code logs -> 2009 -> Sun, 19 Jul 2009< code.20090718.log - code.20090720.log >
--- Log opened Sun Jul 19 00:00:54 2009
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00:26
<@MyCatVerbs>
McMartin: unless they blow your instruction cache.
00:30 You're now known as TheWatcher[zZzZ]
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01:36 * Derakon ponders fonts.
01:37
< Derakon>
Oh, wait, I know how to deal with this, I think.
01:37
< Derakon>
Never mind.
02:10 * Derakon adds the Font and FontManager classes, as well as a font config file.
02:10
< Derakon>
Another little bit of cleanup done.
02:26 gnolam [lenin@Nightstar-1382.A163.priv.bahnhof.se] has quit [Quit: z?]
03:36
<@Consul>
http://stashbox.org/573899/kazoo.ogg -- The electric kazoo. It has some problems I can hopefully solve.
03:38
< Derakon>
Neat. Weird, but neat.
03:38
<@Consul>
Playing style has a lot to do with it, too. All those glottal stops give things away.
03:38
<@Consul>
Gotta learn to play with some dynamics.
03:39
<@Consul>
Who would've thought I'd be discussing the finer points of playing a kazoo?
03:39
<@Consul>
The output of the pickup is pretty low, though. Lower than I was expecting.
03:39
<@Consul>
But I left the piezo in the plastic case and glued that right on.
03:39
<@Consul>
I have some naked piezos here. I think I'll try attaching one directly.
03:40
<@Consul>
I have one more kazoo to use.
03:41
<@Consul>
I also made a pretty bad mistake with the shrink tubing.
03:46 * Derakon brings the SoundManager class up to spec, and, for lack of better ideas, makes the game play a tone when the player finishes climbing onto a ledge.
03:46
<@Consul>
Ooh, need any music or sound design?
03:46
<@Consul>
I have a field recorder.
03:47
< Derakon>
Anything you'd care to contribute would be more than welcome.
03:47
<@Consul>
A few footfalls on different terrain I'd imagine...
03:48
< Derakon>
Yep.
03:48
< Derakon>
I'm still working out the code side of that.
03:48
<@Consul>
Any weapons sounds?
03:48
< Derakon>
Eventually, but weaponry is still pretty up in the air right now.
03:49
<@Consul>
Yeah, some sounds will need to wait until I see what they're for, I suppose.
03:49 Attilla [~The.Attil@92.1.54.ns-25924] has quit [Quit: <Insert Humorous and/or serious exit message here>]
03:49
< Derakon>
Which reminds me, I was going to see about getting some attack animations made.
03:50
<@Consul>
What terrains will there be?
03:50
<@Consul>
I can at least do footfalls.
03:51
< Derakon>
Hm. Dirt, rock, and metal should cover most of it.
03:51
< Derakon>
It'll certainly cover what I have right now.
03:52
<@Consul>
No grass or dry leaves? ;-)
03:52
< Derakon>
I'd mentally lumped grass under "dirt", but I guess it is different, isn't it?
03:52
<@Consul>
Just to let you know, I've never done this kind of work before, but I'm more than happy to give it a go.
03:53
< Derakon>
Any project that isn't a learning experience isn't worth doing. :)
03:53
<@Consul>
Grass doesn't make enough noise to record, so I might have to get clever with that one.
03:53
< Derakon>
Well. Unless you're getting paid.
03:53
<@Consul>
Maybe I can find some tall grass somewhere.
03:54
< Derakon>
FWIW here are the current terrain styles: http://derakon.dyndns.org/~chriswei/games/jbrl/models/block7.png http://derakon.dyndns.org/~chriswei/games/jbrl/models/block8.png http://derakon.dyndns.org/~chriswei/games/jbrl/models/block9.png
03:54
< Derakon>
I expect this to be greatly expanded in the final game, but for now I have other things to worry about.
03:55
<@Consul>
Well, it's a start.
04:00
<@Consul>
What about ambient sounds? Wind, water, etc?
04:00
<@Consul>
And what format would you like them in
04:00
<@Consul>
?
04:01
< Derakon>
Format should be Ogg Vorbis, please. As for ambients, I've no idea. If you think they'd be handy, you can feel free to make them; might spur some creative type to create an environment to suit the sound.
04:02
<@Consul>
Okay, I'll record 24/44.1 and convert to Vorbis.
04:02
< Derakon>
What's the 24 refer to?
04:02
<@Consul>
Quality level?
