View Full Version : DOE: Sound Extension
Trenloe
October 11th, 2018, 11:31
Are there guidelines on how I would accomplish this? I read the manual and the wiki page, but both assume that I want to go through Syrinscape, which I can't.
For Syrinscape integration, all that is used is a URI (Uniform Resource Identifier) that your local computer, through a browser, will know what application to launch (identified by the URI Scheme) to access the path to the resource specified after the URI : separator.
For example: syrinscape-sci-fi:moods/c2hpcGJvYXJkLXNjaS1maTo6QnVzeSBvbiB0aGUgYnJpZGdl/play/
syrinscape-sci-fi - is the URI scheme that tells your local computer to run the application registered with that scheme. In this case the Syrinscape Sci-Fi application. If it's not installed and registered properly, nothing will happen.
moods/c2hpcGJvYXJkLXNjaS1maTo6QnVzeSBvbiB0aGUgYnJpZGdl/play/ - this is the data passed to the application launched - the application will handle this as a request to do an action and will process this data as necessary. In this case, it refers to playing a specific mood.
In theory, any URI scheme (the name before the :) that works in a browser on your specific computer, should work in a link in the DOE Sound extension. It's a good idea to try them in your browser first - to get the syntax right and test that the correct application launches with the right data.
As an example of a useful URI scheme: the file scheme results in your local file system being accessed - with the path to the file being supplied. This is the same as double-clicking on the file in file explorer - if there is an application associated with the file type (extension) e.g. Windows Media Player for .mp3, then that application will launch and access the file.
For example: file:///C:/Windows/media/Alarm01.wav
For some files, testing in your browser is not 100% accurate - as your browser may run the file within the browser - but it can be used to double-check the URI scheme and path syntax to a specific file. To fully check - try the URI in your browser to prove the syntax is correct, then double-click on the file in file explorer - to check if the file type (file extension) automatically launches an appropriate application to run the file.
More info on the file URI scheme here: https://en.wikipedia.org/wiki/File_URI_scheme
Here's a list of a bunch of URI schemes: https://www.iana.org/assignments/uri-schemes/uri-schemes.xhtml This is not exhaustive (note that Syrinscape is not on here) as what you can use on your computer depends on what you have installed and the URI scheme/s the applications installed have registered locally.
Gwydion
October 11th, 2018, 14:08
Bit of a dumb question, but: Do I need specifically Syrinscape to run this, or are there alternatives?
I'm looking for the ability to play custom sounds, but also have a very limited budget, and Syrinscape appears to have locked the ability to load my own sound libraries behind a monthly paywall. I simply do not have the funds to dish out payments on a frequent basis like that.
Couple thoughts/points to clarify. If you are using the DOE: Sound Extension, as an example, you can literally open an mp3 file on your computer, click on the security tab in the file, copy the "object name" which is the file path and post that link as the "sound string" in a new sound record in FG. You don't need to change the link at all if you are using the sound extension.
Second, if you are looking to stream sounds to your players, I highly recommend using cleanfeed. I've been using it for months now, and although it does still require (I think) using chrome for your browser, there is nothing for your players to download. You send them an invite link an its super simple and great quailty.
Here are a couple of videos I have on youtube that might help you.
Cleanfeed:
https://youtu.be/uZf9RXvKU5s
Voicemeeter Banana:
https://youtu.be/_CNwXseIngA
Setting up sounds with DOE: Sound extension
https://youtu.be/yQJzMimNgSU
gb3792
October 11th, 2018, 19:38
Thank you for all the helpful answers. I will look into your suggestions and let you know once I was able to set something up.
Ocule
October 30th, 2018, 01:28
So i cant seem to get the extensions to show up after dropping them all in the relevant folders. The helper is even more confusing no idea how to start using that.
LordEntrails
October 30th, 2018, 02:04
So i cant seem to get the extensions to show up after dropping them all in the relevant folders. The helper is even more confusing no idea how to start using that.
Welcome :)
Do NOT use right click "Save As". It is Github so you MUST use the "Download" button on the linked page. Please do that and then verify if things are working or not.
Ocule
October 30th, 2018, 02:46
Thanks! that actually work i spent a few hours trying to figure out why that didnt work
LordEntrails
October 30th, 2018, 03:54
Thanks! that actually work i spent a few hours trying to figure out why that didnt work
Thanks for letting us know you got it working.
Also be aware that when it comes to using the DOE extensions, Dulux has spent a lot of time writing up very thorough instruction manuals, put them to good use and they will answer most of your questions.
daggerfortysix
October 30th, 2018, 15:51
Is this working on Mac?
dulux-oz
October 30th, 2018, 17:17
Is this working on Mac?
The DOE:Sound does, but Syrinscape's 3rd Party Interface doesn't (yet) :(
daggerfortysix
October 30th, 2018, 17:59
.... I'll be waiting patiently!
I just bought your DOM Soundlink-Library Module - September 2018, Rob2e's Sounds Mod, as well as the Syrinscape subscription. I was having difficulties getting things to work and watched your video with Rob2e on All Things Fantasy Grounds. That was the first time anyone stated that it didn't work on the Mac. It is not even mentioned in the Wiki that is does not work on Mac. I'd suggest making that more apparent on the beginning of this thread and on the DM's Guild. I look forward to the possibility of this integration, but recognize the difficulty and likely low demand.
Bidmaron
October 31st, 2018, 00:41
It will work with Mac is you use parallels virtual machine
daggerfortysix
October 31st, 2018, 13:35
Thanks for that info. I’ll consider.
dulux-oz
November 6th, 2018, 06:30
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 (November 2018) put up on DM's Guild (here (https://www.dmsguild.com/product/258074/DOM-SoundlinkLibrary-Module--November-2018?src=newest_in_dmg)).
This latest edition now has over 5200 Soundlinks from all 109 Sci-Fi Soundsets and all 264 Fantasy Soundsets.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
Cheers
The High Druid
November 25th, 2018, 20:54
Need some advice please. I've got the sounds working (yay!) but I can't seem to wrap my head around the magic characters properly, and without it I'm going to need to make dozens of variations of the same sound. I'm trying to make a universal sneak attack sound for shortswords, bit I have a [Problem Bit] I can't figure out:
[%[]DAMAGE [%(]M[%)][%]] Shortsword[Problem Bit][%[]EFFECTS [%d]d6[%]]
I have tried [.*] which I *thought* from the instructions would wildcard multiple of any character. Didn't work.
Also tried [%w*] which I didn't think would work because of the ,'s and +'s. Didn't work.
So, some advice would be appreciated!
Edit:
Bleah. Realised I was using far too many brackets:
%[DAMAGE %(M%)%] Shortsword.*%[EFFECTS %dd6%]
Seems to be working!
dulux-oz
December 6th, 2018, 06:57
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 (December 2018) put up on DM's Guild (here (https://www.dmsguild.com/product/260749/DOM-SoundlinkLibrary-Module--December-2018)).
This latest edition now has over 5600 Soundlinks from all 115 Sci-Fi Soundsets and all 281 Fantasy Soundsets.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
Cheers
Egheal
December 8th, 2018, 20:14
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.
madman
December 8th, 2018, 22:40
it does it in the SFRPG also..
I just "know" Dulux-Oz is already on it!
dulux-oz
December 9th, 2018, 02:45
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.
Could you please run an update (Moon Wizard updated v3.3.7) and re-test to see if we've fixed things - thanks.
madman
December 9th, 2018, 03:30
Sounds Window still empty no tabs etc...
Egheal
December 9th, 2018, 07:27
Just tried it. Window still empty. On D&D5 and CoC7.
dulux-oz
December 10th, 2018, 03:47
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.
Kelrugem
December 10th, 2018, 03:53
Thank you very much :)
madman
December 10th, 2018, 06:14
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.
Egheal
December 10th, 2018, 16:52
Thanks a lot !
daggerfortysix
December 14th, 2018, 15:24
I love it when a forum search reveals the answers to my questions. You all are awesome!
DwightLee
December 14th, 2018, 15:58
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.
Frizzio78
December 14th, 2018, 21:31
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? :D
Dr0W
December 14th, 2018, 21:46
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? :D
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
madman
December 15th, 2018, 03:23
I am sure you can do this. You just have to know the string that appears on a hit vs a miss. I do not set my sounds up that way but if I can trigger only on a crit then it will work
Dr0W
December 15th, 2018, 12:38
I am sure you can do this. You just have to know the string that appears on a hit vs a miss. I do not set my sounds up that way but if I can trigger only on a crit then it will work
That actually depends on how the ruleset works. Some of them have the whole attack + info on which weapon was used and the results if it Hit or Missed in different strings. In that case you can actually get a response if the attack was a hit or miss, but won't have the info about which weapon was used so you can input the right weapon sound for that.
DwightLee
December 19th, 2018, 01:22
Dulux-oz I have only used your DOE extension once, for a single session, I cannot use it for tonight's session because the latest Fantasy Gounds update which I am sure you will get to when you can. But I miss it terribly.... that is one fantastic Mod!
dulux-oz
December 19th, 2018, 02:52
Hi Everyone,
With the release of FGv3.3.7 during the last 24-hours I have placed an updated version of the DOE:Sound (v4.2.2) on the first post of this thread.
