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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%
Multiple Choice Poll.
  1. #1281
    Sounds Window still empty no tabs etc...
    Attached Images Attached Images
    "Over thinking, over analyzing separates the body from the mind."...MJK... Tool frontman




  2. #1282
    Just tried it. Window still empty. On D&D5 and CoC7.

  3. #1283
    Quote Originally Posted by Bunnyhunt3r View Post
    Hi, On the 3.3.7 beta test, clicking on the sound icon from DOE Sound open a blank window. Returning on the 3.3.6, it works like a charm. I will stay on 3.3.6 as the DOE sound is mandatory for me. Note that i use the French LPacks Extensions, it could be the reason. Thanks for your awesome work.
    For the record: this issue has been resolved (in all the DOE's) and will be available upon release of FGv3.3.7 live.
    Dulux-Oz

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


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  4. #1284
    Thank you very much

  5. #1285
    Quote Originally Posted by dulux-oz View Post
    For the record: this issue has been resolved (in all the DOE's) and will be available upon release of FGv3.3.7 live.

    Thanks Dulux.
    "Over thinking, over analyzing separates the body from the mind."...MJK... Tool frontman




  6. #1286
    Thanks a lot !

  7. #1287
    I love it when a forum search reveals the answers to my questions. You all are awesome!
    Ultimate License Holder
    Preferred Games: D&D5E
    Timezone: Normally US Central Time but often times others...

  8. #1288
    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.

  9. #1289
    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?

  10. #1290
    Quote Originally Posted by Frizzio78 View Post
    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?
    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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