View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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January 11th, 2018, 07:11 #981
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- Sep 2016
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- Dallas, TX
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Last edited by nogo; January 11th, 2018 at 07:13.
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January 11th, 2018, 07:30 #982
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?
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January 11th, 2018, 07:43 #983
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- Dallas, TX
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Yes to all the above....
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January 11th, 2018, 11:38 #984
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...
- 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.
- 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.
- 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.
CheersDulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
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LinkedIn Profile: www.linkedin.com/in/mjblack
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January 11th, 2018, 13:39 #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!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
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January 11th, 2018, 19:50 #986
- Join Date
- Sep 2016
- Location
- Dallas, TX
- Posts
- 12
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
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January 11th, 2018, 20:10 #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
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January 12th, 2018, 01:18 #988
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)
CheersDulux-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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January 12th, 2018, 02:51 #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?
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January 12th, 2018, 02:56 #990
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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