Sure. I have scripts to build my unity game on several platforms, the last is Android which then installs on my phone. It plays Ocarina of Time sound effects upon success or failure, since it can take several minutes, or randomly fail before then. In both cases it's nice to hear immediately that I should do something.
The same sound on success or failure?
Ask HN: Does anyone use sound effects in their dev environment?
251–260 of 336 posts
Re: Ask HN: Does anyone use sound effects in their dev environment?
#252Earlier quoted context omitted.
Yes I’m very interested. I had exactly the same idea, but solved it using the “say” command and a random grab from a set of strings. I’m a Python dev and I’m happy to contribute to a project is you get it started.
I'll set it up on GitHub in 1-2 days and publish it on Hacker News.
Re: Ask HN: Does anyone use sound effects in their dev environment?
#253I do think this is a great idea. I notice that I get super engaged with video games in part because the constant noise meshes well with ADHD, and so I'd love to see a VSCode extension of some sort that can do this.
Re: Ask HN: Does anyone use sound effects in their dev environment?
#254Re: Ask HN: Does anyone use sound effects in their dev environment?
#255One example is the Atacama Large Millimeter Array, that in practice is three separate arrays of telescopes (an array up to 50 dishes that are 12 meter diameter, an array up to 10 that are 7 meter diameter, and another up to 4 dishes that are 12 meters in diameter) that are observing different targets at the same time. Each array has its own kit of sound clips and after a few sessions it becomes second nature to identify which array needs attention by the sounds coming over the speaker. "Uh oh, looks like there's gonna be trouble!" followed by another announcement that the script was terminated. Then the array operator works on recovery while I would see if the script should be re-started or if weather conditions had changed enough to warrant a different choice of observation.
Similarly, optical telescopes often have audible alerts when integrations have finished and the data are being read off of the CCD/sensor.
Re: Ask HN: Does anyone use sound effects in their dev environment?
#256In highschool my friend wrote a mIRC script that waited in our city's DALnet channel for someone to announce they were *\f\(our city), and would DM them hello, start a conversation and if they responded the script would announce "babyfaceangel16 is female". He'd turn it up and go play N64, and occasionally his computer would announce he's in a conversation with a girl so he'd drop the controller and pick up the conve…
The dating game has always been a lot like fishing. Did he ever get a real date this way?
Re: Ask HN: Does anyone use sound effects in their dev environment?
#257 $ bash long_build_script.sh; say job done
$ sleep 1; say job doneRe: Ask HN: Does anyone use sound effects in their dev environment?
#258Re: Ask HN: Does anyone use sound effects in their dev environment?
#259I use TDD, so I’m running the build every few minutes. The build (including tests) only takes half a second, so I can hit save, hear a sound, and continue programming without looking at the output. It’s surprisingly nice.
Re: Ask HN: Does anyone use sound effects in their dev environment?
#260Earlier quoted context omitted.
Xcode has this functionality. You can attach a system sound to a breakpoint. I used it exactly once when I was trying to determine if two events always happened in the same order and were always equally spaced in time. It worked well but drives you sort of mad after a while.
One interesting way of using this I've heard of; is attaching it to a `-[UIViewController dealloc]`, and being able to "hear" (or rather notice the lack of sound) retain cycles this way.