Don 39;t Care Sound Effect Download

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Tisa Timchak

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Jan 25, 2024, 9:40:52 AM1/25/24
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Introduction: Maternal care in marine decapods involves eggs caring in the brood compartment until the larvae hatch. This behavior mainly allows embryo mass oxygen supply, ensuring healthy embryonic development. The present study aimed to analyze the effect of different sound sources (anthropogenic and biologic) and their temporal patterns (low and high rate: 1 min of the sound stimulus + 5 min of silence and 1 min of the sound stimulus + 1 min of silence, respectively) on the maternal care of the key crab species, Neohelice granulata.

Results: Results demonstrated that the high rate anthropogenic stimuli, white noise and motorboat, affected all behavioral variables, increasing the still position and diminishing the maternal care behaviors. Otherwise, the predatory stimulus did not affect the still position although diminished the maternal care behaviors (high rate).

don 39;t care sound effect download


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Figure 1 Spectrograms and sound pressure level (Lp,rms dB re 1µPa) of 30 min duration of a playlist example of the different stimuli: motorboat, white noise and fish (8192 samples of FFT size, Hann window and signal superposition of 50%, Linear frequency scale).

Figure 3 Diagram of the experimental design used showing both phases, before and test, with the control and six levels (low and high rate motorboat, low and high rate white noise, low and high rate fish) in each phase. For each phase, a GLM was performed. In the test phase, the six red arrows represent the posthoc comparisons between the control and levels. The same design was applied for the three behavioral variables (still position, maternal care (flapping + probing) and flapping).

Citation: Sal Moyano MP, Ceraulo M, Luppi T, Gavio MA and Buscaino G (2023) Anthropogenic and biological sound effects on the maternal care behavior of a key crab species. Front. Mar. Sci. 10:1050148. doi: 10.3389/fmars.2023.1050148

I know there isn't supposed to be any sound in space, but I decided I didn't really care :) So I went ahead and added some sound effects to Cargo Space anyway... In this post, I describe the challenges with adding sound to a game with rollback-based netcode, and how I ended up solving them. I present my solution in detail so you could easily adapt it to your own rollback-based Bevy game.

The main issue with the naive approach, is that whenever rollbacks happen, any sound effects happening within the interval and now would be played again, playing on top of the already playing sound effects, just slightly offset. This is obviously not what we want.

With the naive approach, the burn-and-die sound would have already started playing, and will just keep playing, even though nobody actually died, leaving our players confused. It would be better to either stop the sound effect abruptly or perhaps quickly fade out the burn-and-die sound, so it causes minimal confusion.

Consider the scenario above, but the other player's timing is less fortunate, and they try to stop, slowing down, but still burns and dies in the fire. In both the predicted and the actual state, the player dies. We will just have started playing the sound effect slightly too early. In this case, depending on the timing and nature of the sound effects, it's probably best to just keep playing the sound effect, and ignore the time offset.

In order to track desired state, I leverage bevy_ggrs as much as possible. The sound effects that should be playing at any given time are just regular Entitys with a Rollback component on them and some metadata about the actual sound effect.

Since these entities are tracked by rollback, it will only ever be one of them for a given event in the game. When we roll back, sound effects within the rollback interval will be despawned (and then potentially respawned) as appropriate. This means RollbackSound entities for incorrectly predicted sounds will only exist for a very short time; that is, until we receive the actual contradicting player input.

Outside the rollback world, in the regular Update stage, I have a system that checks what sounds should have been playing and compares that to the sounds that are actually playing. If there are new RollbackSounds we haven't seen before, we start playing them:

Now, I promised I'd explain the (sub-)keys... As you can see, we keep a hashmap of the currently playing sounds. The RollbackSound::key method is used to index this hashmap, and it's simply the combination of the the actual sound we wanted to play, and the mysterious "sub-key".

So why did I add the sub-key? It's there to handle the situations like two players jumping at the same time. In that case, we actually want two jump sounds to play at the same time. If I hadn't added the sub-key, and just used the sound effect as the key, the desired to actual comparison would think it was the same sound playing, one just being a mis-predicted version of the other. So essentially the two players would "fight" over who gets to have their jump sound played.

