View Poll Results: How should Autosounds Trigger?
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- 49. You may not vote on this poll
Multiple Choice Poll.
Thread: DOE: Sound Extension
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December 9th, 2018, 03:30 #1281
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December 9th, 2018, 07:27 #1282
Just tried it. Window still empty. On D&D5 and CoC7.
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December 10th, 2018, 03:47 #1283
Dulux-Oz
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December 10th, 2018, 03:53 #1284
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December 10th, 2018, 06:14 #1285
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December 10th, 2018, 16:52 #1286
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December 14th, 2018, 15:24 #1287
I love it when a forum search reveals the answers to my questions. You all are awesome!
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December 14th, 2018, 15:58 #1288
- Join Date
- Apr 2018
- Location
- California
- Posts
- 212
This extension is the most powerfully immersive thing I have installed in Fantasy Grounds. I spend a LOT of time in Syrenscape making soundscapes and collecting oneshots for the situation in my Fantasy Grounds games, and all of a sudden DOE has made it effortless to have the right sound at the right time, with no searching. Utterly fantastic, I click a link in the story ( or a pin on the map ) and the sound immediately plays over Discord.
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December 14th, 2018, 21:31 #1289
- Join Date
- Dec 2018
- Posts
- 2
Dulux first of all greate job! This extension in fantastic, im already filling Fantasy ground with tons of really cool audios. The only pity if i may say is that isnt possible to use chat triggers to differenciate a weapon attack with its miss or hit. For example, Longsword HIT and Longsowrd MISS. Thats becouse the chat trigger reads only the first line imput. It would be FANTASTIC if was possible to differenciate an HIT from the MISS. Maybe in the future?
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December 14th, 2018, 21:46 #1290
You can't do that with Chat Sounds but you can with Autosounds. This requires lots more knowledge because you would be inserting the triggers inside the code, but then again once you're inside the code you may insert trigger to whatever is happening during combat. I've done that in the past and ran a full campaign with it. On my example I've put not only diferent sounds for Hits and Misses, but every sound had 3 different versions, that would be picked randomly. So even if you attacked twice with the same sword, you would probably hear different sounds.
Here's the video I recorded a long time ago, all the sounds including the background music were played through this extension, and transmited through my microphones to my players:
https://www.youtube.com/watch?v=FmYBzN-NooM
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