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cdda-soundpacks's Introduction

CC-Sounds

A continuation of the CO.AG soundpack initiated by SkyBreach. This version aims to provide a quality soundpack using CC0 or CC-BY ressources with proper attribution.

Download

Get the latest release from there: [release]

Installation

  • Get a sound pack from the Download link above
    • CC-Sounds.zip: Music and effects
    • CO.AG-music-only.zip: Music only
    • CC-Sounds-sfx-only.zip: effects only
  • Unzip in the folder sound inside the game folder
  • Chose CC sounds as soundpack in the game: Options > General > Soundpack Options
  • Close and restart the game

Music

All music tracks were composed and produced by CO.AG, and used with their permission.

SFX

SFX are sourced from freesound.org

You can find proper attribution for every file in the credits.md in each sound folder.

Contributing

Contributions are welcome, see the documentation for more information on how soundpacks work.

cdda-soundpacks's People

Contributors

acepleiades avatar casswedson avatar doctorboomstick avatar dseguin avatar fris0uman avatar golfavel avatar hexagonrecursion avatar int-ua avatar irwiss avatar kurzedmetal avatar raven2236 avatar ryan7251 avatar

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cdda-soundpacks's Issues

JSON validation error: Invalid or misplaced field name

Description

After installing the soundpack, the following errors occur:

(continued from above) ERROR : src/json.cpp:122 [void JsonObject::report_unvisited() const] (json-error)
Json error: data/sound/CC-Sounds/environment/ambient/indoors.json:6:18: Invalid or misplaced field name "is_indoors" in JSON data

    "id": "environment",
    "variant": "indoors",
    "is_indoors":
                 ^
                  true,
    "volume": 100,
    "files": [ "environment/ambient/indoors.ogg" ]

15:33:57.465 ERROR : src/json.cpp:122 [void JsonObject::report_unvisited() const] (json-error)
Json error: data/sound/CC-Sounds/environment/ambient/underground.json:7:18: Invalid or misplaced field name "is_indoors" in JSON data

    "variant": "underground",
    "volume": 100,
    "is_indoors":
                 ^
                  true,
    "files": [ "environment/ambient/underground.ogg" ]
  }

15:33:57.465 ERROR : src/json.cpp:122 [void JsonObject::report_unvisited() const] (json-error)
Json error: data/sound/CC-Sounds/environment/weather/indoors_rain.json:7:18: Invalid or misplaced field name "is_indoors" in JSON data

    "variant": "indoors_rain",
    "volume": 100,
    "is_indoors":
                 ^
                  true,
    "files": [ "environment/weather/indoors_rain.ogg" ]
  }

CDDA Version

Platform     : Windows_x64
Graphics     : Tiles
Build number : #11002
Build version: 0.F-3
Major version: 0.F

Soundpack Version

Just the newest one.

environment sound "is_indoors", "is_night", etc.. are error

Here is the line

Json error: sound/CC-Sounds/environment/ambient/indoors.json:6:18: Invalid or misplaced field name "is_indoors" in JSON data

"id": "environment",
"variant": "indoors",
"is_indoors":
             ^
              true,
"volume": 100,
"files": [ "environment/ambient/indoors.ogg" ]

i think ' "is_indoors": true ' is not working or causing error

Encoding infrastructure

Since #54 we test that all sound files are encoded the same, and we have one script from #52 to reencode the file locally.
reencode.zip
Script need ffmpeg and ffprobe as dependency to run

However that script is not in the repo, and has no documentation on how to set it up. It would be nice if someone could either write doc to make it easier to set up locally or made it into a github action that would automatically reencode files when needed.

Weather_clear and weather_cloudy do not play sound

the inability of weather_clear and weather_cloudy to play sound makes differentiating ambience almost impossible, since "daytime" plays constantly, even during rain tracks.

With weather_clear and weather_cloudy playing sounds, the ambience could be differentiated exactly into what weather/season currently occurs in the game

We need some automated validation for PRs

For each PR we need a few things:

  • Check that the json files are written properly and do point to an actual sound #31
  • Check that there is no sound file that is not referenced by any json #32
  • Check that every soundfile has a credits.txt entry #32
  • Check that the json does point to an id and a variant that exist in game
  • Make sure sound files are .ogg #49

If we could have all of this in one or several script that could be loade in a github action that would be very nice.