As I've previously mentioned, with the retirement of the DOE:REMU I'm moving (eventually) all of the DO REMs back from the GitHub Repository to their own relevant FG Forum Threads. For the record: if a DO REM is not avaliable from the first post of its relevant Thread then it will still be avaliable (for the time being) from the GitHub Repository - but check the relevant FG Forum Thread FIRST.
Also, please note that this is a minor "bug update" - the update which will allow the use of this Extension with PF2 is still being developed & tested.
Enjoy
DwightLee
December 19th, 2018, 06:17
Im so happy I just made a contribution, thanks dulux-oz :D
dulux-oz
December 19th, 2018, 06:20
Im so happy I just made a contribution, thanks dulux-oz :D
Thank you - its always nice to know that your work is appreciated :)
Cheers
Gwydion
December 19th, 2018, 12:49
Hi Everyone,
Also, please note that this is a minor "bug update" - the update which will allow the use of this Extension with PF2 is still being developed & tested.
Enjoy
Wait... What?? That's huge! Thanks so much Dulux-Oz!
Frizzio78
December 19th, 2018, 20:50
fixed
Doudou
December 20th, 2018, 10:57
Hello everyone,
I believe this is my first post on the FG forums, so please bear with me.
First of all, I want to thank dulux-oz for this great extension. I've been using FG since 2005 and always thought such a feature was missing.
Anyway, as great as this extension is, some of its features rely on owning a SuperSyrin Subscription, which can be kind of steep for some of us.
One feature I really wanted was the ability to randomly play one of several possible sounds for a given effect. After some research and head scratching, I finally found a satisfying solution.
I mean the ability to play random custom sounds without Syrinscape.
This works on windows 7+. I don't know about other platforms.
All you need is VLC (or any other media player that stays in the background). The trick is to write a quick batch file (a text document saved with the .bat extension) and to create a minimized shortcut.
The text in the .bat file should read as this :
@echo off
set /a num=%random% %% n + 1
SET spath="soundFolder\specificSoundFX (%num%).wav"
"mediaPlayerFolder\mediaPlayer.exe" %spath%
where n is the total number of variations you have for the sound in question. Also, every sound file associated with your effect should be named the same with an ascending number in brackets, something like crossbow (1), crossbow (2), crossbow (3), etc. This is easily done by selecting all corresponding files and pressing F2 before entering the appropriate name.
Once the .bat file is saved, you need to create a minimized shortcut for it to open silently and you need to make sure your media player is configured to open a single instance.
Anyway, a quick video might best show how it works : https://youtu.be/VVgbcw18b3A
Also, if you don't already know this trick, a quick way to get the full path of a given file is to right-click on it while holding Shift, then selecting 'copy as path' (shown in the video).
Hope this helps anyone.
dulux-oz
December 20th, 2018, 11:42
... Anyway, as great as this extension is, some of its features rely on owning a SuperSyrin Subscription ...
Hi Doudou, long time around, but first time you've spoken up (I wonder how many other long-term lurkers are about) :)
I don't agree - yes, the DOE:Sound allows the GM to "tap into" the features of a SuperSyrin sub, but that's because it allows the GM to "tap into" the features of *ANY* URL/URI-based media player - its a function of the Player, not the Extension.
It may seem to be aimed particularly at Syrinscape (because that's the *primary* Player I use), but don't be mislead that it *only* for Syrinscape - as I said, it'll work with *any* URI/URL-based media Player - and VLC Media Player is a good one (and my secondary Playerer of choice).
Anyway, glad you like the DOE:Sound and thanks for explaining the batch-file approach. :)
Cheers
Doudou
December 20th, 2018, 12:47
I don't agree - yes, the DOE:Sound allows the GM to "tap into" the features of a SuperSyrin sub, but that's because it allows the GM to "tap into" the features of *ANY* URL/URI-based media player - its a function of the Player, not the Extension.
Indeed I misspoke (english is not my first language). What I really meant was that if one weren't paying close enough attention, one would easily think that some of the extension features are Syrinscape exclusive, which it certainely is not :)
Also, I wanted to share my discovery because I read several posts where people were starting to think that Syrinscape was the only way to allow random sound sets.
Anyway, yours is definitely a must-have extension. I can't see myself using FG without it since I discovered it last week.
Cheers
dulux-oz
December 20th, 2018, 13:01
Indeed I misspoke (english is not my first language). What I really meant was that if one weren't paying close enough attention, one would easily think that some of the extension features are Syrinscape exclusive, which it certainely is not :)
Also, I wanted to share my discovery because I read several posts where people were starting to think that Syrinscape was the only way to allow random sound sets.
Anyway, yours is definitely a must-have extension. I can't see myself using FG without it since I discovered it last week.
Cheers
Well, if you like this one then you should probably take a look at the other DOEs (see the first post in this thread) :)
Cheers
Trenloe
December 20th, 2018, 15:53
One feature I really wanted was the ability to randomly play one of several possible sounds for a given effect. After some research and head scratching, I finally found a satisfying solution.
I mean the ability to play random custom sounds without Syrinscape.
This works on windows 7+. I don't know about other platforms.
All you need is VLC (or any other media player that stays in the background). The trick is to write a quick batch file (a text document saved with the .bat extension) and to create a minimized shortcut.
The text in the .bat file should read as this :
@echo off
set /a num=%random% %% n + 1
SET spath="soundFolder\specificSoundFX (%num%).wav"
"mediaPlayerFolder\mediaPlayer.exe" %spath%
where n is the total number of variations you have for the sound in question. Also, every sound file associated with your effect should be named the same with an ascending number in brackets, something like crossbow (1), crossbow (2), crossbow (3), etc. This is easily done by selecting all corresponding files and pressing F2 before entering the appropriate name.
Once the .bat file is saved, you need to create a minimized shortcut for it to open silently and you need to make sure your media player is configured to open a single instance.
Anyway, a quick video might best show how it works : https://youtu.be/VVgbcw18b3A
Very clever! Thanks for sharing. :)
wingspan99
December 28th, 2018, 12:25
Is there something special I need to do? I am running v3.3.7 5e and my sound window is still blank.
Andraax
December 28th, 2018, 12:50
Is there something special I need to do? I am running v3.3.7 5e and my sound window is still blank.
Did you download the latest version of the extension?
wingspan99
December 28th, 2018, 13:02
That would explain it... Lol
NotRussellCrowe
December 30th, 2018, 18:57
Good day!
I'm having a bit of trouble getting this extension running on a new system and was hoping someone would have the answer as I've redownloaded the extensions multiple times and restarted FG multiple times, all with the same outcome.
When I load up FG I see a red X for this extension for CoC7e and D&D5e.
I have downloaded the DOE Base from:
https://github.com/FG-Community-Devs/FG-REM-Repo/tree/master/REMs/Dulux-Oz
and DOE Sound from:
https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension
I put them both in my extensions folder as I have done previously but all I get is a red X. It's a very pretty red X but not very functional.
So what am I missing?
Thanks!
Gwydion
December 30th, 2018, 19:52
Good day!
I'm having a bit of trouble getting this extension running on a new system and was hoping someone would have the answer as I've redownloaded the extensions multiple times and restarted FG multiple times, all with the same outcome.
When I load up FG I see a red X for this extension for CoC7e and D&D5e.
I have downloaded the DOE Base from:
https://github.com/FG-Community-Devs/FG-REM-Repo/tree/master/REMs/Dulux-Oz[/url
and DOE Sound from:
[url]https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension
I put them both in my extensions folder as I have done previously but all I get is a red X. It's a very pretty red X but not very functional.
So what am I missing?
Thanks!
If you downloaded the base from github, make sure to actually download it. Don’t right click it. I bet once you re download it and put in the ext folder you will be fine.
NotRussellCrowe
December 30th, 2018, 19:57
If you downloaded the base from github, make sure to actually download it. Don’t right click it. I bet once you reach download it and out in ext fonder you will be fine.
Yup, that's exactly what I was doing, and now I can hear my Smooth Jazz in Syrinscape. Is there an emoticon for shaking one's head in shame? It would definitely apply in my situation.
Thank you, Gwydion!
Gwydion
December 30th, 2018, 19:59
Yup, that's exactly what I was doing, and now I can hear my Smooth Jazz in Syrinscape. Is there an emoticon for shaking one's head in shame? It would definitely apply in my situation.
Thank you, Gwydion!
I'm glad you could figure out my gibberish. No, I'm not drunk... Just can't type very well from my phone! Time to go edit the first post... :) Glad you got it sorted!
arcanjl
December 31st, 2018, 00:04
Chatsounds Not working.
It was working yesterday, but I cannot for the life of me think if what I did to break it. I have a feeling it is obvious... (the sounds option IS turned on :))
https://www.youtube.com/watch?v=QAagooeudaA
Doudou
December 31st, 2018, 00:34
Arcanji,
I think the problem is that the gm rolls are hidden. The extension only interprets chat messages available to all clients. (I think)
In the options, you should check "Chat: show GM rolls' and/or "Chat: show results to players" (or something like that, I don't remember the exact wording as I only use my own french version).
Gwydion
December 31st, 2018, 01:16
Arcanji,
I think the problem is that the gm rolls are hidden. The extension only interprets chat messages available to all clients. (I think)
In the options, you should check "Chat: show GM rolls' and/or "Chat: show results to players" (or something like that, I don't remember the exact wording as I only use my own french version).
