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Create and implement sounds for the Vegas Buttons/ Level Selection Buttons which also may be used as defaults in other sims #89
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While these sounds are needed by Fourier, they are not specific to Fourier. This is a general issue that belongs in vegas. So transferring this issue from fourier-making-waves to vegas. |
To evaluate, I need information about the sound design. How did we get here? What were the requirements? @arouinfar @Ashton-Morris were there meetings or discussions that I missed while I was on vacation? Can you fill me in? The last time that I was involved in a discussion about sound for Level Selection buttons was Fourier design meeting on 4/22/21. From the meeting notes at #88 (comment):
There was also a question at the time as to whether we needed different sounds for different levels, or whether 1 sound would suffice for all level-selection buttons. So I'm not clear on how we ended up here, where the papertrail of decisions lives, what the design is, or how I'm supposed to evaluate. For example... What is the design for these sounds? Does each button need a different sound? Is it up to the sim to choose which sounds, or is there a standard for each level? Are the sounds supposed to be different enough to be distinguishable? Are higher levels supposed to have higher pitches? Feedback on these specific sounds:
Other things I'm not clear on... Are these 10 sounds that can be assigned to any level, as desired? Or is level-selection-buttons-001.mp3 intended to be the standard sound for Level 1, level-selection-buttons-002.mp3 for Level 2, etc.? Did implementation considerations inform this sound design? This approach of having 10 mp3 files has some significant implementation consequences. LevelSelectionButton is the common-code button, and (currently) clients create the number of these that they need. If we have 10 different sounds, then clients will need to assign the sounds to each button. That means duplicated code in clients, and the potential to end up with different sound assignments in different sims. Or we'll need to create a "level-selection button group" in vegas, to handle creation of LevelSelectionButtons and sound assignment - a non-trivial piece of work. Using a generated sound assigned that is created by the LevelSelectionButton, based on the level assigned to the button, would be less work, and easier to standardize. Happy to discuss all of the above, either here or on Slack/Zoom. |
These sounds are intended to be played in order. If a sim has 5 options then they should be played in the numbered order. |
9 of the sounds are 32 kHz. One is different: level-selection-buttons-010.mp3 is 44.1 kHz. I don't know if that's significant, just mentioning in case it was not intentional. If it was intentional, it might be good to mention why (even if it's just in this issue). |
@pixelzoom That was not intentional. I have replaced it with this file. |
@jbphet pointed me to the documentation for PhET encoding standards, https://github.com/phetsims/tambo/blob/master/doc/encoding-audio.md. It says:
So it looks like the 32 kHZ files are the ones that need to be changed. |
Questions for 5/13/21 design meeting: Sound Design:
Implementation:
|
5/13/21 design meeting: @jbphet @arouinfar @kathy-phet @KatieWoe @pixelzoom We discussed the bullet items in #89 (comment). Answers/conclusions are inlined in #89 (comment) in bold font. Consensus was that the approach should be similar to radio buttons. Use one base sound, and change the playback rate based on level number. @jbphet suggested having @Ashton-Morris create some candidates for the base sound, then choose one. @jbphet @arouinfar @Ashton-Morris will follow up with design meetings. |
Putting this on hold until we can discuss it further and clarify during our status meeting on the 27th. |
This was discussed in today's sound design meeting and @Ashton-Morris is going to come up with a sound or two that we can then play at different rates for the various level selection buttons. Once he provides this, I'll hook it up and we can review it in a larger design meeting. |
I have 4 candidates to try. @jbphet Can you share this with me once implemented so I can listen to them before you bring it up in the larger design meeting? |
I've marked this as blocking publication. This is for any sim that uses the level selection buttons, since there will be some untested code in them for a while. |
…ion and back buttons, see phetsims/vegas#89 and #677
…ion and back buttons, see #89 and phetsims/scenery-phet#677
…ion and back buttons, see phetsims/vegas#89 and phetsims/scenery-phet#677
@Ashton-Morris, @emily-phet, and @arouinfar - I've published a dev version of the vegas demo that includes an "Options" dialog that allows us to choose between different base sounds for the level selection buttons, and I've integrated the four initial candidate sounds that @Ashton-Morris provided (see comments above). Please give it a try and log your feedback in this ticket. The dev version can be found at https://phet-dev.colorado.edu/html/vegas/1.0.0-dev.5/phet/vegas_en_phet.html. The level selection buttons are shown on the first screen of the demo. |
A number of sims are failing with these types of errors on CT:
@samreid suggested it is connected to this issue. |
Recommended to revert this work in master, and move it to a branch. This blocks publication of any sim that has a game, @jbphet is liable to be unavailable for awhile, and sounds could certainly be evaluated in a branch. |
It is unclear what to move to a branch--instead I put a bandaid on the global access which appears to fix things (tested in balancing act). |
For option // {WaveGameLevelSelectionButton[]} a level-selection button for each level
const levelSelectionButtons = _.map( model.levels,
level => new WaveGameLevelSelectionButton( level, model.levels.length, model.levelProperty, {
soundPlayerIndex: level.levelNumber - 1,
tandem: options.tandem.createTandem( `level${level.levelNumber}SelectionButton` )
} )
); |
I've added the documentation that @pixelzoom suggested in the previous comment. |
We discussed the sounds at today's sound design meeting and decided to move forward with |
I have removed the unused sounds and renamed the one that we decided to keep to @Ashton-Morris - Two things:
|
I have changed the filename in my system. Here is the .wav |
I've added the asset and we did some level adjustment during today's sound design meeting. I think we're done here. Closing. |
I have created 10 level selection/Vegas buttons based on the solute selection options used in Molarity. Since 10 is the highest number of buttons for "games" I have seen I created 10. They are all different from one and another but are still in the same sound family and sound like they consistently increase as the number gets higher.
Please assign anyone to this issue that you feel is needed.
All of the sounds can be found here.
Related to these issues - #88 (comment)
phetsims/fourier-making-waves#54
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