View Poll Results: How should Autosounds Trigger?
- Voters
- 49. You may not vote on this poll
Multiple Choice Poll.
Thread: DOE: Sound Extension
-
January 12th, 2018, 15:11 #1001
Thanks for being so quick on the response to my questions.
-
January 13th, 2018, 20:45 #1002Live 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
-
January 13th, 2018, 21:01 #1003Live 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
-
January 15th, 2018, 01:32 #1004
- Join Date
- Sep 2017
- Posts
- 29
Okay so...
Made a chain sound trigger, set to loop on itself. I.E. a circular chain.
THEN realized that it is a TERRIBLE idea to do so. Really not recommended.
Is there a fix for human stupidity that anyone is aware of?
Also is there a way to fix this issue?
EDIT: I have fixed the sound issue. Task manager kill all instances of Fantasy Grounds and then all instances of Syrinscape. Open Fantasy Grounds and Remove ALL traces of your mistake with a flamethrower.
Read the documentation.
If anyone has the cure for human stupidity im still interested.Last edited by Frank_Jager; January 15th, 2018 at 01:46. Reason: Issue Resolved
-
January 15th, 2018, 01:47 #1005
Only by breaking the chain ie deleting one of the SoundEntries BEFORE it gets triggered.
Otherwise, shutdown (terminate, kill -9) FG and then do the above, or failing that you'll need to open up the campaign database and manually remove the SoundEntry XML data.
Oh, and perhaps slap yourself up the side the of the headDulux-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
-
January 15th, 2018, 02:21 #1006rob2e - Join me on Discord!
Become a Patron!
Follow me on the Twitters
Come watch the Twitches... twitch.tv/rob2e
Also my YouTube Channel
Available on the FORGE
My Dungeon Master's Guild Material
-
January 15th, 2018, 23:44 #1007
I plan to start using this, but have a question before I dump some time in it.
I'd like to make a custom URL sound library using DOE and a mimic program (found on the FG forums) to play the links in discord. This part I know how to do, however, I want to be able to have these available for all my campaigns (IE a module). With just a quick look, it seems possible to extract as a module, however only three options exist: Sound - AutoChat, Sound - Autosound, & Sound - Miniboard. If I click all these for my export, will this also export the Sounds & Setup tabs when I activate the exported module in another campaign?
If so, then I can just keep editing and exporting the module setup and using it in any campaign I run (I run quite a few 1shots).
-
January 22nd, 2018, 07:38 #1008
- Join Date
- May 2011
- Location
- Palm Coast, FL
- Posts
- 137
I'm not certain this can be done. In order for you to be able to retain files from one module to another, sound files would have to be saved into the campaign itself. Currently, when you set up links in a campaign, it allows outside sound files to be opened. When you save the module, it will retain the link markers but you'll have to relink it whenever the module is reloaded, because those sounds won't exist in the new version of the campaign, and the module won't retain the location information that tells it where the sounds come from. At least, that's been my experience when trying this. It's been a while since I did it, though, and perhaps something was updated in FG or the extension.
Art, Games, Life
www.artystrique.com (In progress, so be kind, please)
Discord https://discord.gg/grHbK6ck3Q
-
January 22nd, 2018, 11:58 #1009
Archangel
- Join Date
- Apr 2008
- Location
- Virginia Beach
- Posts
- 3,096
Dulux needs to weigh in.
-
January 22nd, 2018, 13:33 #1010
No, but you won't need them - use the Sounlinks on the MiniBoards: that's one reason the MiniBoards were created.
The DOM SoundLink Module (mentioned (previously) a few posts ago and available from the DM's Guide) is basically exactly how/what you want to set up. It consists of a bunch (over 4000) of MiniBoards each with a Soundlink to one of the existing Syrinscape 1-Shots Sounds and/or Moods. The Fantasy Grounds Sounds Module by Rob2e (also available from the DM's Guide after Rob arranged for an appropriate license) is basically the same - although he used a smaller set of 5E-specific SoundLinks attached to ChatSounds instead of MiniBoards.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
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks