View Poll Results: How should Autosounds Trigger?
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Thread: DOE: Sound Extension
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July 19th, 2018, 14:29 #1191
- Join Date
- Mar 2017
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- 23
Dulux,
Apologies here I have read the section on magic characters and I am still a little confused. I am trying to trigger a specific sound when certain members of my party are injured. The trigger is "Damage [x] -> [y]" Where x should be any number and y is the party members name. Where I'm a bit confused is what to out in the x spot. I tried %d and %x. Is it not working due to the []?
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July 19th, 2018, 14:58 #1192
Ah, sorry, I misunderstood your question.
So, according to the manual the characters "[" and "]" are some of the "magic characters" that have special meaning - in this case they represent a "set" of characters - ie if your have "[abc]" the system will look for "a" or "b" or "c". So if you have "Damage [%d] -> [%a]" the system would look for "Damage " and one digit (ie 0-9) and " -> " and a letter (ie a-z or A-Z).
So, first of all you need to actually detect the "["s and the "]"s - you do this by preceding them with the "%" character, like this "Damage %[%d%] -> %[%a%]"
Now you need to detect damage of more than one digit. You do this by adding the "+" character after the "%d" (again, this is in the manual for those who want to know exactly what the "+" does) - "Damage %[%d+%] -> %[%a%]"
Of course, your characters' names are more than one letter long, so you add a "+" after the "%a" as well - "Damage %[%d+%] -> %[%a+%]"
So, this is (crudely) what you're looking for. You may need to add "%" in front of the "-" and the ">" as well, but try it without first.
Also, you can get a lot fancier in detecting the character's names (or even don't bother detecting them at all) - at the moment all the names can only have one or more letters in them - no digits, no " ' ", etc.
Now, I haven't actually tested this so it may need some tweaking, but this should at least get you on your way.
Make sense?Dulux-Oz
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Alpha-Geek
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July 19th, 2018, 21:30 #1193
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July 19th, 2018, 23:58 #1194
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- Mar 2017
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- 23
Awesome !
So the string does have to be in this format "Damage %[%d+%] %-%> %[%to %y%]" Where y is the specific character name or monster.
Question #2. Is there a known issue when you try to link mood music to chat-sounds. Specifically, I pulled just the lute music from the Seedy Tavern Pack. Then I linked it to when Bardic inspiration is cast. It plays intermittently especially when I am switching between different mood musics. It does play consistently when I link the lute music directly to a pin on the map. The music uri is"syrinscape-fantasy:moods/c2VlZHktdGF2ZXJuOjpCYXJkaWMgSW5zcGlyYXRpb24/play/"
Thanks for your assistance !
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July 20th, 2018, 00:03 #1195
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- Mar 2017
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- 23
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July 20th, 2018, 06:12 #1196
I'm surprised you need the "%t" and the "%y" - you should be able to get by on both of those without the % - meh
The trouble with using Moods with Chatsounds is that every time a new mood is played the old mood stops - that's a function of Syrinscape, not the DOE:Sound. I tens to use 1-Shots for all my Chatsounds and use the moods to actually set the ambience of the scene. There are approx 4.5K Sounds in Syrinscape, with the majority of them being 1-Shots - I've never had to use a mood because I could always find a 1-shot that would work - the DOM_Soundlink_Library (available from the DM's Guild - Shameless(TM) Self-Plug) makes it very easy to find just the right sound.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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July 20th, 2018, 06:49 #1197
- Join Date
- Mar 2017
- Posts
- 23
Sold! Bought it! Thanks again.
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August 7th, 2018, 10:39 #1198
Hi Everyone,
Just a quick note to let you all know that the DOM SoundLink Library - a Module of all of the available Syrinscape SoundLinks pre-packaged as DOE: Sound SoundLinks - has just had this month's version (August 2018) put up on DM's Guild.
This latest edition now has over 4500 Soundlinks from all 107 Sci-Fi Soundsets and all 225 Fantasy Soundsets.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
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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August 7th, 2018, 21:32 #1199
You made the DMsGuild Newsletter as one of the "Newest Titles"
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August 8th, 2018, 01:13 #1200
- Join Date
- Jul 2018
- Posts
- 14
Hey Man, AWESOME extension. I got it working, along with your other extensions, got Syrinscape up and started creating sounds.
My question: Can you give me an example of what a Chat Sound and Auto Sound trigger might look like?
I couldnt find an example in the Wiki and the trigger explanation is a little vague for a noob like me.
Thanks,
Michael
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