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View Full Version : Is there any way to implement sound in FG2?



Netjera
June 9th, 2011, 09:23
Is there an extension available? Or is that something the core product would need to implement? I'd love to be able to run some spooky sound effects when my people go through the creepy dungeon. :D

Leonal
June 9th, 2011, 09:48
I don't think there are and not likely to be implemented either as there already are several products available that enables this.

Netjera
June 9th, 2011, 11:06
I don't think there are and not likely to be implemented either as there already are several products available that enables this.

Like what, please? (And thanks for the answer! (As usual, rescuing me from ignorance, lol) ) ;)

Leonal
June 9th, 2011, 11:08
Since I don't use it I can't really recommend any I'm afraid. I think there are some threads around here discussing it, and is where I read about it.

edit: Seems VoIP is beyond their scope, but sound effects are on the wishlist.

See here https://www.fantasygrounds.com/forums/showthread.php?p=91178&highlight=sound+effects#post91178

or

https://www.fantasygrounds.com/forums/showthread.php?p=92673&highlight=sound+effects#post92673

Netjera
June 9th, 2011, 12:32
Since I don't use it I can't really recommend any I'm afraid. I think there are some threads around here discussing it, and is where I read about it.

edit: Seems VoIP is beyond their scope, but sound effects are on the wishlist.

See here https://www.fantasygrounds.com/forums/showthread.php?p=91178&highlight=sound+effects#post91178

or

https://www.fantasygrounds.com/forums/showthread.php?p=92673&highlight=sound+effects#post92673

Oh awesome! Yeah, I'm not interested in voice chat. I just want to be able to send the players a creepy-sounding wind, or a low moan or something. *giggles*

RKBrumbelow
June 9th, 2011, 14:46
You could still use something like Ventrilo/ Teamspeak/Mumble and mute the players then send sounds down they line as you wanted. Or if everyone used something lime mIRC you could establish triggers and play a sound locally. It would not be difficult to write a networked media player that played a specific file triggered from a remote system, assuming someone has not done something similar already.

https://javaboutique.internet.com/audio/ should give you a start to looking for apps that already do something like what you want.

Sounds in something like FG2 natively are expensive as they need to be licensed or produced in house.

Zeus
June 9th, 2011, 19:48
I am using Soundboard (https://www.ambrosiasw.com/utilities/soundboard/) and JackPilot (https://www.jackosx.com/) at present to route audio effects into our groups VoIP channel. Soundboard essentially sets up a digital keypad that you can link to a series of sound bites or loops to. You can then trigger various audio cues/effects and bg music as suits. Whilst JackPilot allows you to mix in virtual audio through virtual audio connectiosn between apps (in my case between
Soundboard and Skype).

An equivalent setup for Windows might include something like Syrenscape (https://www.syrinscape.com/) and Virtual Audio Cable (VAC)

I also found some very cool atmospheric sounds + music over at Syrenscape but you can find loads if you google.

RKBrumbelow
June 9th, 2011, 20:21
HEh I use soundflower instead of Jackpilot. That being said...

I doubt I would listen to any sound effects over a VOIP system if it was solely used to channel effects. I tend to be more of the 'Plays Queen's "Another One Bites the Dust" when I kill off a player' kinda guy though ;)

Zeus
June 9th, 2011, 20:43
HEh I use soundflower instead of Jackpilot. That being said...

I doubt I would listen to any sound effects over a VOIP system if it was solely used to channel effects. I tend to be more of the 'Plays Queen's "Another One Bites the Dust" when I kill off a player' kinda guy though ;)

Yep, Soundflower would work.

As well as effects I often use my setup to route bg music. I bought several D&D official CDs many moons ago at a UK convention and there are several tracks which are really good at adding the atmosphere.

My favourites at the moment, are some soundbites I ripped from Unreal Tournament 3 (I've been messing with UDK). The game commentator voice is superb.

Some examples (announced in a deep delayed voice) that I throw in during combats.

FIRST BLOOD!
DOUBLE KILL
FLAK MASTER
KILLING SPREE
DOMINATING
ANNIHILATED
OOH THAT'S GONNA HURT

For those without UDK who want an .mp3 version, you can grab them here (https://mp3-find.com/index.html?search=Heroes+Of+Newerth+Announcer) (2nd entry UTIII Announcer)

Netjera
June 9th, 2011, 21:32
I have a bunch of sound effects I purchased from a company that makes sounds for games. I just thought it would be cool to be able to use them for this. :D

Trenloe
June 10th, 2011, 02:53
I'm new to FG - I've ran a few sessions now and I'm trying to get a good solution to play background music and sound effects. Here is my experience so far:

The problem you have with any sound effects is that they really have to be delivered immediately to all of the players - if there is any lag (due to network, audio app firing up, etc) then the players receive the audio at different times (or not at all), which defeats the object really.

So, imho, you really have to already have some form of "streaming" connection already setup to all players - be this a VoiP voice solution that you're using for voice chat already (Skype, TeamSpeak, Ventrillo, etc) or some other streaming type solution. If you go with sending the sounds over the voice chat, then you will need some application to "mux" the sound effects with the audio coming from your microphone before being sent to Skype etc. A few options have been suggested above (depending on what operating system you use). I use a voice morphing application (so I can change the voice of NPCs the players are talking to) which also has sound effects built in - MorphVOXPro. This allows you to keep the conversation going and through sound effects out there. The output of this app is sent to Skype - so I have my voice (morphed of not) and sounds effects all coming out through Skype to the players in "real time".

Background music: This is something a little different from adding sound effects to the voice channel. I've tried a couple of ways of doing this and I've come to the conclusion that the players should choose how loud they want any background music to be - so that they can still hear the voice chat OK etc. So, I'm now looking at streaming music from my PC via audio streaming - the players will be given a web link that will launch their default streaming app locally (windows media player is the default on Windows) and will play the background music streamed from my server. As the music playing is on the client they can adjust the volume as required.

Ultimately, it's all a matter of what your requirements are and what technology is available to you...

Netjera
June 15th, 2011, 14:56
Thanks for the reply, and sorry I didn't get back to this sooner. Your suggestions are greatly appreciated, Trenloe. I just don't know if I really want to mess with another program I have to handle while playing. For one thing, I'm not going to use voice chat, as I really don't like it much. I know several people do, and my friends are always using it when they play WoW, but I find it annoying. I can't concentrate with so much chatter going on, and I always feel like I'm juggling teacups trying to separate what I'm saying from what I'm typing, and both from what I'm doing. lol