Nostalgia Bucklespring Keyboard Sound

Total Page:16

File Type:pdf, Size:1020Kb

Nostalgia Bucklespring Keyboard Sound zevv / bucklespring Dismiss Join GitHub today GitHub is home to over 20 million developers working together to host and review code, manage projects, and build software together. Sign up Nostalgia bucklespring keyboard sound 128 commits 2 branches 5 releases 17 contributors GPL-2.0 master New pull request Find file Clone or download Fetching latest commit… img Moved images, added buckle animated gif Mar 12, 2017 mac/lib/pkgconfig Add mac support Aug 16, 2016 wav Merge pull request #36 from vain/remove-artifacts Nov 7, 2016 .gitignore Added *.exe to .gitignore Jun 22, 2017 LICENSE Added LICENCE Sep 16, 2016 Makefile Makefile: replaced rm -f with $(RM) Jun 23, 2017 README.md Hacky fix to use -s Oct 19, 2017 buckle.h Added libinput scan backend Mar 5, 2017 main.c Hacky fix to use -s Oct 19, 2017 rec.c Added alternate wav set. Not happy with the qualility because of bad … Feb 3, 2016 scan-libinput.c Added libinput scan backend Mar 5, 2017 scan-mac.c Added libinput scan backend Mar 5, 2017 scan-windows.c Win32: changed long to INT_PTR Jun 22, 2017 scan-x11.c Added libinput scan backend Mar 5, 2017 README.md Nostalgia bucklespring keyboard sound Copyright 2016 Ico Doornekamp This project emulates the sound of my old faithful IBM Model-M space saver bucklespring keyboard while typing on my notebook, mainly for the purpose of annoying the hell out of my coworkers. Bucklespring runs as a background process and plays back the sound of each key pressed and released on your keyboard, just as if you were using an IBM Model-M. The sound of each key has carefully been sampled, and is played back while simulating the proper distance and direction for a realistic 3D sound palette of pure nostalgic bliss. To temporarily silence bucklespring, for example to enter secrets, press ScrollLock twice (but be aware that those ScrollLock events are delivered to the application); same to unmute. The keycode for muting can be changed with the -m option. Use keycode 0 to disable the mute function. Installation Debian Bucklespring is available in the latest Debian and Ubuntu dev-releases, so you can install with $ sudo apt-get install bucklespring Linux, building from source To compile on debian-based linux distributions, first make sure the require libraries and header files are installed, then simply run make : Dependencies on debian $ sudo apt-get install libopenal-dev libalure-dev libxtst-dev Dependencies on arch linux $ sudo pacman -S openal alure libxtst Building $ make $ ./buckle The default Linux build requires X11 for grabbing events. If you want to use Bucklespring on the linux console or Wayland display server, you can configure buckle to read events from the raw input devices in /dev/input. This will require special permissions for buckle to open the devices, though. Build with $ make libinput=1 Using snap on Ubuntu (since 16.04) and other distros $ sudo snap install bucklespring $ bucklespring.buckle The snap includes the OpenAL configuration tweaks mentioned in this README. See http://snapcraft.io/ for more info about Snap packages MacOS I've heard rumours that bucklespring also runs on MacOS. I've been told that the following should do: $ brew install alure pkg-config $ git clone https://github.com/zevv/bucklespring.git && cd bucklespring $ make $ sudo ./buckle Note that you need superuser privileges to create the event tap on Mac OS X. Windows I think the windows build is currently broken, it seems that switching from Freelut to Alure broke windows, I might fix this one day. I suspect there is something wrong with alureCreateBufferFromFile() getting called from another thread in the key capture callback, but my knowledge of the win32 platform is so poor I'm not even able to run a debugger to see what is happening. Help from an expert is much appreciated. Usage usage: ./buckle [options] options: -d DEVICE use OpenAL audio device DEVICE -f use a fallback sound for unknown keys -g GAIN set playback gain [0..100] -m CODE use CODE as mute key (default 0x46 for scroll lock) -M start the program muted -h show help -l list available openAL audio devices -p PATH load .wav files from directory PATH -s WIDTH set stereo width [0..100] -v increase verbosity / debugging OpenAL notes Bucklespring uses the OpenAL library for mixing samples and providing a realistic 3D audio playback. This section contains some tips and tricks for properly tuning OpenAL for bucklespring. The default OpenAL settings can cause a slight delay in playback. Edit or create the OpenAL configuration file ~/.alsoftrc and add the following options: period_size = 32 periods = 4 If you are using headphones, enabling the head-related-transfer functions in OpenAL for a better 3D sound: hrtf = true When starting an OpenAL application, the internal sound card is selected for output, and you might not be able to change the device using pavucontrol. The option to select an alternate device is present, but choosing the device has no effect. To solve this, add the following option to the OpenAL configuration file: allow-moves = true.
