Algodoo needs SOUND!!!

Suggest changes and improvements to Algodoo.

Algodoo needs SOUND!!!

Postby simey j dude » Mon Oct 12, 2009 5:15 pm

i think Algodoo RRRREEEAAALLLYYYYY needs sound like to make car engine, music, i duno maby with the
web cam (or whatever that's called)you could make little tutorials or movies :mrgreen: :clap: :D :) ;)
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Re: Algodoo needs SOUND!!!

Postby Sniperkasa » Mon Oct 12, 2009 5:16 pm

This has been suggested before.
But as in the other posts - I agree. This could become pretty cool, but then again people could use it to spam something causing seizures..
Anyways - support.
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Re: Algodoo needs SOUND!!!

Postby Sonic » Mon Oct 12, 2009 5:51 pm

I agree, but it's really not a priority. Personally I like being able to listen to my music uninterrupted while playing Phun.
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Re: Algodoo needs SOUND!!!

Postby Fujitsu » Mon Oct 12, 2009 9:55 pm

Sonic wrote:I agree, but it's really not a priority. Personally I like being able to listen to my music uninterrupted while playing Phun.


Realistically, it would be optional, like the grid, auto-glue and borders.

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Re: Algodoo needs SOUND!!!

Postby Rhett97 » Mon Oct 12, 2009 10:04 pm

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[list][list=][*]Support[/list][/list]
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Re: Algodoo needs SOUND!!!

Postby Conundrumer » Tue Oct 13, 2009 12:54 am

Major support. It adds one more level of interactivity to Phun.
I still dont' know what the speed of sound value in the config is for.
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Re: Algodoo needs SOUND!!!

Postby Versieon » Tue Oct 13, 2009 2:32 am

Speed of sound value is how fast pressure waves move in a liquid... i think...
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Re: Algodoo needs SOUND!!!

Postby Conundrumer » Tue Oct 13, 2009 2:34 am

I really don't understand how that works since each water particle is its own entity
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Re: Algodoo needs SOUND!!!

Postby Versieon » Tue Oct 13, 2009 2:37 am

when there is a pressure exerted on the water, the particals are supposed to react and push on each other close to the speed of sound, I don't know why, but....
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Re: Algodoo needs SOUND!!!

Postby Chronos » Tue Oct 13, 2009 6:31 am

already suggested on this forum

but i support
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Re: Algodoo needs SOUND!!!

Postby immibis » Tue Oct 13, 2009 8:11 am

The human ear can hear sounds at something like 50Hz to 17kHz. Phun simulates at 100Hz. You need at least two timesteps per cycle for a sound wave, so Phun would only be able to simulate sound at 50Hz and lower, which you can't hear anyway.

So there's no point.
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Re: Algodoo needs SOUND!!!

Postby Mystery » Tue Oct 13, 2009 8:25 am

Well that just stupid. There is no need for the sound to act realistically just sound.
And also I think the speed of sound is one of Emil's many "Experimental" variable that were never deleted from the game.

Once this is put in to the game scenes will quickly become cumbersome in size (assuming they work like textures)
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Re: Algodoo needs SOUND!!!

Postby electronicboy » Tue Oct 13, 2009 5:43 pm

it could be an experimental value not deleted.
or sound could be possible in the game already but deleted due to extreme buggyness
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Re: Algodoo needs SOUND!!!

Postby Sonic » Tue Oct 13, 2009 6:03 pm

I think I remember seeing Speed of Sound while I was digging through the Config file looking for variables to mess around with. It doesn't do anything when changed, so it's probably in the game but never used.
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Re: Algodoo needs SOUND!!!

Postby izacque » Tue Oct 13, 2009 10:54 pm

It could be an adition to thyme. onCollide, play sample "sample"
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Re: Algodoo needs SOUND!!!

Postby Physicsguy » Wed Oct 14, 2009 3:52 am

Well, like I always do, here's my programming in English.

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For each solid object that hits (touches) another solid object, calculate force, and if force is less than, say,  less than or equal to 10, play 'softSS.mp3' else if sound is less than or equal to 30, play 'medSS.mp3' else if sound is over 50, play 'loudSS.mp3'.

