I've played up to 6 STEREO .WAV files at once without crashes, even after elaborating it with an audio program opened (that switch on the device driver) but for each one I've assigned its volume. Another one thing about your script: your sounds uses the audio card synthetizer instead of files: is the synth wavetable the same as your audio card manifacturing or is the generic sound mapper? Finally, it could be matter of latency and audio buffer. My settings are 2 channels 16Mb buffer 250 ms latency.
EDIT LATER:
OOps, CC, probably there was be a misinterpretation: my project is aborted because the files to plays growth in size, not because the script crashed.
sound
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Re: sound
I think a bit of clearness is required, otherwise one can say: "its settings are 2 channels and then plays 6 channels". Which is called "channels" in the ProAudio assignements are read as "tracks" by the audio card. One can manage up to 128 "tracks" on multitracks programs with a basic audio card and having the output on the 2 "channels" (left&right). High end audio card does assign "tracks" to "channels" for MIDI mixers output.
Never at rest.
Massimo
Massimo
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Re: sound
are there any exisitng sound effects for celestia 1.5ED? I'm looking for sound effects for a spaceship, so when you click right, left, up, down, a , z etc ...?
Re: sound
are there any exisitng sound effects for celestia 1.5ED? I'm looking for sound effects for a spaceship, so when you click right, left, up, down, a , z etc ...?
Spaceship sound files in WAV format are an integral part of Celestia151-ED. There are sounds for general background, sounds for powering up, firing engines and warping at hyperdrive speed. Celestia151-ED contains the sound files in a folder titled "sounds". On the motherlode education page, that sound folder is part of the "Educational Base package" zip file.
You will need a set of script commands to use them. 151-ED contains sound scripts that activate the ship sounds when you press a certain key. I am enclosing a general sound script that contains the commands to activate the spaceship sound files. The script uses Celestia151-ED.exe as the application.
I have not modified the script to use Vincent's new sound capability in 1.6.0 as discussed in this thread, but it should be easy to do.
Enjoy
Frank
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Re: sound
fsgregs wrote:...
Spaceship sound files in WAV format are an integral part of Celestia151-ED. There are sounds for general background, sounds for powering up, firing engines and warping at hyperdrive speed.
Enjoy
Frank
I hope that these Celestia151-ED sounds for powering up, firing engines, spacecraft travel etc are ONLY played/heard when the observer is located INSIDE a spaceship. Observers located OUTSIDE, somewhere in the Universe cannot hear ANY sound, of course, since sound requires a medium (air, water,...) to propagate...
Since this stuff is supposed to be educational, such basic physics issues should better be correct.
Fridger
Re: sound
t00fri wrote:I hope that these Celestia151-ED sounds for powering up, firing engines, spacecraft travel etc are ONLY played/heard when the observer is located INSIDE a spaceship. Observers located OUTSIDE, somewhere in the Universe cannot hear ANY sound, of course, since sound requires a medium (air, water,...) to propagate...
Since this stuff is supposed to be educational, such basic physics issues should better be correct.
Fridger
ROFL ! C'mon Fridger, it's easy to explain the activity with sounds : the student is sitting in front of his/her computer, in a classroom, which IS the spacecraft ! No wonder why there is sound even if the observer is flying through empty space. This is so evident,
"Well! I've often seen a cat without a grin", thought Alice; "but a grin without a cat! It's the most curious thing I ever saw in all my life!"
- t00fri
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Re: sound
Cham wrote:t00fri wrote:I hope that these Celestia151-ED sounds for powering up, firing engines, spacecraft travel etc are ONLY played/heard when the observer is located INSIDE a spaceship. Observers located OUTSIDE, somewhere in the Universe cannot hear ANY sound, of course, since sound requires a medium (air, water,...) to propagate...
Since this stuff is supposed to be educational, such basic physics issues should better be correct.
Fridger
ROFL ! C'mon Fridger, it's easy to explain the activity with sounds : the student is sitting in front of his/her computer, in a classroom, which IS the spacecraft ! No wonder why there is sound even if the observer is flying through empty space. This is so evident,
I have never claimed that there actually IS a problem with sound & physics. But since obviously the observer can also leave his/her spaceship in Celestia (see e.g. Linuxman's amazing add-ons) I felt it was good for a reminder . Personally, I never looked into Celestia-ED (of course).
Fridger
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Re: sound
That's awesome! Where can I find out what the differnt special characters are in Celestia / CELX. Like if you see the code I wrote for Processing below, the name for the arrow keys might be differnt for the Celestia programming language? For instance, I noticed you used if str == "a", but could I use string == UP, or do the arrow keys have special names?
Code: Select all
import ddf.minim.*;
Minim minim;
AudioSample noseDown;
AudioSample noseUp;
AudioSample slowDown;
AudioSample speedUp;
AudioSample rollLeft;
AudioSample rollRight;
void setup()
{
size(512, 200, P2D);
// always start Minim before you do anything with it
minim = new Minim(this);
// load the sound effect files
noseDown = minim.loadSample("noseDown.wav");
noseUp = minim.loadSample("noseUp.wav");
slowDown = minim.loadSample("slowDown.wav");
speedUp = minim.loadSample("speedUp.wav");
rollLeft = minim.loadSample("rollLeft.wav");
rollRight = minim.loadSample("rollRight.wav");
}
void draw()
{
background(0);
// there are no waveforms to draw
}
void keyPressed()
{
if ( key == 'a' ) speedUp.trigger();
if ( key == 'z' ) slowDown.trigger();
if (key == CODED) {
if (keyCode == UP) {
noseDown.trigger();
} else if (keyCode == DOWN) {
noseUp.trigger();
} else if (keyCode == LEFT) {
rollLeft.trigger();
} else if (keyCode == RIGHT) {
rollRight.trigger();
}
}
}
void stop()
{
// always close Minim audio classes when you are done with them
noseDown.close();
noseUp.close();
slowDown.close();
speedUp.close();
rollLeft.close();
rollRight.close();
minim.stop();
super.stop();
}
fsgregs wrote:
Spaceship sound files in WAV format are an integral part of Celestia151-ED. There are sounds for general background, sounds for powering up, firing engines and warping at hyperdrive speed. Celestia151-ED contains the sound files in a folder titled "sounds". On the motherlode education page, that sound folder is part of the "Educational Base package" zip file.
You will need a set of script commands to use them. 151-ED contains sound scripts that activate the ship sounds when you press a certain key. I am enclosing a general sound script that contains the commands to activate the spaceship sound files. The script uses Celestia151-ED.exe as the application.
I have not modified the script to use Vincent's new sound capability in 1.6.0 as discussed in this thread, but it should be easy to do.
Enjoy
Frank