Recommended publications
  • Game Audio Via Openal
    Game Audio via OpenAL Summary In the Graphics For Games module, you learnt how to use OpenGL to create complex graphical scenes, improving your programming skills along the way, and learning about data structures such as scene graphs. In this workshop, you'll see how to add sounds to your game worlds using the OpenAL sound library. New Concepts Sound in games, OpenAL, PCM audio, binary file formats, FourCC codes, WAV files, limited resource management Introduction Audio has played an important part in gaming almost as long as there have been games to play - even Pong back in 1972 had simple sound effects. We've moved a long way from then; the 80s brought dedicated audio hardware such as the Commodore 64's SID chip that could play 3 simultaneous syn- thesised sounds, and later the Amiga brought the ability to play audio samples to the home gaming market. In modern gaming hardware, we can expect to hear many simultaneous sounds and music tracks, often in surround sound. Game developers now employ dedicated sound engineers that will carefully adjust the sounds in each game release to create an immersive aural experience - making sure that each individual sound is uniquely identifiable and correctly equalised, and that every music track suits the situation they will be played in. At the heart of a game's audio experience is the code that plays back the game sounds, and cal- culates which speakers they should use - the sound system. Although we can't hope to compete with the complex sound systems of AAA games, we should still be able to make a robust, simple system for the addition of sound in our 3D games, and that's what this workshop will assist you in creating.
    [Show full text]
  • Foundations for Music-Based Games
    Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games.
    [Show full text]
  • Surround Sound in Linux
    SURROUND SOUND IN LINUX 1. Introduction Getting applications in Linux to play surround sound can involve some work, especially when you want the highest quality. Don't think you're done just because you can hear sound, surround or otherwise. It's possible you still need to do some fine-tuning and calibration to get the most out of it. In this article, I will show you what you need to do get surround sound working properly, in both games and other applications. When you're done, there's no reason to boot Windows to watch movies anymore. In fact, the sound quality is possibly higher than you were used to in windows. Read on to find out why. Note that I'm not talking about duplicating the audio of the front speakers to the rear speakers. Two channel sources are to be played back on two speakers. Anybody who tells you otherwise doesn't know what stereo-imaging and soundstages are. What I mean by surround sound, is playing four or more channels of source audio, like surround sound in games and DVD movies. What you first need to do, get Alsa to work. For most people, this is no issue, and is already done. Note: there is actually a mistake in this article. The 10 dB boost with which the LFE channel is supposed to be played back is not included. I'm working on a correction. 2. Setting up a custom Alsa device Most applications output in 5.1. If you only have a 4.0 soundcard, like me, you have to make a custom sound device for the applications that don't provide downmixing themselves, or if you don't trust applications to downmix properly (like me...).
