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View Poll Results: How should Autosounds Trigger?

Voters
49. You may not vote on this poll
  • Keep as is (OOB Messages)

    3 6.12%
  • Off Chat Window Strings (more manual work for GM)

    4 8.16%
  • Have Both Options Avalaible

    38 77.55%
  • Don't care

    4 8.16%
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  1. #981
    Quote Originally Posted by damned View Post
    For an action to trigger a sound someone has to tell the system what action and what sound...
    How to do that is in the pretty well written manual.
    In my original post I wrote:
    Quote Originally Posted by nogo View Post
    I was doing the trigger coding myself & struggling to do all that.
    I think that you could extrapolate from that, indeed I have read the manual. Just to clarify, several times in fact. I am just looking to buy tool that does all this.

    Nogo
    -6 UTC
    Last edited by nogo; January 11th, 2018 at 07:13.

  2. #982
    damned's Avatar
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    Things to check:

    1. Have you turned sounds on in FG?
    2. Have you got an active Syrinscape subscription?
    3. Have you tested using a localhost client connection and doing the rolls from there?

  3. #983
    Yes to all the above....

  4. #984
    Quote Originally Posted by nogo View Post
    Several questions here regarding the sounds that are in Fantasy Grounds Sounds module
    1. Are they coded to be triggered by players actions?
    2. If not, do they have to be clicked on by the DM?
    3. Can they be edited?
    OK, the Fantasy Ground Sounds Module was done (as you are aware) by Rob. While he and I have a "licensing deal" I have very little knowledge of what Rob has done re: the internals of the Module. Having said that, if the following answers don't satisfy the questions then we may need to bring Rob in on this (hopefully he's reading this anyway). So...
    1. I believe they are coded to trigger on the appearance of specific combinations of characters that appear in the FG Chat window - ie that they are ChatSound Records. How the particular combinations of characters end up in the Chat Window (ie via GM and/or Player action) doesn't matter.
    2. If they are ChatSound Records (as I believe they are) then they can also be clicked on by the GM, and if shared by the GM to a Player or the Players as a whole, by the Player(s) as well.
    3. If its a "standard" Module then yes, I believe it can be edited - provided the License the Module is sold under allows this, of course.

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  5. #985
    Hey nogo. Maybe I can help as I assisted rob in putting together the Fantasy Grounds sounds module. Some of what I will type here is for everyone and some is for you specifically. First, there are two modules on the dmsguild. First is dulux-oz's which is the DOM: soundlink library. This one contains raw SoundLinks ready to drop into ChatSounds, Miniboards and/or Autosounds, or can even be triggered directly from the Library itself. You can find that one here:

    https://www.dmsguild.com/product/230...--January-2018

    The second file and I believe the one you have is Rob's module which has coding for a large number of sounds and will trigger directly off of word(s) that come through the chat window in fantasy grounds. For example [DAMAGE] Acid Splash in the chat window will trigger the Syrinscape sound for acid splash. Many of the FG spells and weapons and even environmental effects are already coded in this module. You can find that product here:

    https://www.dmsguild.com/product/214...s&test_epoch=0

    The dependencies for Rob's modules are that you need to have the DOE base and DOE sound extensions loaded in the campaign you are playing and you need to have Rob's sound module loaded in the campaign you are running. You also need to have the appropriate Syrinscape soundpack loaded on your computer for the trigger to work. Each sound we built is completely customizable. I'm including a screenshot in this post to show you acid splash. It is coded to trigger off of [DAMAGE] Acid Splash, but as you can see, once I opened the soundlink (unlocked it) I can now change the trigger to be whatever I want or even change the syrinscape link if you prefer a different sound.

    As I think you know from reading the dulux-oz manual the sound has to travel over the internet for it to trigger so if you are testing this on your own you need to open another fg instance as localhost to see if the sound will trigger. You also need to make sure in your options within fg that the triggers are actually being passed. Meaning, if you hide results of all roll totals many or all of the sounds might not trigger as the words aren't being passed through chat. Play around with the options to see how that affects the sound triggers.

    I hope this is helpful and answers your questions. Feel free to pm me or post here with additional questions. I do check regularly I was just sleeping last night when you all were discussing!
    Attached Images Attached Images
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  6. #986
    Thank you Gwydion,

    It was late last night & I figured that Dulux Oz might see this as he is +10 UTC

    So...

    The short answer is I think got it working! With the lock off, I can now can see the triggers as shown in you screen shot. Just a quick look using my localhost connection into my DM acct, things appear to work!

    The culprit here? Old versions of Sound Extension & Base Extension. This morning I looked at them both and saw this. I updated those both to the current versions & seemed to have got it going.

    Root cause was my thinking that FG updates included these. THEY DO NOT! To prevent re-occurrence I will need to verify my extension updates when FG is upgraded.

    Thanks to all for the help on this!

    Nogo
    -6 UTC

  7. #987
    Great to hear! Yeah, that issue is true of all extensions since they are community developed. For Dulux-Oz's extensions, if I recall correctly when you first load FG before you actually launch to a campaign, I think you will see a red x on dulux-oz's extensions that are a visual queue that they are not the most recent ones. Glad you seem to have it sorted! Fingers crossed....
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: https://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  8. #988
    Quote Originally Posted by Gwydion View Post
    For Dulux-Oz's extensions, if I recall correctly when you first load FG before you actually launch to a campaign, I think you will see a red x on dulux-oz's extensions that are a visual queue that they are not the most recent ones.
    Only if the FG Update "breaks" something in the old DOEs - otherwise no red X.

    Best idea is to check the general Community Extension Thread(s) and the specific Extension Thread(s) after an FG Update to see if there has been a Community-Dev Extension Upadate or if the current version of the Community-Dev Extension is still OK. It also may take a day or more (maybe up to a week) for a Community-Dev Extension to be updated (some Community-Devs can be busy and so not as quick as others in updatng their stuff)

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  9. #989
    Good Afternoon,
    I installed everything today and the sound effects from Syrinescape work great.. unless music is involved. No matter what I do no music plays for people in game. I can hear it, but they can't. any thoughts?

  10. #990
    Quote Originally Posted by Astrocreep View Post
    Good Afternoon,
    I installed everything today and the sound effects from Syrinescape work great.. unless music is involved. No matter what I do no music plays for people in game. I can hear it, but they can't. any thoughts?
    Sorry, is that music Moods from Syrinscape, or mp3 files from outside of Syrinscape?
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

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