Yes. And remember it will only work with players connected or with you connected separately as local host.
Doudou
December 31st, 2018, 01:22
Yes. And remember it will only work with players connected or with you connected separately as local host.
I'm not sure about this, Gwydion. I get it to work without any client connected, at least with my own sound files and vlc.
Gwydion
December 31st, 2018, 01:37
I'm not sure about this, Gwydion. I get it to work without any client connected, at least with my own sound files and vlc.
Right. I just meant the auto chatsounds.
Doudou
December 31st, 2018, 01:58
Right. I just meant the auto chatsounds.
Even those seem to work with a lone host (anyway they do on my pc). Maybe the limitations you're referring to were true in an earlier version? Can anyone test if this is still relevant with other setups (Syrinscape, maybe)?
arcanjl
December 31st, 2018, 04:02
Arcanji,
I think the problem is that the gm rolls are hidden. The extension only interprets chat messages available to all clients. (I think)
In the options, you should check "Chat: show GM rolls' and/or "Chat: show results to players" (or something like that, I don't remember the exact wording as I only use my own french version).
That was it exactly! I had no idea that that was required :-) I always liked hiding my stuff from the player but no problem at all, I will just use the dice Tower. Also on a side note, it works with no problem without having players connected or a local host.
Doudou
December 31st, 2018, 10:27
That was it exactly! I had no idea that that was required :-) I always liked hiding my stuff from the player but no problem at all, I will just use the dice Tower. Also on a side note, it works with no problem without having players connected or a local host.
I'm afraid you'll keep getting no sound if you use the dice Tower (as results won't be broadcast to the clients). It appears only the first option I mentioned is relevant (Show GM rolls). What you can do is roll secretly (Dice Tower or option off) then drag the result back in the chat box. This should do the trick.
arcanjl
December 31st, 2018, 14:38
Yes, or I can just know that I will get now sound when roll in there, that might be good actually, more granular control!
Andraax
December 31st, 2018, 15:48
What you can do is roll secretly (Dice Tower or option off) then drag the result back in the chat box. This should do the trick.
It's easier and faster to just middle click on the hidden message.
Doudou
December 31st, 2018, 16:14
It's easier and faster to just middle click on the hidden message.
Great tip!
Falselight
January 2nd, 2019, 17:19
never mind fixed thanks to reading :
)
Doudou
January 5th, 2019, 12:04
The text in the .bat file should read as this :
@echo off
set /a num=%random% %% n + 1
SET spath="soundFolder\specificSoundFX (%num%).wav"
"mediaPlayerFolder\mediaPlayer.exe" %spath%
where n is the total number of variations you have for the sound in question. Also, every sound file associated with your effect should be named the same with an ascending number in brackets, something like crossbow (1), crossbow (2), crossbow (3), etc. This is easily done by selecting all corresponding files and pressing F2 before entering the appropriate name.
Once the .bat file is saved, you need to create a minimized shortcut for it to open silently and you need to make sure your media player is configured to open a single instance.
Anyway, a quick video might best show how it works : https://youtu.be/VVgbcw18b3A
Actually, I found a better code. No need to specify the number of files nor the exact path. Also, it's better if you allow multiple instances of vlc, as this new code now automatically closes vlc and can play multiple simultaneous sounds.
It's the exact same code every time, with one tiny change : replace *fileName* with the common name of the files you want to randomly play (before the brackets).
set fname=*fileName*
set count=0
for %%x in (*%fname%" "*.wav) do set /a count+=1
set /a num=%random% %% count + 1
SET spath="%fname% (%num%).wav"
"C:\Program Files\VideoLAN\VLC\vlc.exe" -I dummy --dummy-quiet %spath% vlc://quit
ithix
January 28th, 2019, 16:55
Great work, I have 1 question. Can you create a sound table & link it to a trigger allowing randomness into combat for example.
dulux-oz
January 29th, 2019, 05:23
Great work, I have 1 question. Can you create a sound table & link it to a trigger allowing randomness into combat for example.
What an intriguing idea! No, I don't think you can do that at the moment (I'll be happy to be proved wrong). But I am going to take a look and see how I'd go about something like that and, if its possible, code it in to the next release (maybe).
Thanks for the suggestion. :)
Bidmaron
January 30th, 2019, 12:05
Hey, Dulux, while I am thinking about it, are you going to be able to do anything to take advantage of the new masters and minions functionality in Syrinscape in the Sound extension. I have to confess I am not sure how to make it work outside FG yet, but I remember reading a post that said it was now released, but I think it is APIs that make it work (since I cannot find anything in the player interface that has anything to do with it).
dulux-oz
January 30th, 2019, 14:04
Hey, Dulux, while I am thinking about it, are you going to be able to do anything to take advantage of the new masters and minions functionality in Syrinscape in the Sound extension. I have to confess I am not sure how to make it work outside FG yet, but I remember reading a post that said it was now released, but I think it is APIs that make it work (since I cannot find anything in the player interface that has anything to do with it).
Unfortunately, the solution that Syrinscape came up with for their Master/Minion Web-based version is, at the moment, 100% incompatible with how FG and the DOE:Sound work. I've been investigating the solution for a couple of weeks now and, to get it to work, it is going to require either SmiteWorks radically changing the FG-Engine (something which in the past they have been super reluctant to do) or a complete architectural re-design of the Syrinscape M/M system. In either case, its out of my hands.
Having said that (and I've had this discussion with Benjamin from Syrinscape) everything that the M/M solution can do the DOE:Sound has been able to do since approx v3. Yes, it does it in a different way, but there is no "end-point result" that the M/M can do that the DOE:Sound can't - or, in other words, for uses of FG (on a Windows-based system), there is no need for the Master/Minion solution as the DOE:Sound and the original Syrinscape Desktop App can do it all.
Gwydion
January 30th, 2019, 15:18
Unfortunately, the solution that Syrinscape came up with for their Master/Minion Web-based version is, at the moment, 100% incompatible with how FG and the DOE:Sound work. I've been investigating the solution for a couple of weeks now and, to get it to work, it is going to require either SmiteWorks radically changing the FG-Engine (something which in the past they have been super reluctant to do) or a complete architectural re-design of the Syrinscape M/M system. In either case, its out of my hands.
Having said that (and I've had this discussion with Benjamin from Syrinscape) everything that the M/M solution can do the DOE:Sound has been able to do since approx v3. Yes, it does it in a different way, but there is no "end-point result" that the M/M can do that the DOE:Sound can't - or, in other words, for uses of FG (on a Windows-based system), there is no need for the Master/Minion solution as the DOE:Sound and the original Syrinscape Desktop App can do it all.
Yep... For this exact reason I haven't touched master/minion.... :) Someone wise once said, "if it ain't broke....."
LordEntrails
January 30th, 2019, 16:53
Yep... For this exact reason I haven't touched master/minion.... :) Someone wise once said, "if it ain't broke....."
"Fix" it until it is?
Bidmaron
January 30th, 2019, 23:53
Well, I have to say, I am just now contemplating getting into this sound thing, so I found the whole M/M thing a little confusing because I thought it was redundant. Been on the Syrinscape forums, though, and you would have thought it was solving world hunger. Thanks, Dulux.
BTW, Gwydion, I saw your post over there on using VTC player to do stereo (https://forum.syrinscape.com/t/syrinscape-protip-21-syrinscape-and-direct-audio-stream-using-fantasy-grounds/2141/5) rather than Discord (which I really don't care for anyway). That is some great work, Gwydion.
dulux-oz
January 31st, 2019, 01:34
Well, I have to say, I am just now contemplating getting into this sound thing, so I found the whole M/M thing a little confusing because I thought it was redundant. Been on the Syrinscape forums, though, and you would have thought it was solving world hunger. Thanks, Dulux.
BTW, Gwydion, I saw your post over there on using VTC player to do stereo (https://forum.syrinscape.com/t/syrinscape-protip-21-syrinscape-and-direct-audio-stream-using-fantasy-grounds/2141/5) rather than Discord (which I really don't care for anyway). That is some great work, Gwydion.
Well, it's redundant for *US* because of the DOE:Sound - but remember that Syrinscape's "use case" is more than just FG; a lot of Roll20 people (and others) want to use it as well, so Benjamn's doing a "good thing" in terms of his business by providing that option to his customers. There is also this... fasination... that people seem to have with cloud-based computing these days (one which I, as a Professional ICT Consultant, can't understand because while "The Cloud" has it's uses its *not* a panacea(sp?) for computing), so with this fasicination "everyone" is pushing their stuff into the cloud - which I consider a mistake in some (but not all) cases. Thanks God(s) that Smiteworks didn't go this route, and that we can still get Desktop Apps for all our stuff, including Syrinscape, etc.
TL: DR - FG Users don't *need* M/M when using the DOE:Sound, but there's more than one VTT-ecosystem out there, and only FG has the DOE:Sound - plus *some* people like to put *everything* in the cloud :p
Bidmaron
January 31st, 2019, 01:37
Well, I am not an IT professional, so my opinion comes at a discount, but I do agree with you, Dulux on the cloud craze.
Gwydion
January 31st, 2019, 13:45
Well, I have to say, I am just now contemplating getting into this sound thing, so I found the whole M/M thing a little confusing because I thought it was redundant. Been on the Syrinscape forums, though, and you would have thought it was solving world hunger. Thanks, Dulux.