    [Show full text]
  • 仮想の “音の部屋” によるコミュニケーション・メディア Voiscape の JMF と Java 3D を使用した実装
    情報処理学会 DPS/CSEC 研究会 2004-3-5 (改訂版) 仮想の “音の部屋” によるコミュニケーション・メディア voiscape の JMF と Java 3D を使用した実装 金田 泰 日立製作所 中央研究所 〒185-8601 東京都国分寺市東恋ヶ窪1-280 E-mail: [email protected] 電話にかわるべき音声コミュニケーション・メディア voiscape の確立をめざして研究をおこなっている. Vois- cape においては 3 次元オーディオ技術によってつくられた仮想的な “音の部屋” を使用するが,音声通信と 3 次元音声にくわえて 3 次元グラフィクスを使用するプロトタイプを PC 上に開発した. このプロトタイプにお いては音声のキャプチャと通信のために JMF (Java Media Framework),3 次元音声 / グラフィクスのために Java 3D を使用した. 開発前はこれらの API をつなげば必要な基本機能がほぼ実現できるとかんがえてい たが,実際にはこれらを直接つなぐことはできず,3 次元音声のためには Java 3D のインタフェースをとおし て OpenAL を使用した. また,プロトタイプにおいては音質劣化や遅延などの問題を容易に解決することが できなかったが,試行をかさねてこれらの問題をほぼ解決した. An Implementation of a Virtual “Sound Room” Based Communication-Medium Called Voiscape Using JMF and Java 3D Yasusi Kanada Hitachi Ltd., Central Research Laboratory Higashi-Koigakubo 1-280, Kokubunji, Tokyo 185-8601, Japan E-mail: [email protected] The author researches toward establishing voice communication media called voiscape which shall replace telephone. A virtual “sound room” that is created by spatial audio technology is used in voiscape. We devel- oped a prototype on PCs, in which 3-D graphic is used for supplementing spatial autio. In this prototype, JMF (Java Media Framework) was used for voice capturing and communication, and Java 3D was used for spatial audio and 3-D graphics. Before the development, the author had believed that the basic functions required for the prototype would be realized by connecting these APIs. However, in fact, they cannot be connected di- rectly, so we used OpenAL through the interface of Java 3D. We also encountered problems of sound quality degradation and delay, but they have been almost solved by refining the program by trial and error. 1.
    [Show full text]
  • Creative Portable Audio & Video Users Guide
    User’s Guide Model No.: GH0260 Congratulations! Thank you for choosing the Sound Blaster EVO USB entertainment headset. Connect it to your computer and you are about to experience the legendary audio quality of Sound Blaster. The EVO USB enhances the quality of all your audio content, even from online streaming sources such as YouTube. Its beamforming dual microphone array guarantees crystal clear communication in any environment. Beyond that, it allows you to connect to your mobile devices and enjoy high quality audio on the go! Package Checklist Your Sound Blaster EVO USB package comes with the following: l The Sound Blaster EVO USB l MicroUSB-to-USB cable - Length: 1.8m (5.91ft) l 4-pole analog cable - Length: 1.2m (3.94ft) l Quick Start leaflet Minimum System Requirements l Intel Core™2 Duo processor 2.2 GHz, AMD Athlon 64x2 Dual Core or equivalent processor l Microsoft® Windows® 8 64-bit or 32-bit, Windows 7 64-bit or 32-bit, Windows Vista 64-bit or 32-bit; Macintosh OS X 10.5.8 and above l 1GB RAM l Powered USB 2.0/3.0 port Note: Due to programming changes, the recommended system requirements for the software and applications may change over time. Overview 1 2 3 5 4 OR 1 - Adjustable Headband 2 - Volume Control Multifunction Button 3 - (for calls and playback) 4 - 4-Pole Analog Jack 5 - MicroUSB Port Flexible Connection Options 4-pole Analog Cable to your Smart Devices USB Cable to your PC/Mac Splitter Cable* to your Soundcard * Cable not included Using Your Sound Blaster EVO USB Set up your headset in three simple steps: 1.
    [Show full text]
  • Mac OS X Server
    Mac OS X Server Version 10.4 Technology Overview August 2006 Technology Overview 2 Mac OS X Server Contents Page 3 Introduction Page 5 New in Version 10.4 Page 7 Operating System Fundamentals UNIX-Based Foundation 64-Bit Computing Advanced BSD Networking Architecture Robust Security Directory Integration High Availability Page 10 Integrated Management Tools Server Admin Workgroup Manager Page 14 Service Deployment and Administration Open Directory Server File and Print Services Mail Services Web Hosting Enterprise Applications Media Streaming iChat Server Software Update Server NetBoot and NetInstall Networking and VPN Distributed Computing Page 29 Product Details Page 31 Open Source Projects Page 35 Additional Resources Technology Overview 3 Mac OS X Server Introduction Mac OS X Server version 10.4 Tiger gives you everything you need to manage servers in a mixed-platform environment and to con gure, deploy, and manage powerful network services. Featuring the renowned Mac OS X interface, Mac OS X Server streamlines your management tasks with applications and utilities that are robust yet easy to use. Apple’s award-winning server software brings people and data together in innovative ways. Whether you want to empower users with instant messaging and blogging, gain greater control over email, reduce the cost and hassle of updating software, or build your own distributed supercomputer, Mac OS X Server v10.4 has the tools you need. The Universal release of Mac OS X Server runs on both Intel- and PowerPC-based The power and simplicity of Mac OS X Server are a re ection of Apple’s operating sys- Mac desktop and Xserve systems.
    [Show full text]
  • The Linux Gamers' HOWTO
    The Linux Gamers’ HOWTO Peter Jay Salzman Frédéric Delanoy Copyright © 2001, 2002 Peter Jay Salzman Copyright © 2003, 2004 Peter Jay SalzmanFrédéric Delanoy 2004-11-13 v.1.0.6 Abstract The same questions get asked repeatedly on Linux related mailing lists and news groups. Many of them arise because people don’t know as much as they should about how things "work" on Linux, at least, as far as games go. Gaming can be a tough pursuit; it requires knowledge from an incredibly vast range of topics from compilers to libraries to system administration to networking to XFree86 administration ... you get the picture. Every aspect of your computer plays a role in gaming. It’s a demanding topic, but this fact is shadowed by the primary goal of gaming: to have fun and blow off some steam. This document is a stepping stone to get the most common problems resolved and to give people the knowledge to begin thinking intelligently about what is going on with their games. Just as with anything else on Linux, you need to know a little more about what’s going on behind the scenes with your system to be able to keep your games healthy or to diagnose and fix them when they’re not. 1. Administra If you have ideas, corrections or questions relating to this HOWTO, please email me. By receiving feedback on this howto (even if I don’t have the time to answer), you make me feel like I’m doing something useful. In turn, it motivates me to write more and add to this document.
    [Show full text]
  • Learning Core Audio: a Hands-On Guide to Audio Programming For
    Learning Core Audio "EEJTPO8FTMFZ -FBSOJOH 4FSJFT 7JTJU LQIRUPLWFRPOHDUQLQJVHULHV GPS B DPNQMFUF MJTU PG BWBJMBCMF QVCMJDBUJPOT 5IF $GGLVRQ:HVOH\ /HDUQLQJ 6HULHV JTBDPMMFDUJPOPGIBOETPOQSPHSBNNJOH HVJEFT UIBU IFMQ ZPV RVJDLMZ MFBSO B OFX UFDIOPMPHZ PS MBOHVBHF TP ZPV DBO BQQMZXIBUZPVWFMFBSOFESJHIUBXBZ &BDI UJUMF DPNFT XJUI TBNQMF DPEF GPS UIF BQQMJDBUJPO PS BQQMJDBUJPOT CVJMUJO UIF UFYU 5IJT DPEF JT GVMMZ BOOPUBUFE BOE DBO CF SFVTFE JO ZPVS PXO QSPKFDUT XJUIOPTUSJOHTBUUBDIFE.BOZDIBQUFSTFOEXJUIBTFSJFTPGFYFSDJTFTUP FODPVSBHFZPVUPSFFYBNJOFXIBUZPVIBWFKVTUMFBSOFE BOEUPUXFBLPS BEKVTUUIFDPEFBTBXBZPGMFBSOJOH 5JUMFTJOUIJTTFSJFTUBLFBTJNQMFBQQSPBDIUIFZHFUZPVHPJOHSJHIUBXBZBOE MFBWF ZPV XJUI UIF BCJMJUZ UP XBML PGG BOE CVJME ZPVS PXO BQQMJDBUJPO BOE BQQMZ UIFMBOHVBHFPSUFDIOPMPHZUPXIBUFWFSZPVBSFXPSLJOHPO Learning Core Audio A Hands-On Guide to Audio Programming for Mac and iOS Chris Adamson Kevin Avila Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Cape Town • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products Editor-in-Chief are claimed as trademarks. Where those designations appear in this book, and the publish- Mark Taub er was aware of a trademark claim, the designations have been printed with initial capital Senior Acquisitions letters or in all capitals. Editor The authors and publisher have taken care in the preparation of this book, but make no Trina MacDonald expressed or implied warranty
    [Show full text]
  • Creative Openal Programmer's Reference
    Creative OpenAL Programmer’s Reference Version 1.0 Table of Contents ABOUT THIS DOCUMENT....................................................................................................................... 4 INTRODUCTION............................................................................................................................................ 4 INTENDED AUDIENCE.................................................................................................................................. 4 OTHER OPENAL RESOURCES ...................................................................................................................... 4 INTRODUCTION TO OPENAL................................................................................................................ 5 INITIALIZING/EXITING................................................................................................................................. 5 LISTENER PROPERTIES ................................................................................................................................6 BUFFER PROPERTIES ................................................................................................................................... 7 SOURCE PROPERTIES ................................................................................................................................... 7 QUEUING BUFFERS ON A SOURCE ............................................................................................................... 9 DOPPLER SHIFT ........................................................................................................................................
    [Show full text]
  • Creative Labs Sound Blaster Z Sound Card Manual.Pdf
    SB1500 / SB1502 SB1506 User’s Guide Introduction Congratulations on your purchase of Creative's latest audio revolution, Sound Blaster Z-Series! With cutting edge technology from the leaders in PC audio, Sound Blaster Z-Series will give you years of reliable entertainment on your PCI Express (PCIe®) enabled personal computer. This User Guide contains software installation and usage information for your audio card. System Requirements Minimum Requirements ® ® l Intel Core™2 Duo or AMD processor equivalent (Core™2 2.0 GHz, AMD processor equivalent or faster recommended) l Intel or AMD compatible motherboard ® ® l Microsoft Windows 8 32-bit or 64-bit; Windows 7 32-bit or 64-bit l 1 GB RAM l >600 MB of free hard disk space l Available PCI Express slot* l CD or DVD drive for software installation l High quality headphones or powered amplified speakers (available separately) Additional Requirements (where applicable) DVD-Video l 6x or faster DVD drive ® ® ® ® l DVD player software such as InterVideo WinDVD or CyberLink PowerDVD (latest version recommended) installed. l 5.1 speakers for optimal listening experience Notes l *Some motherboards reserve the PCI Express x16 slots for video cards only. Use a x1 or x4 slot instead. For more information, consult the documentation of your motherboard. l Other applications may have higher system requirements. For more information, consult the documentation of your application. Introduction 1 More Help For the latest news and products for Sound Blaster, visit www.soundblaster.com. The site also includes information on making purchases, technical help, and the latest driver updates. Using Creative Software AutoUpdate Locating, downloading, and installing updates for your Creative products is now simpler and faster with the web-based Creative Software AutoUpdate system.
    [Show full text]
  • Application Specific Programmable Processors for Reconfigurable Self-Powered Devices
    C651etukansi.kesken.fm Page 1 Monday, March 26, 2018 2:24 PM C 651 OULU 2018 C 651 UNIVERSITY OF OULU P.O. Box 8000 FI-90014 UNIVERSITY OF OULU FINLAND ACTA UNIVERSITATISUNIVERSITATIS OULUENSISOULUENSIS ACTA UNIVERSITATIS OULUENSIS ACTAACTA TECHNICATECHNICACC Teemu Nyländen Teemu Nyländen Teemu University Lecturer Tuomo Glumoff APPLICATION SPECIFIC University Lecturer Santeri Palviainen PROGRAMMABLE Postdoctoral research fellow Sanna Taskila PROCESSORS FOR RECONFIGURABLE Professor Olli Vuolteenaho SELF-POWERED DEVICES University Lecturer Veli-Matti Ulvinen Planning Director Pertti Tikkanen Professor Jari Juga University Lecturer Anu Soikkeli Professor Olli Vuolteenaho UNIVERSITY OF OULU GRADUATE SCHOOL; UNIVERSITY OF OULU, FACULTY OF INFORMATION TECHNOLOGY AND ELECTRICAL ENGINEERING Publications Editor Kirsti Nurkkala ISBN 978-952-62-1874-8 (Paperback) ISBN 978-952-62-1875-5 (PDF) ISSN 0355-3213 (Print) ISSN 1796-2226 (Online) ACTA UNIVERSITATIS OULUENSIS C Technica 651 TEEMU NYLÄNDEN APPLICATION SPECIFIC PROGRAMMABLE PROCESSORS FOR RECONFIGURABLE SELF-POWERED DEVICES Academic dissertation to be presented, with the assent of the Doctoral Training Committee of Technology and Natural Sciences of the University of Oulu, for public defence in the Wetteri auditorium (IT115), Linnanmaa, on 7 May 2018, at 12 noon UNIVERSITY OF OULU, OULU 2018 Copyright © 2018 Acta Univ. Oul. C 651, 2018 Supervised by Professor Olli Silvén Reviewed by Professor Leonel Sousa Doctor John McAllister ISBN 978-952-62-1874-8 (Paperback) ISBN 978-952-62-1875-5 (PDF) ISSN 0355-3213 (Printed) ISSN 1796-2226 (Online) Cover Design Raimo Ahonen JUVENES PRINT TAMPERE 2018 Nyländen, Teemu, Application specific programmable processors for reconfigurable self-powered devices. University of Oulu Graduate School; University of Oulu, Faculty of Information Technology and Electrical Engineering Acta Univ.
    [Show full text]
  • Avaudioplayer • Understanding Your Audio Assets • a “Complex” Game ■ Spatial Audio and Openal • Audiosession
    Audio Development for Games Session 404 Kapil Krishnamurthy James McCartney Core Audio Engineering These are confidential sessions—please refrain from streaming, blogging, or taking pictures 1 Agenda • A “simple” game ■ AVAudioPlayer • Understanding your audio assets • A “complex” game ■ Spatial audio and OpenAL • AudioSession 2 A “simple” game • Background score • Sound effects • Basic control: volume, pan, looping • Recommended API: AVAudioPlayer 3 AVAudioPlayer • caf, m4a, mp3, aif, wav, au, snd, aac • Play, pause, seek, stop • Multiple sounds? ■ Use multiple AVAudioPlayer objects • Volume, panning, looping 4 AVAudioPlayer Creating a player • Create from a file URL // Create the player from local file NSURL *url = ... AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:url withError:&error]; 5 AVAudioPlayer Setting properties for playback • Control of volume, panning, looping, playback position player.volume = 1.0; // 100% of current system volume player.pan = -1.0; // pan to left side player.numberOfLoops = 3; // play once, repeat 3 times player.currentTime = 5.0; // playback position starts 5 seconds from start of file player.delegate = myDelegate; // delegate • Other properties ■ Duration (read-only) ■ Number of channels (read-only) ■ Play state (read-only) 6 AVAudioPlayer Playback controls [player prepareToPlay]; • Gets ready to play the sound [player play]; ■ Allocates buffers ■ Performs priming [player pause]; Helps responsiveness of -play: [player stop]; • 7 AVAudioPlayer Playback controls • Starts playing the
    [Show full text]