04:02
<@Consul>
24 bit
04:02
< Derakon>
Ah.
04:02
<@Consul>
It's my default for the raw recording.
04:03
< Derakon>
Um, whatever sounds good? Download size shouldn't be a huge issue, and we can always downsample if it is, right?
04:03
<@Consul>
No, it's called dithering when you go from 24 bit to 16 bit. :-P
04:03
< Derakon>
I don't notice sound distortion unless it gets really bad, so I'm not really the person to ask here. Use your best judgement.
04:03
<@Consul>
Downsampling is going from 96 khz to 44.1 khz sample rate.
04:03
< Derakon>
Ah, right.
04:03
<@Consul>
Resampling hurts sound a lot more than dithering does.
04:04
<@Consul>
And even then, most people, as you rightly say, don't notice.
04:04
<@Consul>
But what vorbis quality do you want? VBR 6? 8? CBR 128kbit?
04:05
<@Consul>
I'd say stick with CBR, at 192khz. Still compact, but none of the character of the sound should be affected.
04:05
<@Consul>
Err, 192kbit, sorry.
04:05
< Derakon>
Sure, sounds good. :)
04:05
<@Consul>
Actually, 128kbit with vorbis is better than with mp3. :-)
04:05
< Derakon>
MP3's a pretty old spec these days.
04:06
<@Consul>
Well, my default recording format is 24bit/44.1khz, so I'll just stick to it and convert as necessary.
04:06
<@Consul>
It all becomes 64-bit floats in the editing program anyway.
04:08
<@ToxicFrog>
Mmm, doubles.
04:08
<@ToxicFrog>
Crunchy.
04:13
<@Consul>
Finally, I get to contribute to an open source project in a way that I know something about.
04:13
<@Consul>
(Read: In a way that's interesting to me.)
04:15
< Derakon>
Hee. :)
04:17 * Derakon ponders setting up a dev blog for Jetblade.
04:17
< Derakon>
I mean, I have my gamedev filter on LJ, but that's more personal, not so much announcement/design/vision-based.
04:20
<@Consul>
May I make a suggestion for the sound effects engine?
04:20
< Derakon>
Shoot.
04:21
<@Consul>
Design a round-robin method of choosing between several files of the same sound.
04:21
<@Consul>
Here's the idea.
04:21
< Derakon>
Like, different variants of birdsong?
04:21
<@Consul>
There will be, say, four files of the same footfall. The same sound, but slightly different just because in the real world, no two footfalls are exactly alike.
04:22 * Derakon nods.
04:22
<@Consul>
See what I'm getting at?
04:22
< Derakon>
Makes.
04:22
< Derakon>
Er. Makes sense.
04:22
<@Consul>
This is a famous problem for sampled drums.
04:22
<@Consul>
The same snare sample played back in a fast roll has this machine gun effect.
04:22
< Derakon>
Heh.
04:23
< Derakon>
Reminds me of a video I watched of someone killing a Devil May Cry boss with the pistols, sped up to something like 500% normal speed.
04:23
< Derakon>
The pistols sounded like SMGs.
04:23
<@Consul>
But if you round-robin between six or eight hits of the same snare, the machine gun goes away.
04:23
<@Consul>
So, I'll probably choose upwards of four samples of each kind of footfall and whatever other sounds I gather.
04:24
<@Consul>
And then you can round-robin between them as they get played.
04:24
< Derakon>
...gotterdammerung. http://jetblade.blogspot.com/
04:24
<@Consul>
It seems like a minor detail, but trust me, it'll make a huge difference.
04:24 * Derakon nods.
04:24
< Derakon>
Thanks for the suggestion.
04:24
< Derakon>
Guess I'll have to use jetblade-project.blogspot.com instead...
04:25
<@Consul>
Of course, you also have to keep in mind how hard it might be to implement.
04:25
< Derakon>
Shouldn't be too hard.
04:25
<@Consul>
We'll decide on some standard naming scheme for the samples at some point.
04:26
<@Consul>
Heh
04:26
<@Consul>
Here I am saying "we" as if I have some say in the project now. :-/
04:26
< Derakon>
Well, they'll be split up into subdirectories, so it'll be something like data/sound/terrain/footfalls/grass or something.
04:26
< Derakon>
You certainly do!
04:26
<@Consul>
Well, let's see if I can deliver, first. ;-)
04:26
< Derakon>
Heh.
04:27
<@Consul>
And with that, I'll BRB...
04:36
<@Consul>
Man, how will I cope with this much backscroll?!
04:40
< Derakon>
Okay, the Jetblade project blog is up! http://jetbladeproject.blogspot.com/
04:50
<@Consul>
In the feed reader. :-)
04:50
< Derakon>
:)
05:00
<@Consul>
Have you selected a sound engine?
05:00
< Derakon>
At the moment I'm using PyGame, but that's easily-enough changed to anything that has the proper Python hooks.
05:00
< Derakon>
SDL's audio is full of spiders, so as soon as complicated requirements show up it'll probably get switched over to some OpenAL thing.
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05:02
<@Consul>
I'm kinda thinking about the music side of things now.
05:02
< Derakon>
Ahh.
05:02
< Derakon>
I do know that smoothly-looping sound in PyGame is nontrivial.
05:03
<@Consul>
Oh, I'm way beyond looping. :-P
05:03
<@Consul>
I'm thinking about generative scores.
05:03
< Derakon>
O_o
05:03
< Derakon>
Procedurally-generated music?
05:04
<@Consul>
Spore used Puredata (which has Python hooks) for theirs.
05:04
< Derakon>
I think if we go down that road, we also have to have procedurally-generated creatures, and then it's Spore all over again.
05:04
<@Consul>
No, no need to go that far.
05:05
< Derakon>
I was hyperbolating.
05:05
<@Consul>
Heh
05:05
< Derakon>
And if "hyperbolate" isn't a verb, well, it is now.
05:05
<@Consul>
The thing is, procedural music was much more the norm in the old days.
05:06
<@Consul>
Like the way the music in Space Invaders got faster as more aliens were blasted.
05:06
< Derakon>
Isn't that more reactive music? I think of "procedural music" as meaning that the tunes are made up by the computer.
05:07
<@Consul>
Well, the lines between the two are blurred.
05:07
< Derakon>
Altering pitch or tempo, or adding/removing tracks, to a human-written piece is different.
05:07
< Derakon>
In any event, in my personal heaven Jetblade's music would be written by the guy that composed Aquaria's soundtrack.
05:08
<@Consul>
I can't really help you there.
05:08
< Derakon>
Or, y'know, by one of the Super Metroid and/or Metroid Prime musicians. I'm not picky. :)
05:08
<@Consul>
You might be stuck with me. :-P
05:08
< Derakon>
Hee.
05:08
<@Consul>
And my prog rock stylings.
05:09
< Derakon>
I'm hoping that as the project becomes more and more of a game, more people will be interested in helping out. Not to denigrate your own skills, of course.
05:09
<@Consul>
Oh, to be honest, I'd be more than happy to let someone else have at the music. I really just want to do sound effects, design, and foley.
05:09 * Derakon nods.
05:10
<@Consul>
It's easy to find people who can do adequate music.
05:11
<@Consul>
Someone with the gear and drive to do lots of field recording for foley and sound design, they're a little harder to come by for free. :-)
05:12
< Derakon>
Heh.
05:13
<@Consul>
You'll notice I never said "skill", though.
05:13
<@Consul>
I'm confident I have enough skill to get started, but I'll be learning a lot as I go.
05:13
< Derakon>
That is absolutely fine.
05:14
< Derakon>
One of the reasons I open-sourced Jetblade was to give other people the opportunity to learn by working on a "real" project.
05:14 * Derakon reads the Wikipedia article on foley artists. "Hunh, apparently the sound of galloping horses is made by banging coconut shells together. How about that."
05:16
<@Consul>
My foley studio will be highly improvised. :-)
05:35
<@ToxicFrog>
Does anyone here grok CPAN?
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--- Log closed Sun Jul 19 05:49:56 2009
--- Log opened Sun Jul 19 05:50:01 2009
05:50 TheWatcher[zZzZ] [~chris@Nightstar-29731.dsl.in-addr.zen.co.uk] has joined #code
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06:02
<@Derakon>
Heyo, Rhamphoryncus: http://jetbladeproject.blogspot.com/
06:04
< Rhamphoryncus>
looking nifty
06:05
< Rhamphoryncus>
gah, another brownout
06:06
< Rhamphoryncus>
bad brownout, bad!
06:06
<@Derakon>
You have a UPS?
06:06
< Rhamphoryncus>
no
06:06
< Rhamphoryncus>
just wasn't enough to shut off the computer
06:06
< Rhamphoryncus>
speaker's more sensitive
06:06
<@Derakon>
Ahh.