BTW, Gwydion, I saw your post over there on using VTC player to do stereo (https://forum.syrinscape.com/t/syrinscape-protip-21-syrinscape-and-direct-audio-stream-using-fantasy-grounds/2141/5) rather than Discord (which I really don't care for anyway). That is some great work, Gwydion.
Thanks! I use cleanfeed now which is even better! I would recommend that personally.
Bidmaron
January 31st, 2019, 19:24
Thanks, Gwydion. I am not sure hotel internet is up to pushing FG and sound through it’s pipe (cannot even stream 720p without stuttering). That is my only concern.
Gwydion
January 31st, 2019, 19:34
Ahhh. Got it!
Bidmaron
January 31st, 2019, 19:39
Would like to give it a go sometime and check though
mattekure
January 31st, 2019, 20:11
I've switched to cleanfeed too. it works great and my players love it. I also recommended they get the chrome extension Volume Master as it lets them adjust the volume per tab, so they can have discord voice at full volume and turn down the sounds from cleanfeed if they want.
Gwydion
January 31st, 2019, 23:16
I've switched to cleanfeed too. it works great and my players love it. I also recommended they get the chrome extension Volume Master as it lets them adjust the volume per tab, so they can have discord voice at full volume and turn down the sounds from cleanfeed if they want.
Yep. Volume Master is definitely a must have for that very reason...
Bidmaron
February 1st, 2019, 02:12
So why do you still need discord? Is it just for voice chat and you only need one channel of it running? (I dislike discord and think I'd use teamspeak maybe).
dulux-oz
February 1st, 2019, 03:41
I/We use Teamspeak - good sound, good bandwidth, and individual volume controls.
Also, rememeber that yoiu can pump Syrinscape Sounds across the web without a 3rd Party Sound App (Teamspeak, discord), and also that it doesn't have tio be the GM who is "hosting" the sounds; any player can do it - so off-load your bandwidth onto one of your playerts if you don't have much :)
Bidmaron
February 1st, 2019, 04:32
But they have to own the material on syrinscape I think. And I can’t change it on the fly?
dulux-oz
February 1st, 2019, 08:56
But they have to own the material on syrinscape I think. And I cant change it on the fly?
Yes, that's correct - mind you, Benjamin has said that a single Syrinscape License can be used on up to three (3) devices at once, and the GM (or someone) needs a license anyway, so there's the GM and two players covered - another player grabs a license (maybe they're running their own 2nd game) and theres another 3 for 5 players total plus the GM - AND you can still pump it downa 3rd Party Sound App if the group is bigger than 5 players (or perhaps a thiord person has a third license - now the group can be up to 8 players and the GM).
The point is, there are ways to do things and solutions to the (perceived) problem(s) as things stand now - and, honestly, how often do the Syrinscape sounds & moods change "on the fly"? I'd put it at *less* often than FG Updates, and FG Updating is not really a problem, is it?
seycyrus
February 2nd, 2019, 04:19
So it's been some time since I asked a silly question, but Dulux ... I think this is a strange one. Or maybe not, you can be the judge.
I am using the Gurps Ruleset, and your sound extension very successfully for years now, thank you!
I exported my sound files (chatboard, etc) as a module. Started a new campaign, opened up the module, and tried to trigger some sounds, and it didn't work. Thinking back, I thought about the usual culprits and went to the options menu and turned sounds on, and showed the GM rolls. And it worked!
But ... I clicked on the Sound icon off to the right, and there is nothing there. Nothing listed, no sounds, no miniboards, no sound board or anything, just a simple window that I can only close or minimize. Going back to my original campaign, I see the same thing (nothing), when I click on Sound. And yet, my sounds are triggering (and working!)
I read through the last 5 pages of this thread, (a year or two ago, I had read them all), and don't see anyone mentioning this. Is the ruleset just not linking correctly to the "sound-manager-windows" and I'm lucky in that the links are still working behind the scenes?
dulux-oz
February 2nd, 2019, 05:34
So it's been some time since I asked a silly question, but Dulux ... I think this is a strange one. Or maybe not, you can be the judge.
I am using the Gurps Ruleset, and your sound extension very successfully for years now, thank you!
I exported my sound files (chatboard, etc) as a module. Started a new campaign, opened up the module, and tried to trigger some sounds, and it didn't work. Thinking back, I thought about the usual culprits and went to the options menu and turned sounds on, and showed the GM rolls. And it worked!
But ... I clicked on the Sound icon off to the right, and there is nothing there. Nothing listed, no sounds, no miniboards, no sound board or anything, just a simple window that I can only close or minimize. Going back to my original campaign, I see the same thing (nothing), when I click on Sound. And yet, my sounds are triggering (and working!)
I read through the last 5 pages of this thread, (a year or two ago, I had read them all), and don't see anyone mentioning this. Is the ruleset just not linking correctly to the "sound-manager-windows" and I'm lucky in that the links are still working behind the scenes?
OK, so, the problem isn't unknown, and its got to do with some changes made to the CoreRPG in the last update. The fix was/is in the latest version of the DOE:Sound/DOE:Base (and it was talked about - briefly - in these threads around the time of the new version announcement).
BUT - the GURPS Ruleset is *not* one that is being supported by me ie the DOEs shouldn't be working at all. Yes, I was briefly supporting the GURPs Ruleset a while back, but then, with the influx of people wanting me to support *their* Ruleset I made a strategic decision to *only* support "Offical" Rulesets. In compensation, I released the DORCore Ruleset which has all of the DOEs built in and invited all the non-offical Ruleset Devs to base their Rulesets not on the CoreRPG, but on the DORCore (which is essentially the CoreRPG + the DOEs), thus allowing me to continue to retain my sanity and shift and distribute some of the workload onto those Devs who wanted their users to enjoy the DOEs. As far as I am aware the GURPS Dev has not taken advantage of this offer.
(And, for the record and beig completely transparent - I still need to update the DOECore to take advantage of the required changes anyway. But as no-one has been asking me to update the DORCore its been pushed down the priority list - if Ruleset Devs are working with the DORCore they haven't let me know - and I'm still willing to help then trans-shirt their CoreRPG-based Ruleset over to the DORCore if they just ask me.)
Does that help explain things?
Bidmaron
February 2nd, 2019, 13:43
I know you are working PF2, Dulux. I am anxiously awaiting that, sir
dulux-oz
February 2nd, 2019, 13:56
I know you are working PF2, Dulux. I am anxiously awaiting that, sir
:) I'm working a lot of things - including Bariatric Surgery in mid-late February where they'll take out approx 80% of my stomach organ so I can loose approx 40 kgs (80 lbs) so I don't die - fun, no?
But yes, PF2 is one of the things I'm working on :)
LordEntrails
February 2nd, 2019, 17:49
so I don't die - fun, no?
Yea, that's important. Make sure you don't!
Dax Doomslayer
February 2nd, 2019, 19:18
Yikes! Best wishes dulux!! I hope all goes without a hitch!
Bidmaron
February 2nd, 2019, 19:43
Dulux, please take care of yourself above all else!
Gwydion
February 2nd, 2019, 20:47
:) I'm working a lot of things - including Bariatric Surgery in mid-late February where they'll take out approx 80% of my stomach organ so I can loose approx 40 kgs (80 lbs) so I don't die - fun, no?
But yes, PF2 is one of the things I'm working on :)
We need you around, man! Definitely take care!
Kelrugem
February 2nd, 2019, 21:54
Best wishes, Dulux :)
mac40k
February 3rd, 2019, 16:26
Looking forward to delux-oz lite. ;)
dulux-oz
February 6th, 2019, 03:45
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 (Feburary 2019) put up on DM's Guild (here (https://www.dmsguild.com/product/265980/DOM-SoundlinkLibrary-Module--Feburary-2019)).
This latest edition now has over 5900 Soundlinks from all 126 Sci-Fi Soundsets and all 285 Fantasy Soundsets.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
(And thank you to all the well wishers over the last week or so :) )
Cheers
Bidmaron
February 6th, 2019, 04:08
This product will save anyone serious about sound in their games countless hours to duplicate what Dulux has done here. A bargain by any standard.
hereander
February 7th, 2019, 12:33
When I looked for the DOM Soundlink Library on DMSGuild I stumbled across another module called "Fantasygrounds Sounds" which costs twice as much. Can anybody explain what is the difference between those two?
mattekure
February 7th, 2019, 12:38
When I looked for the DOM Soundlink Library on DMSGuild I stumbled across another module called "Fantasygrounds Sounds" which costs twice as much. Can anybody explain what is the difference between those two?
The DOM Soundlink Library is produced by the author of the DOE Sound extension. the module has links to all the available sounds in Syrinscape so you can easily make your own soundboards and trigger them.
Fantasy Grounds Sounds is done by Rob2e. The module uses the DOE Sound extension and has links to syrinscape as well. The difference is that the Fantasy Grounds Sounds does not have a link to every Syrinscape sound, but it does include automatic sound triggers. So once you load the module, events in chat will automatically trigger sounds like for attacks/spells.
dulux-oz
February 7th, 2019, 13:06
mattekure is essentially correct - Rob (Rob2e) organised with me to produce his module which contains a bunch of ChatSounds built for 5E. It was produced around mid-late 2017 so only includes SoundLinks from SoundSets release up to that time. The DOM SoundLink Library, on the other-hand, has every SoundLink for every sound (over 5900 as of Feb 2019 edition) ready to be placed into ChatSounds, MiniBoards, and/or AutoSounds (or even run directly from the Library) but does not contain any pre-made ChatSounds, etc.
