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Sound: Implement new slider click sounds and get feedback #484
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@samreid I can't add assignees so hopefully you are notified of this. |
Since this will be implemented in the "wave interference" repo, I'll move the issue there for tracking. |
I added the proposed sounds. @ariel-phet or @Ashton-Morris can you please review? |
I think the sound needs to be volume balanced, but it certainly seems much less "geiger counter" to me. I think the sim as a whole needs to be reviewed once volume balanced, but to me this issue solved the main problem I was hearing. |
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Another issue about the slider "clicking" sounds: on the water drop screen, the slider clicks sound kind of like water drops: may be a little confusing. |
I just listened to the current master version, and I'm pretty sure it is the same sound. It sounds less "clicky" in headphones to me, more so over my computer speakers.
I just tested this, again using the current master version, on Chrome and Firefox on my Win 10 machine, and I don't find the timing to be noticeably off when moving fast. This might be a browser-specific thing. @emily-phet - can you let us know what browser and OS you're using when you see this, and can you test whether it occurs on other browsers on that same machine. My thoughts are that I would have to duplicate this, make some measurements, and see what changes could be made to improve it. Different browsers may be handling the situation where there are a lot of sounds to play at nearly the same time differently, and we may be able to make some adjustments to improve the performance in such situations. |
(Updating my previous comment after discussion with @jbphet)
With @jbphet it's clear I'm hearing the correct sound. We concluded that my impression of it during last week's meeting was influenced by hearing the original click sound...comparing the new sound to the old, the newer one definitely sounds 'bump'-y, but I think we can still improve upon it. @Ashton-Morris can you please propose one or a few variations of a 'bump'-y sound, rather than a 'click' sound. We can discuss further in tomorrow's meeting if that would be helpful. Whatever we go with, we'll also want sounds specifically for the max/min points (from 3) below).
@jbphet had a number of suggestions as to why the timing might feel off, and why the sound may be perceived as amplified or more noticeable when the slider is moving quickly (I believe he'll list these in a later comment).
See 1) above.
No update on 4) to add. Unassigning @samreid for now, as I think there's some things here for me, @Ashton-Morris and @jbphet to sort out for the moment. |
In the previous comment, @emily-phet mentioned that she and I discussed why the slider sounds a bit odd and artificial. I think a possible cause of this is that the sounds are initiated only at very specific times based on the 60 frames/sec rate at which the browser runs. As a result of this, sound can end up with the same phase relationship all the time, which can add together and boost the volume. In a situation where a lot of sounds are being initiated at once, such as when the slider is moving very quickly, it may even be that the sound clip is being initiated more than once in a given animation frame. There are several things that I can think of that might serve to address this.
Once @Ashton-Morris has created the new sounds and they have been integrated, @samreid and I can collaborate and try some of these out and find which ones are the most effective at addressing the issue. |
I have experimented with some more slider clicks for everyone to listen to. I have individual files but I also recorded a few examples of how it would sound dragging it from left to right. Hear below. slider-clicks-idea-a-example.mp3 |
I listened to each of the sounds that are linked in the previous comment and below is how I would rank them, with notes on each. I listened on headphones and did not evaluate on any speakers. These are my opinions, your mileage may vary.
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This seems like a very deliberate decision in Slider.js, I assume this not going to change.
Could we use
I don't see a better way currently within the endDrag: event => {
if ( event.isFromPDOM() ) {
if ( property.value === property.range.min || property.value === property.range.max ) {
sliderBoundaryClickSoundClip.play();
}
else {
sliderClickSoundClip.play();
}
}
} The downside of this is that you wouldn't get any sound while pressing and holding an arrow key, only on release. |
It looks like it was added as part of phetsims/sun#561 At first glance it seems quite buggy to have the callback before the Property changes. I commented over in phetsims/sun#561 (comment) about that. Everything else here is looking very nice! |
Blocked until phetsims/sun#561 is improved. |
@jbphet I'd like to discuss today any tweaking we can do to decrease the total number of slider sounds heard when moving the slider very fast. |
We made a mod in today's sound design meeting, @emily-phet will try it out and report back. |
@jbphet - Checked latest in phettest - changes from today sound good to me! Let's go with that. Next step would be a final sound volume mix check-off from @Ashton-Morris, and then send out to full team for final input (ideally on sound volumes only, limiting other feedback to only if absolute deal breaker for moving forward for publication). |
I reviewed the levels today and determined that the were actually spot on! No changes were needed from my perspective. @emily-phet You can get this to the full team for final input. |
Off to final feedback from the team. Closing this issue, as feedback will be requested on the sim as whole, not just the slider sounds. |
Reopening for the remaining questions about alternative input. phetsims/sun#561 is done so this is no longer on hold and we should be able to remove the timeout. The other question from #484 (comment) was
Can |
I used constrainValue and the new slider interface, works great! Thanks @jessegreenberg, closing. |
I spoke with Ariel and we liked the subtlety of the step forward button.
So here is a shortened version of that to try
click-right
click-left
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