For each solid object that hits (touches) a water entity, calculate splash radios, if splash radios if less than or equal to 10, play 'softSL.mp3', else if radios is less than or equal to 30, play 'medSL.mp3', else if radios is more than 50, play 'loudSL.mp3'.

For each liquid collision, calculate force given to each entity of the liquid colliding, and same concept as above, except sound files would be LL.


SS - Solid-Solid collision (bang sound)
SL/LS - Solid-Liquid collision (thwock sound)
LL - Liquid-Liquid collision (splash sound)

:D

Or you could just adjust the volume or a preset sound file. :?:

And Mystery is right, the filesize could be huge, and Chronos is also right, what if users don't want to hear sound?

-Option to turn off sounds

-Algobox option to download extra sounds included that users made, otherwise the preset sounds included in Algodoo would just be called upon like I said above. It wouldn't make a difference to filesize.
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Re: Algodoo needs SOUND!!!

Postby Sonic » Wed Oct 14, 2009 6:28 pm

That's a great idea! Awesome man!
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Re: Algodoo needs SOUND!!!

Postby izacque » Thu Oct 15, 2009 12:03 am

I'm not fond of the inherant sounds, but if there would be an option to turn them off, ok.
What I'm really interested in, though is a scripting ability to add to the onCollide function so we could play custom sounds.
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Re: Algodoo needs SOUND!!!

Postby Username? » Thu Oct 15, 2009 10:04 am

I think you mean that:
onCollide = (e)=> {playsound "somehitsound"}
or
onLaserHit = (e)=> {playsound "somelasersound"}
stereo effect would be great, too.
Check my most scripted scene
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Re: Algodoo needs SOUND!!!

Postby izacque » Thu Oct 15, 2009 10:26 pm

exactly
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Re: Algodoo needs SOUND!!!

Postby Joel » Fri Oct 16, 2009 10:35 am

Sound is a very intriguing question, and what kind of ambient/event sound should be played is a pretty big issue.

Versieon wrote:Speed of sound value is how fast pressure waves move in a liquid... i think...

Conundrumer wrote:I really don't understand how that works since each water particle is its own entity

Versieon wrote:when there is a pressure exerted on the water, the particals are supposed to react and push on each other close to the speed of sound, I don't know why, but....


A bit off-topic, but the speed of sound is also the speed of push, that is, how fast after you push one end of an object the other starts moving. Sound travels through vibrations and vibrations are pushes, thus the speed of sound is the same as the speed of push.
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Re: Algodoo needs SOUND!!!

Postby admin » Sat Oct 17, 2009 5:46 pm

What can I say. Yes, Algodoo needs SOUND!
It will happen ;)

However, we want to do something that is a bit more fancy than just playing sounds on events...
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Re: Algodoo needs SOUND!!!

Postby Conundrumer » Sat Oct 17, 2009 6:25 pm

admin wrote:However, we want to do something that is a bit more fancy than just playing sounds on events...

Le gasp
Classified information, I see...
And I will bring up this question once again: How would (old school) rockets sound?
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Re: Algodoo needs SOUND!!!

Postby Sniperkasa » Sat Oct 17, 2009 7:35 pm

Conun.. whooooosh?
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Re: Algodoo needs SOUND!!!

Postby Physicsguy » Sun Oct 18, 2009 3:08 pm

admin wrote:However, we want to do something that is a bit more fancy than just playing sounds on events...


Woah... I'M SO EXCITED!! Wow, this is going to be amazing. Algodoo is probably the most advanced and most developed (as well as most popular) physics engine/toy that exists! And it just gets better and better! Is it possible to make it any better after sound? I don't know, but with the geniuses at Algoryx, anything is possible!

I really can't explain how amazed I am with the program and it's community! One day I can say I was a proud beta tester of the overall bet physics game in the world!

:D

Like what, though? Like background music, or maybe wind? Yes, wind would make an awesome feature! It would whistle when siphoned through small spaces, and it would have a gradual force on objects!
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