Does that help in explaining things?
mattekure
February 7th, 2019, 13:16
For the question of which to get, personally I have and use both. The auto-chat sounds in the Rob module are simple and only require loading the module. the DOM module takes out 95% of the work of incorporating the sounds into your game (the other 5% is trying to find just the right sound).
dulux-oz
February 7th, 2019, 14:31
(the other 5% is trying to find just the right sound).
Tell me about it :)
I mean, the One-Shots by Type help (somewhat) but with the Library fast approaching 6K Moods and One-Shots, it can be a PITA to sometimes find just the right sound for a given situation :)
Bidmaron
February 8th, 2019, 00:09
It is a nice problem to have, Dulux. I also have both, but I am only just now getting into the sound stuff.
Qoff
February 13th, 2019, 18:32
Is it possible to trigger the sound inside the fantasy grounds itself instead of a third party software?
Trenloe
February 13th, 2019, 18:44
Is it possible to trigger the sound inside the fantasy grounds itself instead of a third party software?
Fantasy Grounds has no sound capability (other than the basic ding). So you need third party software for sounds.
seoulgamer
February 14th, 2019, 15:49
Is the Sound Extension working with the current version of Fantasy Grounds in the Pathfinder ruleset? I've gotten this to work in the past so I'm familiar with the setup. I watched all the tutorials I could find, reinstalled the extensions, and disabled all other extensions and I still can't get it to play the links to Syrinscape. Help please!
LordEntrails
February 14th, 2019, 19:49
Is the Sound Extension working with the current version of Fantasy Grounds in the Pathfinder ruleset? I've gotten this to work in the past so I'm familiar with the setup. I watched all the tutorials I could find, reinstalled the extensions, and disabled all other extensions and I still can't get it to play the links to Syrinscape. Help please!
DOE Sound is tested and supported with the Pathfinder ruleset, but not with the PF Playtest ruleset (though it may work). See; https://www.fantasygrounds.com/wiki/index.php/DOE_Sound_Extension#Ruleset_Compatibility
The first thing to check is do you have the sound option turned on in your campaign options?
seoulgamer
February 14th, 2019, 21:46
Yes I have Sound turned on. I'm lost, I've disabled all other extensions and reinstalled the base ext along with the soundset ext and it's still not working. I installed this and set up soundboards on my old computer so I have experience with the setup. Super frustrated. I don't know what I'm overlooking.
seoulgamer
February 14th, 2019, 22:05
I updated Syrinscpe problem solved. /facepalm
dulux-oz
February 15th, 2019, 02:51
I updated Syrinscpe problem solved. /facepalm
Yeah - occassionaly Syrinscape will release a version (it's happened once in the past, to my knowledge) that breaks the linkages between it and the DOE:Sound. Usually, between Benjamin and myself we get it fixed pretty quickly, but it still manages to bite someone in the back-side sooner or later :)
hereander
February 21st, 2019, 19:41
Unfortunately, the solution that Syrinscape came up with for their Master/Minion Web-based version is, at the moment, 100% incompatible with how FG and the DOE:Sound work. I've been investigating the solution for a couple of weeks now and, to get it to work, it is going to require either SmiteWorks radically changing the FG-Engine (something which in the past they have been super reluctant to do) or a complete architectural re-design of the Syrinscape M/M system. In either case, its out of my hands.
Wouldn't it be enought to have sort of a proxy that registers a fake protocol with windows, just like syrinscape desktop does? It could be installed as a deamon in windows and tunnel the requests from fg to the syrinscape web api. It would only need to be unidirectional in a fire and forget way. You'd only have to tell the DOE extension to call a different (fake-) protocol than for the desktop version of syrinscape.
EDIT:
So you'd basically need this https://archive.codeplex.com/?p=customurl and this https://curl.haxx.se/windows/ (didn't try it myself yet)
kmfdm
March 2nd, 2019, 17:47
*NEVERMIND, I fixed it by just re-downloading the extension and reactivating it*
I can't seem to create Sounds anymore. The Sound window is totally blank and I do not have any buttons (drop down menu or edit).
Any idea?
LordEntrails
March 2nd, 2019, 17:51
I can't seem to create Sounds anymore. The Sound window is totally blank and I do not have any buttons (drop down menu or edit).
Any idea?
First, restart your computer. Problem still there? Exit FG, start a new campaign, still there?
madman
March 2nd, 2019, 18:05
This was the problem before the update.. Update the extension with the new one..
MacDork
March 3rd, 2019, 22:37
I converted a PDF module to a Fantasy Grounds module and created DOE Sounds. When I create a campaign and use this module (and the DOE Sound/Core extensions), only the Sound Links are available, but all of the Sound window tabs are empty.
Is this not supported functionality, or did I do something wrong? I was certain to export the Sounds when I. reared the module.
LordEntrails
March 3rd, 2019, 22:42
Check the documentation. I doubt Dulux is going to be able to respond due to health issues for a while. I believe that in order to be exported you have to use sound boards. But I don't remember, been a long time since I read the documentation and have never tried to export.
MacDork
March 3rd, 2019, 22:57
Oh no. I hope he recovers quickly. I glanced at the documention's TOC; I'll read more in-depth now.
MacDork
March 3rd, 2019, 23:24
I believe that in order to be exported you have to use sound boards.
Mini-boards came across; that'll have to do, I suppose. Thanks!
Sir Gitmo
March 8th, 2019, 02:34
I'm sorry that I double posted this (wrong thread first time). I do not see the sound extension on the site with all of the others. Here is what I see.
DOEAlignmentGraph.ext 20180526 - DOEREMU Initial Deployment 10 months ago
DOEBase.ext 20180526 - DOEREMU Initial Deployment 10 months ago
DOECampaignStyleGraph.ext 20180526 - DOEREMU Initial Deployment 10 months ago
DOEOLE.ext 20180526 - DOEREMU Initial Deployment 10 months ago
DOEWeather.ext 20180526 - DOEREMU Initial Deployment 10 months ago
DOE_Alignment_Graph_Manual.mod 20180526 - DOEREMU Initial Deployment 10 months ago
DOE_CSG_Manual.mod 20180526 - DOEREMU Initial Deployment 10 months ago
DOE_OLE_Manual.mod 20180526 - DOEREMU Initial Deployment 10 months ago
DOE_Weather_Manual.mod 20180526 - DOEREMU Initial Deployment 10 months ago
DORCore.pak 20180526 - DOEREMU Initial Deployment 10 months ago
mattekure
March 8th, 2019, 02:36
The sound extension is on the first post of this thread.
Sir Gitmo
March 8th, 2019, 02:37
Once I logged into the forum I could see that attached extensions to the first post.
mac40k
March 9th, 2019, 14:32
Does anyone know where the sound links are actually stored on the computer? I copied, unpacked, and modified the DOE Base and DOE Sound extensions to add SWD to the list of allowed rulesets. They now show up in the selection list when I launch my existing campaign, but when I open the Sounds window it is blank. Where can I find all the links I have already created for this campaign? My session starts in 30 mins, so I may not get this resolved in time today, but going forward I'd hate to have to redo them all.
mac40k
March 11th, 2019, 14:31
I unpacked and altered the .xml files to add SWD as a valid ruleset, but this didn't resolved the problem. When I asked on the FG Discord I was informed that all of the campaign data, including any links will be stored in the db.xml file inside of your campaign folder, but if you have modified the extension, there is no guarantee that your edits will work properly. I unfortunately lack the knowledge to hack the db.xml file without more specific guidance, so I restored the extensions to the latest available version (sans my edits) and upgraded my campaign to SWADE. I still have nothing but a blank screen in the Sounds dialog box. I also created a new campaign in SWADE with the same results, so I'm thinking that Delux-Oz will need to update DOE Base and/or DOE Sound to work with the new ruleset. I know he had surgery recently, so I'm not sure when we can expect an update.
This is very frustrating because I spent a lot of money purchasing sound sets for Syrinscape, had all the weapons triggering sounds when used and furthermore have several adventures already created with additional sound links in the Story entries that no longer work. I'm doing me best to grin and bear it, but hope the situation gets resolved soon.
mattekure
March 11th, 2019, 19:30
The blank screen sounds suspiciously like something that was fixed with the latest update, so be sure you have redownloaded the most recent version, and removed any older version.
I dont know what goes in to customizing the DOE extensions for specific rulesets, I do see code within the extension that changes based on ruleset, so just changing the the extension.xml and including the new ruleset isn't likely to work. On the wiki https://www.fantasygrounds.com/wiki/index.php/DOE_Sound_Extension it has a section on ruleset compatibility and states "This Extension will not work with any other Ruleset. Other CoreRPG-Child Rulesets may be able to use this Extension, but the Extension will need to be tested first. Please contact the Author if you would like this Extension to be tested with an unlisted CoreRPG-Child Ruleset." The only thing I can suggest is waiting until the author returns and determines whether or not to support SWADE.
mattekure
March 11th, 2019, 19:36
I'm not sure how it will help, but for the question regarding the db.xml. sound links are organized there in this structurel. This is an example pulled from one of my campaigns.
<MJB_Sound>
<AutoSound>
<id-00001>
<nDelay type="number">0</nDelay>
<name type="string">wsx_window_save</name>
<sType type="string">wsx_window_save</sType>
</id-00001>
</AutoSound>
<ChatSound>
</ChatSound>
<MiniBoard>
<id-00001>
<ftNotes type="formattedtext">
<p></p>
</ftNotes>
<name type="string">Yawning Portal</name>
<soundlist>
<id-00001>
<lSoundLink type="windowreference">
<class>url</class>
<recordname>syrinscape-fantasy:moods/Y3VzdG9tLW1vb2RzOjpTaWxlbmNl/play/</recordname>
</lSoundLink>
<name type="string">Stop (Fantasy Player)</name>
</id-00001>
</soundlist>
</id-00001>
</MiniBoard>
<SoundBoard>
</SoundBoard>
<SoundSetup>
</SoundSetup>
</MJB_Sound>
Sir Gitmo
March 13th, 2019, 00:34
Grr. My chat sound triggers don't work at all. I can pull up a sound and activate it through FG. I can even create a shortcut and it works. But none of the triggers from chat are working even when a second client using localhost is being used. This was all working fine a few days ago. I recently added Rob2E sounds from DM guild. Any clues on what to check?
Gwydion
March 13th, 2019, 01:29
Grr. My chat sound triggers don't work at all. I can pull up a sound and activate it through FG. I can even create a shortcut and it works. But none of the triggers from chat are working even when a second client using localhost is being used. This was all working fine a few days ago. I recently added Rob2E sounds from DM guild. Any clues on what to check?
Hmmmm... Sounds like you know all the basics... I'm sure your sounds are on, etc.. Any recent additional extensions you installed that might conflict? That does happen on occasion. Also, is it a new campaign? Did you make sure that your GM rolls are on so that they are going over the internet? Those are some immediate things to check if you haven't already.
mac40k
March 13th, 2019, 13:03
Doh! I missed the part where the latest version was no longer obtained via FG-Community-Devs/FG-REM-Repo so didn't have DOE:Sound 4.2.2. After downloading it, my sounds are back.
Sir Gitmo
March 14th, 2019, 00:28
I've been trying to fix this for a day now. I can't figure out why the chat triggers will not work. I know that sounds from FG are working because I can click the sounds and they trigger Syrinscape. I also know that autosounds are working because when my players whisper I hear them. For the life of me I can't get the chat sounds to trigger. Any ideas??
I installed the latest DOE extensions and I also have the Rob2E sound pack. Neither his or mine work.
Andraax
March 14th, 2019, 00:36
Chat sounds only work for strings that are displayed to the players; you're not trying to trigger them on strings that are shown to the GM only, are you?
Sir Gitmo
March 14th, 2019, 00:47
Culprit Found: Coming of the Night Theme
dulux-oz
March 14th, 2019, 03:05
Culprit Found: Coming of the Night Theme
@Sir Gitmo: Could you please provide some more detailed info on what the culprit is/was and how you resolved it. The info will be of great help to both myself (to see if I can fix things) and to other users so they don't have to go through the same frustration - thanks
Cheers
Sir Gitmo
March 14th, 2019, 03:13
@Sir Gitmo: Could you please provide some more detailed info on what the culprit is/was and how you resolved it. The info will be of great help to both myself (to see if I can fix things) and to other users so they don't have to go through the same frustration - thanks
Cheers
Yes, it was the Coming of the Night Theme. I have no idea why it is interferring with the DOE:Sounds, but it clearly is. Its a shame because I liked the vibrant colors of the buttons on that theme.
dulux-oz
March 14th, 2019, 03:43
Yes, it was the Coming of the Night Theme. I have no idea why it is interferring with the DOE:Sounds, but it clearly is. Its a shame because I liked the vibrant colors of the buttons on that theme.
I'm not aware of that Theme - could you please post the link - thanks.
Sir Gitmo
March 14th, 2019, 05:34
I'm not aware of that Theme - could you please post the link - thanks.
https://www.fantasygrounds.com/forums/showthread.php?45798-Theme-The-Coming-of-Night&highlight=Theme
vvZODvv
March 14th, 2019, 21:48
I currently have a campaign using the Savage Worlds Deluxe ruleset (not the newer Savage Worlds ruleset). After the transition to the new ruleset, the DOE Base and Sound extension are no longer showing up on the campaign launch screen and, subsequently, are not loading into the campaign. They show up in all other rulesets. Any idea how I can rectify this?
Perhaps related: the Sound option in the Options Tab in the campaign is no longer present. IDK if that has relevance.
paladiusdarkhelm
March 14th, 2019, 23:56
https://www.fantasygrounds.com/forums/showthread.php?45798-Theme-The-Coming-of-Night&highlight=Theme
I have some posts in that thread at the end where I reported the same issues. I also would really like it if there is an identifyable issue that can be resolved, because I like the theme. It may be that it is actually a combination of this theme and some other extension(s).
LordEntrails
March 15th, 2019, 00:02
I currently have a campaign using the Savage Worlds Deluxe ruleset (not the newer Savage Worlds ruleset). After the transition to the new ruleset, the DOE Base and Sound extension are no longer showing up on the campaign launch screen and, subsequently, are not loading into the campaign. They show up in all other rulesets. Any idea how I can rectify this?
Perhaps related: the Sound option in the Options Tab in the campaign is no longer present. IDK if that has relevance.
I assume this is because with the change in SWD ruleset name that the ruleset tag has changed. Dulux has his extensions look for specific rulesets to be useable by (to prevent errors). I can think of 3 ways that might resolve this (the first two assume the ruleset tag has changed);
1) Wait for Dulux to update his extension to accept the new ruleset tag (he's had medical issues of late)
2) Edit the DOE extensions and change the ruleset tag to "all" (or is it "All"?)
3) Try the Universal Module Extension.
dulux-oz
March 15th, 2019, 04:35
I assume this is because with the change in SWD ruleset name that the ruleset tag has changed. Dulux has his extensions look for specific rulesets to be useable by (to prevent errors). I can think of 3 ways that might resolve this (the first two assume the ruleset tag has changed);
1) Wait for Dulux to update his extension to accept the new ruleset tag (he's had medical issues of late)
2) Edit the DOE extensions and change the ruleset tag to "all" (or is it "All"?)
3) Try the Universal Module Extension.
I don't recommend (2) at all - I can't predic the consequences and therefore can not and will not support this.
I'm not too sure about option (3) for pretty much the same reasons - as far as I am aware all the Universal Module Extension does is replace the ruleset tags anyway. (I'll be setting things up in the DOEs to *explicitly* not work with that Extension in a future update, btw).
There is a *reason* the DOEs are restricted to only work with certain rulesets. The DOEs are arguably the most complex and inter-dependant suite of Extensions avaliable for FG - each one tested and vetted to work with each given ruleset. Simply overiding those restrictions is fraut with complications because there are often numerous 'ruleset specific' pieces of code within the DOEs to make them work. This is why I can't and won't support any "unauthorized changes" and why the Licensing doesn't allow those changes to be distributed.
I am (constantly) working on keeping all the DOE's updated - people are just going to have to be patient.
Edit:
I stand corrected, the Universal Module Extension allows any Module to be used with any Ruleset - it does not allow any Extension to be used with any Ruleset (so there's nothing to explicitly restict - good, less work for me). It also means that (3) worn't work at all.
iotech
March 15th, 2019, 23:21
https://www.fantasygrounds.com/forums/showthread.php?45798-Theme-The-Coming-of-Night&highlight=Theme
Hey Dulux-Oz! Welcome back!
I am the author of the above referenced theme, and have had a couple of users mention an incompatibility with DOE Sound in the last couple of weeks. It all seems to work correctly for me however, and I cannot recreate the issue. Would you be so kind as to unpack my theme and take a look, see if you notice anything that would clash with DOE Sound?
Thanks,
Gerry
dulux-oz
March 16th, 2019, 02:47
Hey Dulux-Oz! Welcome back!
I am the author of the above referenced theme, and have had a couple of users mention an incompatibility with DOE Sound in the last couple of weeks. It all seems to work correctly for me however, and I cannot recreate the issue. Would you be so kind as to unpack my theme and take a look, see if you notice anything that would clash with DOE Sound?
Thanks,
Gerry
Hey IO,
Yeah, that was my plan :)
I suspect it's a "Load Order" issue (most of them are) but I'll take a look and let you know, OK?
Cheers
iotech
March 17th, 2019, 04:38
That'd be great, Dulux-Oz. As a shortcut, I'll tell you I used a LoadOrder of 999 in the theme, as I believe it should load AFTER other extensions (particularly ones that it replaces an icon for, such as DOE Sound). I believe you used a LoadOrder of 50 for DOE Sound.
Am I using LoadOrder wrong?
dulux-oz
April 10th, 2019, 10:10
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 Edition (April 2019) put up on DM's Guild (here (https://www.dmsguild.com/product/272512/DOM-SoundlinkLibrary-Module--April-2019)).
This latest edition now has over 6200 Soundlinks from all 131 Sci-Fi Soundsets and all 295 Fantasy Soundsets.
Note that you still need Syrinscape Desktop App to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves (this, along with the DOE:Sound, does *NOT* work with the Syrinscape Online Player, only the Desktop App).
Cheers
vvZODvv
April 13th, 2019, 18:28
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 (April 2019) put up on DM's Guild (here (https://www.dmsguild.com/product/272512/DOM-SoundlinkLibrary-Module--April-2019)).
This latest edition now has over 6200 Soundlinks from all 131 Sci-Fi Soundsets and all 295 Fantasy Soundsets.
Note that you still need Syrinscape Desktop App to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves (this, along with the DOE:Sound, does *NOT* work with the Syrinscape Online Player, only the Desktop App).
Cheers
Dulux,
This being the first time there is an update to the Library since I bought it last month, can I confirm that each update is purchased (as opposed to having a way to update the existing library)?
Trenloe
April 13th, 2019, 18:31
This being the first time there is an update to the Library since I bought it last month, can I confirm that each update is purchased (as opposed to having a way to update the existing library)?
You don’t need to purchase again. Go to your library in DTRPG and re-download the file from there.
Edited by Dulux-Oz: Yes, actually you do - see Post #1412
vvZODvv
April 13th, 2019, 18:41
You don’t need to purchase again. Go to your library in DTRPG and re-download the file from there.
Very cool. Thanks!
Kelrugem
April 13th, 2019, 19:05
You don’t need to purchase again. Go to your library in DTRPG and re-download the file from there.
Thanks, too :) I didn't know this either; I once tried that out and the file name was still with the month of purchase and therefore I thought it will not be updated automatically (which I could have understood of course, due to additional work) :) But the edition name changes ingame.
(I guess the file name stays the same such that the old one is overwritten when one copies the new file into the modules folder)
EDIT: at least at dmsguild that is the case, maybe different for DTRPG
dberkompas
April 13th, 2019, 20:05
You can make things a lot easier on yourself if you use the DTRGP desktop app, when you run it, it will only pull down files updated since the last time you ran it.
I believe at the moment, there is only a Windows version.
Dave
Trenloe
April 13th, 2019, 21:27
You can also get an email notification if you setup DTRPG to send you an email when a product is updated.
Trenloe
April 13th, 2019, 21:28
Thanks, too :) I didn't know this either; I once tried that out and the file name was still with the month of purchase and therefore I thought it will not be updated automatically (which I could have understood of course, due to additional work) :) But the edition name changes ingame.
(I guess the file name stays the same such that the old one is overwritten when one copies the new file into the modules folder)
EDIT: at least at dmsguild that is the case, maybe different for DTRPG
It's up to the individual publisher how they update the files : if they change filenames, etc..
Kelrugem
April 13th, 2019, 21:30
It's up to the individual publisher how they update the files : if they change filenames, etc..
Ah okay :)
Bidmaron
April 14th, 2019, 03:41
You can make things a lot easier on yourself if you use the DTRGP desktop app, when you run it, it will only pull down files updated since the last time you ran it.
I believe at the moment, there is only a Windows version.
Dave
Not true. There is a Mac version that works great. I use it all the time, and it works great.
dulux-oz
April 14th, 2019, 03:43
Actually, no, its not an update, its a new edition - think of it like a magazine: every month a new edition of the magazize comes out and you buy your copy (or not).
Or, if you prefer, think of it this way - each month (or so) there is a new collection of Soundlinks for the SoundSets released during the previous month - Soundlinks that have never existed before. As a special bonus, Soundlinks from previous editions are included as well, so that you don't have to have a whole bunch of Modules open at once - they're all nice and tidy together.
I don't think anyone should have an issue with this - its only $5 each monthly edition, which is less than the price of a good cup of coffee. People have gotten to use the DOE:Sound for free, and it takes several hours to produce each monthly edition - I think that's worth $5/month, don't you? :)
Cheers
GeneralChaos
April 20th, 2019, 02:55
I'm having trouble getting this to work. Host side seems to work fine, can link to chat, auto, soundboards. Client side doesn't seem to get triggers from host.
Sound activates on host, but nothing on client from an auto-chat miss or hit (visible rolls and actors)
Client has soundboard and clicks a button: Host gets sound/music, client gets nothing
If the host drag and drops a Sound link to the chat, a client can click it and get sound from SyrinScape, but it doesn't play automatically for anyone
Tried with fresh 5E campaign with no other modules loaded. Running 4.2.2 and latest FG
dulux-oz
April 20th, 2019, 04:05
I'm having trouble getting this to work. Host side seems to work fine, can link to chat, auto, soundboards. Client side doesn't seem to get triggers from host.
Sound activates on host, but nothing on client from an auto-chat miss or hit (visible rolls and actors)
Client has soundboard and clicks a button: Host gets sound/music, client gets nothing
If the host drag and drops a Sound link to the chat, a client can click it and get sound from SyrinScape, but it doesn't play automatically for anyone
Tried with fresh 5E campaign with no other modules loaded. Running 4.2.2 and latest FG
Is the client and the host on the same physical machine? Do you have Syrinscape loaded on the client (as well as the host), and if so, do you have Sounds turned ON on the client (as well as the host)?
GeneralChaos
April 20th, 2019, 04:12
Different computer. I did not check if it was enabled on client, forgot there are a few settings client can set for themselves. Done, working. Thanks!
dulux-oz
April 20th, 2019, 04:56
Different computer. I did not check if it was enabled on client, forgot there are a few settings client can set for themselves. Done, working. Thanks!
Excellent! Glad we got things sorted. :)
Sgain
April 21st, 2019, 04:12
Latest version of FG seems to have broken this. Running BASE v3.2.1 and Sound v4.2.2 with CoreRPG rulest v3.3.7.
LordEntrails
April 21st, 2019, 04:20
Latest version of FG seems to have broken this. Running BASE v3.2.1 and Sound v4.2.2 with CoreRPG rulest v3.3.7.
Unlikely since these versions have all been out for some months. Can you tell us what problems you are having and if you are using any other extensions other than DOEs and what ruleset you are running?
Sgain
April 23rd, 2019, 03:58
Crap! Seems that some of my extensions are causing the problem. Thanks for reminding me to check those.
Netjera
April 25th, 2019, 01:51
Is there any way to take a sound from another source and get a sound link to use in the DOE extension? I'm looking to add more sound effects, and although SyrinScape has some, many of them are set on timers so that I can't trigger them automatically, just once (for example, a character hearing a cough in a darkened room as they step in). To continue the example, SyrinScape has a great "coughs" sound in the Jade Temple, but whenever I set it up as a Custom Mood, it copies all of the dead air as well, so even when I trigger it from within DOE, I can't be sure when the sound will actually get around to playing, which is NOT helpful.
mattekure
April 25th, 2019, 02:48
DOE: Sound can trigger lots of other stuff, not just syrinscape. I use it to trigger sounds I've found on the internet to play in VLC. you can find sounds on youtube, or many other sources on the internet that DOE can trigger. collect them on your hard drive so you get exactly the sounds you want.
dulux-oz
April 25th, 2019, 05:17
Is there any way to take a sound from another source and get a sound link to use in the DOE extension? I'm looking to add more sound effects, and although SyrinScape has some, many of them are set on timers so that I can't trigger them automatically, just once (for example, a character hearing a cough in a darkened room as they step in). To continue the example, SyrinScape has a great "coughs" sound in the Jade Temple, but whenever I set it up as a Custom Mood, it copies all of the dead air as well, so even when I trigger it from within DOE, I can't be sure when the sound will actually get around to playing, which is NOT helpful.
Why don't you use one of the 1-Shot Coughs - there's no need for "dead air" with those. There's "Coughs" in the "Seedy Tavern" Fantasy Soundset, "Coughs" in the "TT Tooth And Nail" Fantasy S1oundset, and "Larkin Coughs" in the "" SciFi Soundset - one of these should get you out of trouble.
For the record, it took me less than 10 seconds to find these using my DOM: Soundlink Library (avaliable from DM's Guild) - I simply put in "cough" into the inbuild search function and up came the three Soundlink Entries - which I then clicked on to confirm they we "good" coughs :)
Cheers
vvZODvv
April 25th, 2019, 16:23
Both of the previous have suggestions I use. In addition, for something more complicated that something a one-shot can cover, you can always create your own Custom sound in syrinscape using whichever elements you prefer and copy it into the Sound Extension.
Netjera
April 25th, 2019, 23:40
DOE: Sound can trigger lots of other stuff, not just syrinscape. I use it to trigger sounds I've found on the internet to play in VLC. you can find sounds on youtube, or many other sources on the internet that DOE can trigger. collect them on your hard drive so you get exactly the sounds you want.
How are you doing this exactly? What do you do after you save the sound file to your computer? Thanks!
Netjera
April 25th, 2019, 23:41
Why don't you use one of the 1-Shot Coughs - there's no need for "dead air" with those. There's "Coughs" in the "Seedy Tavern" Fantasy Soundset, "Coughs" in the "TT Tooth And Nail" Fantasy S1oundset, and "Larkin Coughs" in the "" SciFi Soundset - one of these should get you out of trouble.
For the record, it took me less than 10 seconds to find these using my DOM: Soundlink Library (avaliable from DM's Guild) - I simply put in "cough" into the inbuild search function and up came the three Soundlink Entries - which I then clicked on to confirm they we "good" coughs :)
Cheers
That's how I found the cough in the Jade Temple. I'm guessing I don't have access to the others, perhaps, since none of the others came up for me?