So that's why I added the sub_key. In this case, we can simply add the rollback handle of the entity as a sub_key and the sounds would be treated as independently by the sound system. However, we'd still correctly handle incorrectly timed sound effects for each player properly.

As you can see, my code has some todos in it: I didn't implement seeking on time-critical sound effects, and I didn't make fading out configurable. The reason is that I don't actually have any time-critical sound effects yet, and I'm trying not to get ahead of myself by implementing too many features I don't need (YAGNI). I'm confident that I can easily get there, and that's enough.

So this piece of code feels very general and could be added to any game needing rollback and sounds. At the very least by games using bevy_ggrs and bevy_kira_audio. So on one hand, I kind of want to create a crate out of it, but I'm also having a bit of trouble wrapping my head around how to do "plug-ins" for the bevy_ggrs rollback schedule (since these systems need to exist both in the regular bevy schedule and in the rollback schedule).

It kind of feels like we would need a couple of more traits and functions in bevy_ggrs, however I strongly suspect the Bevy stageless RFC is going to turn any solution we come up with upside down, so instead I'll hold back until Bevy 0.10, and instead provide this handy devlog for anyone else wanting sound in their bevy_ggrs game.

As I was about to add a sound effect to the jetpack thruster, I discovered that looping sound effects actually don't need all this complex logic. For these kinds of sounds effects, it's enough to simply fade the sound in or out depending on the current state; in this case whether the jetpack is on or not.

The left window is muted and is the one receiving input, while the other one is desperately trying to keep up with a ping of over 800ms. As you'd expect the snapping is pretty horrible, but the sound effects still manage to convey some meaning:

Background and objectives: Environmental noises may create physiological and psychological disorders in patients hospitalized in the CCU. Therefore, this study was conducted to investigate the effects of nature sounds on physiological indicators among patients in the CCU.

Materials & methods: This randomized clinical trial was conducted on 93 patients hospitalized in the cardiac care units of three teaching hospitals in 2016. The patients were selected using the convenient method with three randomized blocks. The patients were assigned into three groups as nature sounds, silence that received a set of headphones without playing sounds, and control groups. In addition to routine care, the patients in the intervention group listened to nature sounds for 30 min using a set of headphones for two days. The patients in the control group only received routine care. In addition to routine care, the patients in the silence group used a set of headphones for 30 min to block noises and no sound was played for them. Physiological indicators such as heartbeat rate, systolic and diastolic blood pressures, respiration rate, and arterial O2 saturation were assessed using monitoring devices. Descriptive and inferential statistics were used for data analysis via the SPSS software.

Findings: Nature sounds and silence had no statistically significant effects on physiological indicators. However, a statistically significant difference was reported in the heart rate in the nature sound group before and after the intervention in the first day of the intervention (P = 0.046). In the second day of the intervention, there were statistically significant differences in the diastolic blood pressure in the nature sounds group (P = 0.028), heart rate (P = 0.001) and diastolic blood pressure (P = 0.013) in the silence group, and heart rate (P = 0.014) in the control group before and after the intervention.

Conclusion: Listening to nature sounds or the use of headphones blocked environmental noises and could influence mean arterial pressure. Future studies can examine the effects of this intervention implemented for a longer term using nature sounds by patients.

Background: Sound in hospital space has traditionally been considered in negative terms as both intrusive and unwanted, and based mainly on sound levels. However, sound level is only one aspect of the soundscape. There is strong evidence that exploring the positive aspect of sound in a hospital context can evoke positive feelings in both patients and nurses. Music psychology studies have also shown that music intervention in health care can have a positive effect on patient's emotions and recuperating processes. In this way, hospital spaces have the potential to reduce anxiety and stress, and make patients feel comfortable and secure. This paper describes a review of the literature exploring sound perception and its effect on health care.

Data sources and review methods: This review sorted the literature and main issues into themes concerning sound in health care spaces; sound, stress and health; positive soundscape; psychological perspective of music and emotion; music as a complementary medicine for improving health care; contradicting arguments concerning the use of music in health care; and implications for clinical practice. Using Web of Science, PubMed, Scopus, ProQuest Central, MEDLINE, and Google, a literature search on sound levels, sound sources and the impression of a soundscape was conducted. The review focused on the role and use of music on health care in clinical environments. In addition, other pertinent related materials in shaping the understanding of the field were retrieved, scanned and added into this review.

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