Sound in Celestia

The place to discuss creating, porting and modifying Celestia's source code.
duds26
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Re: Sound in Celestia

Post #21by duds26 » 16.01.2009, 20:02

Support for sound in Celestia has recently been added, will be available in 1.6.

http://www.shatters.net/forum/viewtopic.php?f=9&t=12951&start=0

duds26
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Re: Sound in Celestia

Post #22by duds26 » 16.01.2009, 20:10

Julian Ray wrote:Thanks, Reiko, I've tried ED version, but no luck.
Of course, I can keep some ambient sound, playing while I exploring Celestia, but I think it could be good to have an optional possibility of sound in Celestia. I saw somewhere on this forum, that developers do not want to implement sound possibilities in Celestia codes (or something like this). If so, what about to make something like "Audio player for Celestia" just to let people use it together with Celestia.
Maybe with some events-synchronizing possibilities.
Just an idea.

Julian

Could you add support for the following codecs and standards?
It will be really helpful because now there is only support for wav and that's not very space-efficient, feature rich.
(It will make smaller files possible.)
Media Container: ogg ( .ogx, .ogv, .oga) with ogg vorbis, flac, speex, theora, dirac, and everything else ogg supports.

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Re: Sound in Celestia

Post #23by ANDREA » 16.01.2009, 22:51

duds26 wrote:Could you add support for the following codecs and standards?
It will be really helpful because now there is only support for wav and that's not very space-efficient, feature rich.
(It will make smaller files possible.)
Media Container: ogg ( .ogx, .ogv, .oga) with ogg vorbis, flac, speex, theora, dirac, and everything else ogg supports.
Duds26, if I'm not wrong, it already accepts ogg files. :?
Or at least I remember I used them in the past with Vincents 1.4.1_patch3 release, so in the past version it was possible.
Probably in this one too, give a try, if you can.
Bye

Andrea :D
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Re: Sound in Celestia

Post #24by Vincent » 16.01.2009, 23:11

duds26 wrote:Support for sound in Celestia has recently been added, will be available in 1.6.

http://www.shatters.net/forum/viewtopic.php?f=9&t=12951&start=0

Actually, sound support won't be added to 1.6. The OpenAl library works great on the majority of Linux
distributions and on Windows, though very few problems have been reported on some systems. The main
problem is that it requires the use of an installer on Mac OS-X, which is incompatible with the Celestia
distribution. So we still need to work on it...
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Re: Sound in Celestia

Post #25by fsgregs » 19.01.2009, 01:52

Julian:

I've tried ED version, but no luck

Celestia151-ED.exe requires two files to be installed directly into your main Celestia151-ED folder, in order to play music. They are:

A) OpenAL32.dll ... and
B) alut.dll

There are several versions of the OpenAL32.dll file (which is produced by Creative.com). I am enclosing a zip file containing three versions below.

One of them SHOULD work on your computer just fine. To find out, simply launch any sound script you find in the "scripts" folder of Celestia151-ED, turn on your speakers, and see if you hear sounds at the start of the script. If so ... GREAT! If not, then on some computers, that version of OpenAL32.dll does not work. Your computer may need one of the other versions. To try them out, unzip the attachment to your desktop, cut the existing version of OpenAL32.dll from your Celestia151-ED directory and paste it somewhere safe. Then, copy and paste one of the other OpenAL32.dll files from the alternate folder, directly into your Celestia 151-ED directory. Relaunch the sound script and see if you can hear sounds now.

Frank

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Re: Sound in Celestia

Post #26by Julian Ray » 16.02.2010, 05:53

Well, one year later :)

I still think that sound will do Celestia even more interesting to explore/play.
I know - there is no sound in Space, but no one comes to the space naked.
And any spacesuit, starship, battleship, destroyer, even Death Star already has they sound/music/i-Pod ;)

Here is a video I finished recently. I love that kind of sound and I feel it is very relevant to Space exploration.
Use your headphones to have more deep feeling.

http://vimeo.com/9178118

Best,
Julian Ray

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Fenerit M
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Re: Sound in Celestia

Post #27by Fenerit » 17.02.2010, 19:22

Julian Ray wrote:Well, one year later :)

I still think that sound will do Celestia even more interesting to explore/play.
I know - there is no sound in Space, but no one comes to the space naked.
And any spacesuit, starship, battleship, destroyer, even Death Star already has they sound/music/i-Pod ;)

Here is a video I finished recently. I love that kind of sound and I feel it is very relevant to Space exploration.
Use your headphones to have more deep feeling.

http://vimeo.com/9178118

Best,
Julian Ray

Hi! Things are a bit evolved meanwhile:

http://www.shatters.net/forum/viewtopic.php?f=15&t=14366
Never at rest.
Massimo

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Re: Sound in Celestia

Post #28by posfan12 » 02.07.2010, 17:35

What kind of sounds are you talking about? Background music? Ambient "noise" (there's no "real" noise in space of course)? Spaceship engines?

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Re: Sound in Celestia

Post #29by selden » 02.07.2010, 20:19

posfan,

There are several reasons for needing sound support in Celestia. One would be to provide a "lecture" while running an educational script. Also, Celestia can display events taking place near a planetary surface, in an atmosphere. It might be appropriate to have audio accompanying an animation taking place there. And, of course, there's no reason not to provide audible enhancements for events taking place in space, whether it's a translation of radio or magnetic waves into the audible spectrum, or just for fun.

The Lua library mentioned by Vincent in his post above should be able to do any of these. i don't know if anyone has taken the time to implement any Addons using it, though.
Selden

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Re: Sound in Celestia

Post #30by t00fri » 02.07.2010, 20:54

selden wrote:posfan,

There are several reasons for needing sound support in Celestia. One would be to provide a "lecture" while running an educational script. Also, Celestia can display events taking place near a planetary surface, in an atmosphere. It might be appropriate to have audio accompanying an animation taking place there. And, of course, there's no reason not to provide audible enhancements for events taking place in space, whether it's a translation of radio or magnetic waves into the audible spectrum, or just for fun.

The Lua library mentioned by Vincent in his post above should be able to do any of these. i don't know if anyone has taken the time to implement any Addons using it, though.

There are far more exciting astrophysical reasons for sound in Celestia.

See here
http://forum.celestialmatters.org/viewtopic.php?t=381

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Fenerit M
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Re: Sound in Celestia

Post #31by Fenerit » 02.07.2010, 22:32

posfan12 wrote:What kind of sounds are you talking about? Background music? Ambient "noise" (there's no "real" noise in space of course)? Spaceship engines?

What is "real" about sound? The air? Space is full of "noise". :wink: After the discover of the Cosmic Background Radiation, Simon & Garfunkel composed "The sound of silence"...
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Re: Sound in Celestia

Post #32by Hungry4info » 03.07.2010, 01:44

Fenerit wrote:After the discover of the Cosmic Background Radiation,

Maybe that's just what Celestia needs... a faint but noticable constant hissing sound. :)
Current Setup:
Windows 7 64 bit. Celestia 1.6.0.
AMD Athlon Processor, 1.6 Ghz, 3 Gb RAM
ATI Radeon HD 3200 Graphics

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Fenerit M
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Re: Sound in Celestia

Post #33by Fenerit » 03.07.2010, 10:29

Hungry4info wrote:
Fenerit wrote:After the discover of the Cosmic Background Radiation,

Maybe that's just what Celestia needs... a faint but noticable constant hissing sound. :)

Sure! Even though:

"Astronomers have recaptured the sounds of the early Universe showing it was born not with a bang but a quiet whisper that became a dull roar. "

"...55 octaves below what humans can hear. "

http://news.bbc.co.uk/2/hi/science/nature/3832711.stm

If I'm not wrong, CBR sound output noise should be pink instead of white or brown. It should be generated constantly by the audio card synthetizer, since to play seamlessly looping tracks made of noises... :wink:
Never at rest.
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Re: Sound in Celestia

Post #34by bh » 03.07.2010, 22:07

DroneZone (SomaFM internet radio)... Itunes/Radio/Ambient section.
regards...bh.

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Re: Sound in Celestia

Post #35by Vincent » 04.07.2010, 08:46

selden wrote:The Lua library mentioned by Vincent in his post above should be able to do any of these. i don't know if anyone has taken the time to implement any Addons using it, though.
I have indeed posted a while ago an addon called sound of a pulsar :) :
viewtopic.php?f=15&t=14366&start=4


t00fri wrote:There are far more exciting astrophysical reasons for sound in Celestia.

See here
http://forum.celestialmatters.org/viewtopic.php?t=381
Fridger,

Thanks for the link.
I'll have a look at it and will try to modify my "sound of a pulsar" addon
to make it more coherent with the scientific information you've pointed.
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Re: Sound in Celestia

Post #36by t00fri » 04.07.2010, 11:49

Vincent wrote:
selden wrote:The Lua library mentioned by Vincent in his post above should be able to do any of these. i don't know if anyone has taken the time to implement any Addons using it, though.
I have indeed posted a while ago an addon called sound of a pulsar :) :
viewtopic.php?f=15&t=14366&start=4


t00fri wrote:There are far more exciting astrophysical reasons for sound in Celestia.

See here
http://forum.celestialmatters.org/viewtopic.php?t=381
Fridger,

Thanks for the link.
I'll have a look at it and will try to modify my "sound of a pulsar" addon
to make it more coherent with the scientific information you've pointed.

Vincent,

you presumably know that I rarely look at add-ons. Hence, I was unaware of your respective work about pulsar sounds. Sorry.

The scope of my pulsar work in progress definitely goes much beyond the possibilities of add-ons. The point is really to code a pulsar class within the DSO objects, with nice-looking jet renderings AND sound... Moreover the published timing solutions and positions in globular cores and the Galactic plane are being implemented from the available catalogs.

Fridger
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Post #37by Alexell » 04.03.2017, 15:19

To our knowledge, the implementation of audio support has not been done in Celestia.
Audio support available in Celestia-ED (used OpenAL library).

I believe that to add audio playback for scripts in Celestia 1.7.0 is a good idea. But OpenAL library is outdated and need to use another, eg FMOD Ex.
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Sound in Celestia

Post #38by Goofy » 04.03.2017, 20:31

Hi Alexell. Vincent Giangiulio made the Celestia 1.6.1 release with sound capability in cel celx scripts (wav and ogg, if i'm not wrong).
If you don't have it, I can upload, let me know.
I'm absolutely positive with this, and not only for showing the sound of a pulsar, but too to insert ambient music in my lessons, and I can assure that my students don't dislike it.
Bye.
Goofy :smile:
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Post #39by Alexell » 05.03.2017, 19:10

Goofy, Vincent's implementation on OpenAL library of outdated. I'm going to use FMOD Ex for processing audio files.
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Sound in Celestia

Post #40by Goofy » 05.03.2017, 19:36

OK Alexell, good to know it.
Bye
Goofy :smile:
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