testing during development.soundSupported: 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.
enhancedSoundSupported: 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 'Enhanced 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
Playable.NO_SOUND
. Search through thecode base for example usages.
by creating a
Playable
(often aSoundClip
instance) and passing it in as an option for the sound player.ScreenView
files. Both approacheshave 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, 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.
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.
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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