I've been lurking around the SC2Mapster website and forums for assistance in a project I'm working on and was wondering if someone could help me. I'm working on submitting a performance piece and the premise is that we would take a Starcraft 2 match and "sonify" it by adding sound to actions and attributes of the game. At a high-level I'd like a mod (or map with mod applied to it) that would write a bunch of data to different banks and then I'd have an XML parser parsing that data and passing it to the sound engine. Things I'm looking to capture:
every A milliseconds, write out standing army size
every B milliseconds, write out units in production
every C milliseconds, write out research production tab (could be grouped up with above production tab I suppose)
whenever a unit dies, write out to bank
every D milliseconds, write out APM
trigger - move/attack/etc - write out what units/the command/destination (e.g. 5 marines, move, 77, 233)
every E milliseconds, write out where the current player's camera is focused on (e.g. 77, 100 (main base) or 122, 100 (middle of map somewhere))
every F milliseconds, write out current economy data (minerals, gas, supply)
every G milliseconds, write out units lost for player
I was wondering if anyone would like to help. I do understand that time is valuable so if anyone is interested, we could discuss anything I might've missed and compensation. From what I gather, I'm not trying to do anything too complicated here - it just seems there is a very steep curve to getting all this stuff working! :)
Hope we can work on this together. Obviously, you would be credited in the paper/performance write-up for your contributions.
IMHO, dont bother wasting your time on something like this.
It would require a 3rd party tool to read the bank.... which most people are not going to do.
The game has built in sounds for most of this stuff anyways.
If your really looking for a challenge.... then parse the replay files to create a "sound track" that goes along with the replay.
Writing to the banks inst exactly the most efficient thing in the world and would more likely either lock the game or lagg it to all fucking hell.
I'd be willing to code this for you for about 30 bucks an hour. Prolly involving 20-40 hours of coding minimum.
Youd be better off adding to sounds to the map file and playing the sounds in game rather then out of the game. This would avoid the time involved in writing to the file.....
could you be more specific about how you plan on using the xml file...... I could see pumping the data into some kinda midi sequencer to do neat things.... but it would just be neat......
like the sound of a swarm of bees getting ever so louder the larger your army is..... but yeah....
I made a prototype of my design already, writing out changes to minerals, vespene, and supply to different banks. I wrote my own XML parser using Ruby. The glue from XML parsing to the audio code is all done via OSC. I went into it thinking it would be terrible, but the latency across the entire system is not terrible. That said, I'm not sure what'll happen when we have 3-4 times more bank files. :)
Gah! A bit out of my budget, but thank you for offering. I'm getting hung up most on going from triggers such as "minerals changed" to grabbing data for a particular player on a timer. Not to mention, the data isn't organized as one would expect and there is no documentation. I've tried the Galaxy Editor and recently just coding directly in the .galaxy file and using the Galaxy editor, but it's all too opaque for me to figure out right now. Hehe... oh wells! :)
And I do like your replay idea and agree that it would be technically more feasible given we can "render" performances ahead of time, but I was hoping to make this a "live" performance piece!
Hi all!
I've been lurking around the SC2Mapster website and forums for assistance in a project I'm working on and was wondering if someone could help me. I'm working on submitting a performance piece and the premise is that we would take a Starcraft 2 match and "sonify" it by adding sound to actions and attributes of the game. At a high-level I'd like a mod (or map with mod applied to it) that would write a bunch of data to different banks and then I'd have an XML parser parsing that data and passing it to the sound engine. Things I'm looking to capture:
I was wondering if anyone would like to help. I do understand that time is valuable so if anyone is interested, we could discuss anything I might've missed and compensation. From what I gather, I'm not trying to do anything too complicated here - it just seems there is a very steep curve to getting all this stuff working! :)
Hope we can work on this together. Obviously, you would be credited in the paper/performance write-up for your contributions.
Thanks!
IMHO, dont bother wasting your time on something like this.
It would require a 3rd party tool to read the bank.... which most people are not going to do.
The game has built in sounds for most of this stuff anyways.
If your really looking for a challenge.... then parse the replay files to create a "sound track" that goes along with the replay.
Writing to the banks inst exactly the most efficient thing in the world and would more likely either lock the game or lagg it to all fucking hell.
I'd be willing to code this for you for about 30 bucks an hour. Prolly involving 20-40 hours of coding minimum.
Youd be better off adding to sounds to the map file and playing the sounds in game rather then out of the game. This would avoid the time involved in writing to the file.....
could you be more specific about how you plan on using the xml file...... I could see pumping the data into some kinda midi sequencer to do neat things.... but it would just be neat......
like the sound of a swarm of bees getting ever so louder the larger your army is..... but yeah....
just neat
@SouLCarveRR: Go
I made a prototype of my design already, writing out changes to minerals, vespene, and supply to different banks. I wrote my own XML parser using Ruby. The glue from XML parsing to the audio code is all done via OSC. I went into it thinking it would be terrible, but the latency across the entire system is not terrible. That said, I'm not sure what'll happen when we have 3-4 times more bank files. :)
Gah! A bit out of my budget, but thank you for offering. I'm getting hung up most on going from triggers such as "minerals changed" to grabbing data for a particular player on a timer. Not to mention, the data isn't organized as one would expect and there is no documentation. I've tried the Galaxy Editor and recently just coding directly in the .galaxy file and using the Galaxy editor, but it's all too opaque for me to figure out right now. Hehe... oh wells! :)
And I do like your replay idea and agree that it would be technically more feasible given we can "render" performances ahead of time, but I was hoping to make this a "live" performance piece!
GGs!