"Tried to play a chunk with a bad frame" when opening or closing curtains

When I open or close the curtains the game freezes for a bit (as it always does when generating an error) and the following is appended to the debug log:

10:01:03.388 ERROR SDL : (error message will follow backtrace)
    ./with-debug-symbols-cataclysm-tiles(debug_write_backtrace(std::ostream&)+0x23) [0x2936973]
    ./with-debug-symbols-cataclysm-tiles(DebugLog(DebugLevel, DebugClass)+0x166) [0x2936146]
    ./with-debug-symbols-cataclysm-tiles(sfx::play_variant_sound(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int)+0x187) [0x36c9177]
    ./with-debug-symbols-cataclysm-tiles(sounds::process_sound_markers(Character*)+0x9df) [0x371877f]
    ./with-debug-symbols-cataclysm-tiles(do_turn()+0x47a) [0x29c994a]
    ./with-debug-symbols-cataclysm-tiles(main+0x515) [0x2f3dc35]
    /lib64/libc.so.6(__libc_start_main+0xd5) [0x7e33b140eb75]
    ./with-debug-symbols-cataclysm-tiles(_start+0x2e) [0x247673e]

    Attempting to repeat stack trace using debug symbols…
    debug_write_backtrace(std::ostream&)
    …/src/debug.cpp:1104
    DebugLog(DebugLevel, DebugClass)
    …/src/debug.cpp:1331
    sfx::play_variant_sound(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int)
    …/src/sdlsound.cpp:510
    sounds::process_sound_markers(Character*)
    …/src/sounds.cpp:681
    do_turn()
    …/src/do_turn.cpp:668
    main
    …/src/main.cpp:711
    __libc_start_main
    ??:?
    _start
    ??:?
Backtrace emission took 16 seconds.
(continued from above) ERROR : src/sdlsound.cpp:510: Failed to play sound effect: Tried to play a chunk with a bad frame
  • OS: Linux
    • OS Version: LSB Version: :core-4.1-amd64:core-4.1-noarch; Distributor ID: Fedora; Description: Fedora release 34 (Thirty Four); Release: 34; Codename: ThirtyFour;
  • Game Version: 0.F-4465-gef6206f0f7 [64-bit]
  • Graphics Version: Tiles
  • Game Language: English [en]
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    No Fungal Growth [no_fungal_growth],
    Bionic Professions [package_bionic_professions]
    ]

Structure of CC-Sounds.zip confuses Catapult's launcher Soundpack installer

Structure of the zip for CC-Sounds(which is installed incorrectly by Catapult) is CC-Sounds.zip/sounds/CC-Sounds, while for CC-Sounds-sfx-only(which is installed correctly) it's CC-Sounds-sfx-only.zip/CC-Sounds-sfx-only. Additional folder /sounds/ in CC-Sounds.zip might be confusing Catapult judging from the strace output. I'm kinda new to creating Issues here, so sorry in advance for any misses or bad structure for the issue. Just kinda copied my edited message from cdda discord. Thought it might be easier to create an issue here, as fixing structure seems easier than editing Catapults SoundPackManager and filesystem_helper.

Portal Storm

Sounds effects for Portal Storms do not turn off after the Portal Storm has subsided.

Reencoding audio for better filesizes

Talked about reencoding in chat earlier with Fris0uman.

I've attached a python script below that converts the audio files (put in repository root, edit in the paths to your ffmpeg/ffprobe executables).
I'm not normally using python but I seen it used in repo so I thought it'd be more convenient, there might be blunders there :)

All files get converted to quality "3" (default for libvorbis), 48 khz sampling rate and target 128kbps bitrate
Sounds get downmixed to mono
Music gets downmixed to stereo (currently no music over stereo anyway)

The results for reencoding are in bytes

Folder Original Re-encoded % difference
music/ 177,323,829 129,014,538 73%
Everything but music/ 15,541,168 8,005,006 52%

Using Logitech G533 and ~35 year old ears I couldn't hear a significant difference

I chose 48khz for sampling rate because a large bunch of android phones and bluetooth stacks have internal mixer running at 48khz, while a pc that can play cata with sounds shouldn't have issues downsampling if it uses 44.1(even though plenty of PC hardware is also using 48khz DACs, for example the G533, my laptop's realtek onboard sound, intel HDA soundcards etc).
This can be changed to 44.1 if it's a problem or more filesize is needed to be cut, lower than that would significantly hurt quality as next "notch" supported by hardware is 22.05 which cuts pretty deep into mid frequencies due to Nyquist.

Target bitrate of 128kbps and libvorbis quality "3" are competitors - the bitrate setting is only a hint of the wanted bitrate, libvorbis might go over it if it needs to maintain the quality. For example setting it to 96kbps still outputs files that have higher bitrate and running the script twice will try to re-encode these files again. So if lower bitrate is wanted the quality setting also needs to go down.

If that sounds (i mean literally, as my 35 year old ears might not perceive the difference) acceptable I can do a pr with reencoded files, or you can do it yourself, i'm not too certain how github works with submodules

reencode.txt

3 unused sound files

The following sound files appear to currently be unused:

  • plmove/walk_t_grass_long_11.ogg
  • plmove/walk_t_grass_long_12.ogg
  • plmove/walk_t_grass_long_13.ogg

Bird chipping loops infinitely until sleep.

Bird chirping sound seem to loop infinitely and stack on each other loops whenever time pass by quickly or when sounds are muffled by any other action being either auto move or crafting, maybe more. It seems to start during the mornings. The looping stops upon rebooting the game or when you sleep.

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