-
Notifications
You must be signed in to change notification settings - Fork 4
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Implement sound design #9
Comments
I made a quick recording to demonstrate beat frequencies. In the explanation at the beginning I probably should have said that I'm "playing the same note on two different strings" instead of that I'm "playing the same note". Here's a link: https://drive.google.com/file/d/1AmrwecgS4_QDzztTGWdeK7pM2TMpIomE/view |
In the above commit. I made a refactor that exposed what I call the In my opinion having something (even very simple) implemented by next meeting seems very valuable for discussion. Good luck! |
@Ashton-Morris - please propose something (could be related to beat frequencies or anything else) that is reasonably pleasant and can be added to the sim quickly. I'd like to get some sound in asap so there's some auditory feedback available as the team brainstorms sound and other features. Let's start with something that aligns with the color change in the sim, as @zepumph indicated. @jbphet @zepumph Please work together to add the first sound. @jbphet if you're able to begin showing @zepumph the ropes on how to add sound to sims with Tambo, that would be ideal, but if depending on where you're at with your other rocks, you might do this later in the quarter and proceed with whatever is fastest now. |
@emily-phet I have a few ideas ready but I cant seem to properly clone the directory that has Proportion. It would be much quicker if someone could do a simple screen recording of a proportion slider slowly going up and down. I can then do a few mockups of how sound would work and can upload it here. If anyone is willing to do that please let me know. |
@Ashton-Morris - I'll try to do a screen recording for you later today. Here's a link to the latest dev version, in case that's helpful in the meantime. |
@emily-phet Don't worry about a screen recording, I can do that. I didn't know there was a dev version. That all I needed. I'll work on some mockups asap |
@Ashton-Morris I figured that might have been the issue. :) When you make the screen recording, keep in mind that in some scenarios, learners will be moving each object one at a time, but in the more desirable scenarios, they're moving both at the same time (e.g., on a touch screen, or with tangible objects). Just thought that might impact your thoughts re sound. |
I worked on some ideas this morning. You should be able to view these in your browser. I will do my best to explain my thinking with each one. @emily-phet Please assign the proper people for review
|
@Ashton-Morris Thanks for these! To ensure those playing with at-home tangible versions has some auditory feedback to consider, this would be my top priority effort for Proportion development this week. |
@Ashton-Morris Here are my thoughts:
|
I have a single click and a loop of them below for implementation. In my DAW I have the clicks set to randomize between 0 and +16 semitones. The Randomizer's rate (like the rate of an LFO) is set to 30HZ. Then its set to 100% out of proportion = 100% of that randomizer effecting the clicks, and In proportion = 0% that randomizer effecting those clicks. proportion-random-clicks-loop.mp3 For the Proportion_C_Major_Sine you could play sine's with web audio. That would be: Play C3 when it is 100% our of proportion and then attach the volume of the sine waves E3 and G3 to how in proportion the sim is. Thats how I had it set up. Edit: These things can be tricky with web audio, we can talk about implementation hurdles later today ^__^ |
…efactor ProportionFitnessSOundGenerator #9
I, with tons of great help from @jbphet, added modes for the vibrato and random clicks sounds. The random clicks is on by default. The vibrato is currently just two sine waves at 220hz where one can be moved up to 230hz depending proportion fitness. |
After the above commits, we successfully have mechamarkers input working with the two sounds discussed during today's meeting. Summary of what is currently in the sim:
Next I will try to add C_Major sine as the final step for the day. |
@zepumph There were times when I thought I was hearing sound feedback when the screen looked white. Is this the case, or is the tolerance such that the screen just happens to look white because it's a super subtle shade of green? |
After 3523bc9, now the |
Notes from adding the new combined
|
Everything has been implemented from the above checkboxes.
I have not seen this, but will be on the lookout. Please create a new issue if you can consistently reproduce. I'm pretty sure that it is just a very faint shade of green. Hopefully logging added in #103 will help see that. My thoughts about combos:
Looking forward to tomorrows chat! |
As requested by @emily-phet, I spent some time reviewing the latest dev version (https://phet-dev.colorado.edu/html/ratio-and-proportion/1.0.0-dev.41/phet/ratio-and-proportion_en_phet.html) and have the following comments:
|
This was fixed in master in b643b7a and was a bullet from a previous design meeting, see
|
The velocity sounds are reaaalllyyy quiet for me relative to the in/out of prop sounds, so this was a little harder to assess how rich/crowded the soundspace was, but:
Could we maybe consider playing a minimum amount of a success sound that we consider the "core" part before it rings out? It does feel a little weird to let go and have some of the arpeggiated sound cut out so quickly. This may also address John's comment on sounds sometimes not playing. I suspect it may be triggering, but getting cut off just as quickly? |
From sound design meeting today:
|
Some notes to look at when (if) we come back to fine tune the
|
Once the above is implemented, we can close this issue. As stuff comes out of interviews, we can make more issues for it. |
Alright! All has been implemented and cleaned up. Let's create new issues from here as we fine tune our sounds. Good work team! |
@Ashton-Morris, @emily-phet, and I (@jbphet) did some brainstorming on the sound design for the proportion sim and thought we should write some of these things down.
The text was updated successfully, but these errors were encountered: