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PyLNP manifest and Readme
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README.html

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README.md

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# SoundCenSe
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# SoundCenSe v1.4.0 #
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Based on ZweiStein's SoundSense, this is a c# port to get rid of installing java on windows systems.
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SoundCenSe is a audio engine for Dwarf Fortress based on ZweiStein's SoundSense written in c#/gtk.
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Using the [fmod audio](http://fmod.org "fmod audio") libraries by Firelight Technologies there is now full volume control for all sound channels.
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**System requirements:**
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*System requirements:*
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Windows:
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- Mono or .NET 4.0 (depending on your OS)
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- a sound card
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- Dwarf Fortress
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- Fun
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- .NET 4.0 ([https://download.microsoft.com/download/9/5/A/95A9616B-7A37-4AF6-BC36-D6EA96C8DAAE/dotNetFx40_Full_x86_x64.exe](https://download.microsoft.com/download/9/5/A/95A9616B-7A37-4AF6-BC36-D6EA96C8DAAE/dotNetFx40_Full_x86_x64.exe))
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- GTK-Sharp ([http://download.xamarin.com/GTKforWindows/Windows/gtk-sharp-2.12.38.msi](http://download.xamarin.com/GTKforWindows/Windows/gtk-sharp-2.12.38.msi))
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- Microsoft Visual c++ runtime redistributables 2013 ([https://download.microsoft.com/download/3/8/7/387A0F10-C0C1-4C74-82A9-4BB741342366/vcredist_x86.exe](https://download.microsoft.com/download/3/8/7/387A0F10-C0C1-4C74-82A9-4BB741342366/vcredist_x86.exe))
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If it doesn't seem to start, please check the Log.txt, there might be clues to what is missing.
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On windows you have to install the gtk-sharp libraries ([http://www.mono-project.com/download/#download-win](http://www.mono-project.com/download/#download-win)).
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On linux or OSX apparently the mono framework (successfully tested on a debian with mono version 3.28) and the gtk libraries are needed.
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Memory footprint is around 30-45 MB, cpu load around 1.5% on a 4-core AMD phenom II X4 @ 3.2GHz.
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Linux:
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- mono-complete
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- gtk-sharp2
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Don't know for sure for OSX, but mono and gtk-sharp should do the trick.
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**Usage:**
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Just start the SoundCenSeGTK.exe (linux users without binutils fix need to use 'mono SoundCenSe.exe').
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## First start: ##
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Since no sound files are provided in this download, you need to update the sound packs first or point the Soundpack Path to the appropriate folder.
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More on that below
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## The audio tab ##
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On the audio tab you see the different channels (SFX, music, weather, swords and trading).
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On the right side of each of the channels you have a volume and a mute control. Changes are save on closing SoundCenSe.
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On the bottom of each channel you can show/hide the last 5 played sounds, which you can disable with the little button on the left side. Once you disabled a sound, it will not be played anymore until you remove it again from the *Disabled Sounds* tab, by again clicking the little button on the left side.
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## The update tab ##
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By clicking *Update Soundpack* the chosen soundpack folder will be checked and updated accordingly.
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Please wait for the update to finish until you start Dwarf Fortress.
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## The configuration tab ##
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First, there is the path to the soundpack folder. Click on the ... button to change it.
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Windows users have an additional checkbox for auto-detection of dwarf fortress or static path to the gamelog.
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If you choose to use a static path, you can click the ... button to change the folder.
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## The credits tab ##
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Especially pay attention to this tab, since without these guys, there wouldn't be a SoundCenSe at all.
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- ZweiStein for his good work on SoundSense
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- jecowa for his efforts on OSX testing
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Last changed: 8/13/2016 6:45:56 PM

SoundCenSe GTK/SoundCenSeGTK/SoundCenSeGTK.csproj

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<None Include="libfmod.so">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="manifest.json">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="..\..\README.md">
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<Link>README.md</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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<None Include="..\..\README.html">
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<Link>README.html</Link>
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Enums\" />
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{
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"author": "Algorithman",
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"content_version": "1.4.0",
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"df_min_version": "0.34.11",
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"df_max_version": "",
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"title": "SoundCenSe GTK",
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"tooltip": "A c# audio engine for Dwarf Fortress based on Zweistein's SoundSense",
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"win_exe": "SoundCenSeGTK.exe",
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"readme": "README.html"
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}

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