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06:13
< Rhamphoryncus>
Computer stayed up. Router did not
06:13
<@Derakon>
Whups.
06:15
< Rhamphoryncus>
Firefox seems stuck in offline mode
06:16
< Rhamphoryncus>
interesting that gmail partially works
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06:46
< Rhamphoryncus>
restarted firefox.. came back with no saved windows.. restarted again.. came back with all my windows o.O
06:46
<@Derakon>
Heh.
06:46
<@Derakon>
I'm heading to bed. G'night.
06:47 Derakon is now known as Derakon[AFK]
06:52
<@SmithKurosaki>
Nihjy
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15:49
< MIMO>
hey
15:49
< MIMO>
kiss emkon 7ada ye7ke
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16:35
<@SmithKurosaki>
Damn, Troika and Deep seem to be hating each other
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18:17 * TheWatcher eyes
18:17
<@TheWatcher>
I think I have an unhealthy obsession with attempting to represent system designs diagramatically
19:08 Syloqs-AFH [~Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
19:10 * jerith takes TheWatcher's UML stencils away from him. >.>
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19:23
<@TheWatcher>
jerith: not uml (uml does my nut in), basically block diagrams that let me visualise how everything fits together
19:27
<@TheWatcher>
(probably Terribly Bad Practice, but sod it)
19:28
< jerith>
TheWatcher: Informal UML, then.
19:28
< jerith>
And it's very useful as long as you don't try to get too detailed.
19:28
< jerith>
Also, UML Activity Diagrams are fantastic.
19:29
< jerith>
They're basically sequences of messages between components.
19:53
<@Doctor_Nick>
im high
19:53
<@Doctor_Nick>
hell yeah im an op
19:53 mode/#code [+o Derakon] by ChanServ
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19:53
<@Derakon>
:p
19:53 mode/#code [+o Doctor_Nick] by Derakon
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19:54
<@Doctor_Nick>
:O
19:55 * jerith grins.
19:56 Irssi: #code: Total of 26 nicks [15 ops, 0 halfops, 0 voices, 11 normal]
19:56 * TheWatcher eyes you all
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19:56
<@TheWatcher>
Now you're just showing off ;P
19:57 mode/#code [-o Consul] by ChanServ
19:57
< Consul>
We should send a page or two of us just opping and deopping ourselves in to bash.org. :-P
19:58
<@jerith>
Guilty as charged.
19:59
<@jerith>
I'm surprised PinkFreud hasn't beat me about the head and shoulders with a bushel of punchcard for abusing my magic powers.
20:00
<@Derakon>
Ehh, practically everyone gets ops here anyway.
20:00
<@AnnoDomini>
The mods at bash.org are stuck up. Or otherwise don't find what I find funny funny.
20:06 Syloqs-AFH [Syloq@ServicesAdmin.Nightstar.Net] has quit [Connection reset by peer]
20:07 * TheWatcher eyes the fact that SDL_image doesn't actually have IMG_Save???_RW functions, bleghs vaguely
20:16 Syloqs_AFH [~Syloq@Admin.Nightstar.Net] has joined #code
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20:25 * TheWatcher eyes libpng and libjpeg, shrugs, sets about bending them to his will
20:25
<@McMartin>
That plus SDL_ImageFormat and SDL_Image::data will probably see you through.
20:26
<@TheWatcher>
Yup.
20:26
<@McMartin>
Don't forget to lock the image before conversion.
20:26 Syloqs_AFH [Syloq@Admin.Nightstar.Net] has joined #code
20:26
<@TheWatcher>
Kinda surprised that SDL_image is missing that sort of functionality, really
20:27
<@McMartin>
Likewise, though I suppose the "interesting" part was getting the rest of SDL's internals consistent.
20:27
<@Doctor_Nick>
im still high
20:27 Syloqs_AFH is now known as Syloqs-AFH
20:28 * TheWatcher drops Doctor_Nick in a vat of Li2CO3
20:30
<@Doctor_Nick>
>:O
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22:55 Rhamphoryncus [~rhamph@Nightstar-7168.ed.shawcable.net] has joined #code
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23:13 You're now known as TheWatcher[T-2]
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23:48
< Reiv>
Anyone dealt with WEKA prior?
23:49
< Reiv>
(Rather popular data mining/machine learning interface, apparently.)
23:57
<@Derakon>
Never heard of it.
--- Log closed Mon Jul 20 00:00:08 2009
code logs -> 2009 -> Sun, 19 Jul 2009< code.20090718.log - code.20090720.log >