Netjera
April 25th, 2019, 23:42
Both of the previous have suggestions I use. In addition, for something more complicated that something a one-shot can cover, you can always create your own Custom sound in syrinscape using whichever elements you prefer and copy it into the Sound Extension.
I have a lot of trouble with making custom moods, for the very reason I posted above. They don't always start with the sound or music, sometimes they start with a lot of dead air. I find the whole thing VERY confusing, and non-intuitive.
mattekure
April 26th, 2019, 03:50
How are you doing this exactly? What do you do after you save the sound file to your computer? Thanks!
the way I use personal assets is as follows.
1. find and download your sound file.
2. make sure that when you double click the file, it automatically opens up in your media player and begins playing. sometimes when you launch a media file, the OS will ask which application you want to use to open it. make sure you have a default application set so it will always immediately open up and play. I use VLC as my player of choice.
3. copy the path of the file and paste it into an editor like notepad. On Windows 10, if you hold the shift button down and right click on the file, you should see an option to "Copy as Path". one path on my computer looks like this C:\Users\John\bin\FGSounds\Victory_Opening.ogg
4. In notepad, we need to edit the path to a form that can be used to launch the sound. first, replace all instances of '\' with '/'. Then add 'file://' to the beginning of the path. so my final new path looks like: file://C:/Users/John/bin/FGSounds/Victory_Opening.ogg You can test that this new path is working by pasting it into the address bar of your file explorer or browser. it should start playing the song.
5. in FG, you add a new sound record on the Setup tab of the sounds banner. Give it a name and paste that final new path in step 4 into the sound string. normally thats where you would paste the syrinscape string. In this case we paste the file://.... string and then click the green + next to it to create the sound record. when clicked, it will launch the file that you pointed to in the default player for that file.
vvZODvv
April 26th, 2019, 04:43
the way I use personal assets is as follows.
1. find and download your sound file.
2. make sure that when you double click the file, it automatically opens up in your media player and begins playing. sometimes when you launch a media file, the OS will ask which application you want to use to open it. make sure you have a default application set so it will always immediately open up and play. I use VLC as my player of choice.
3. copy the path of the file and paste it into an editor like notepad. On Windows 10, if you hold the shift button down and right click on the file, you should see an option to "Copy as Path". one path on my computer looks like this C:\Users\John\bin\FGSounds\Victory_Opening.ogg
4. In notepad, we need to edit the path to a form that can be used to launch the sound. first, replace all instances of '\' with '/'. Then add 'file://' to the beginning of the path. so my final new path looks like: file://C:/Users/John/bin/FGSounds/Victory_Opening.ogg You can test that this new path is working by pasting it into the address bar of your file explorer or browser. it should start playing the song.
5. in FG, you add a new sound record on the Setup tab of the sounds banner. Give it a name and paste that final new path in step 4 into the sound string. normally thats where you would paste the syrinscape string. In this case we paste the file://.... string and then click the green + next to it to create the sound record. when clicked, it will launch the file that you pointed to in the default player for that file.
For me, what works (also Win10) is to right click, select Properties on the sound file. Click over to the Security tab and highlight/copy the Object Name. That's what I paste in the sound string in the extension. Otherwise exactly as mattekure described.
Egheal
April 26th, 2019, 07:15
Alternatively you can also grab your sound file and put it into your web browser (i use Chrome). Then copy the adress generated into the adress bar of Chrome. Then use point 5. of Mattekure .
vvZODvv
April 26th, 2019, 14:08
Alternatively you can also grab your sound file and put it into your web browser (i use Chrome). Then copy the adress generated into the adress bar of Chrome. Then use point 5. of Mattekure .
Nice tip! That's even easier than my method.
Netjera
April 28th, 2019, 01:53
the way I use personal assets is as follows.
1. find and download your sound file.
2. make sure that when you double click the file, it automatically opens up in your media player and begins playing. sometimes when you launch a media file, the OS will ask which application you want to use to open it. make sure you have a default application set so it will always immediately open up and play. I use VLC as my player of choice.
3. copy the path of the file and paste it into an editor like notepad. On Windows 10, if you hold the shift button down and right click on the file, you should see an option to "Copy as Path". one path on my computer looks like this C:\Users\John\bin\FGSounds\Victory_Opening.ogg
4. In notepad, we need to edit the path to a form that can be used to launch the sound. first, replace all instances of '\' with '/'. Then add 'file://' to the beginning of the path. so my final new path looks like: file://C:/Users/John/bin/FGSounds/Victory_Opening.ogg You can test that this new path is working by pasting it into the address bar of your file explorer or browser. it should start playing the song.
5. in FG, you add a new sound record on the Setup tab of the sounds banner. Give it a name and paste that final new path in step 4 into the sound string. normally thats where you would paste the syrinscape string. In this case we paste the file://.... string and then click the green + next to it to create the sound record. when clicked, it will launch the file that you pointed to in the default player for that file.
That is GENIUS! Thanks for giving completely clear directions and mentioning some of the pitfalls I could (and probably would!) fall into. :)
Netjera
April 28th, 2019, 01:53
Alternatively you can also grab your sound file and put it into your web browser (i use Chrome). Then copy the adress generated into the adress bar of Chrome. Then use point 5. of Mattekure .
What do you mean "grab"? Are you dragging the file onto the browser or something? Thanks!
Egheal
April 28th, 2019, 07:00
Yes, exactly.
DwightLee
May 14th, 2019, 18:06
Dulux-Oz I do not know if it is possible, or even how difficult it would be. but it would be nice if I dragged a sound to a push pin on my map, and when you hovered over the push pin, it had a tool tip with the name of the sound like it does encounters.
Yours is by far my favorite extension to Fantasy Grounds and I really dont know what being able to do this would entail. It would just be nice if possible.
dulux-oz
May 15th, 2019, 03:42
Dulux-Oz I do not know if it is possible, or even how difficult it would be. but it would be nice if I dragged a sound to a push pin on my map, and when you hovered over the push pin, it had a tool tip with the name of the sound like it does encounters.
Yours is by far my favorite extension to Fantasy Grounds and I really dont know what being able to do this would entail. It would just be nice if possible.
Because of the underlying way that the FG-Engine works, what you propose isn't really able to be done - it appears to work OK, but it causes errors later on.
However, you can drag a Mini-Board to a pin on a map - and on the Mini-Board you have the various Sound(s) you'd like for that encouter/whatever. That's the way I do it, anyway.
DwightLee
May 15th, 2019, 10:01
Thanks for the answer. it is not a big deal anyway.
Alternately I have added to the wish list for colored Push Pins ( Fantasy Grounds, not you ) as that would also help :)
I need to experiment with the Mini-Board more, so far I have just had the sounds clickable in the story board mostly
The Decorated Man
May 18th, 2019, 20:57
Love it, Wish there were more free options for sounds. I mainly use it for the ooo's and aww's on crits/fumbles. I can't expect my players to pay for anything. I would, but everyone must have the syrinscape files. Correct me if i'm wrong.
Thanks
vvZODvv
May 18th, 2019, 21:17
You are wrong :)
If you have the subscription - they can hear all your sounds.
mattekure
May 18th, 2019, 21:50
Love it, Wish there were more free options for sounds. I mainly use it for the ooo's and aww's on crits/fumbles. I can't expect my players to pay for anything. I would, but everyone must have the syrinscape files. Correct me if i'm wrong.
Thanks
The players do not have to have syrincsape. there are numerous posts about it, but it is absolutly possible to have just the DM with syrinscape. there are multiple ways to get the audio to your players. Here is one https://www.youtube.com/watch?v=GHQJ2Qlqvj8 A quick google/forum search will show others. Also, with DOE sounds you are not limited to syrinscape. you can use other sounds you have found and downloaded.
The Decorated Man
May 19th, 2019, 02:09
Thanks!
gkennedy3
May 19th, 2019, 13:54
Hi, all. I read the forums at Syrinscape every now and then trying to ascertain if they've integrated either the online player or Master/Minion (although I think it's changed names lately) with Dulux-Oz's Sound DOE. Unfortunately for me, I find all the many threads very confusing and nothing that clearly and simply states if this is possible. For example, they will say that you can send links to the on-line player but nothing that confirms the 'auto-sound' feature of your (wonderful) extension is compatible. This feature has been mentioned as having been worked on for a very long time, so I don't know if time has passed me by and it's common knowledge that it works or if it's just a difficult problem and not easily done and I need to just hope and be patient.
So...is this set-up a reality or are we still relegated to using virtual cables, etc. to pipe the sound into a voice chat application (something I've had difficulty with in the past and so I don't bother anymore)?
Thanks for your help!
(And Dulux-Oz, I hope you are recovering well)
EDIT: Oops, should have put this in the DOE Sound thread I guess.
dulux-oz
May 19th, 2019, 15:42
Hi, all. I read the forums at Syrinscape every now and then trying to ascertain if they've integrated either the online player or Master/Minion (although I think it's changed names lately) with Dulux-Oz's Sound DOE. Unfortunately for me, I find all the many threads very confusing and nothing that clearly and simply states if this is possible. For example, they will say that you can send links to the on-line player but nothing that confirms the 'auto-sound' feature of your (wonderful) extension is compatible. This feature has been mentioned as having been worked on for a very long time, so I don't know if time has passed me by and it's common knowledge that it works or if it's just a difficult problem and not easily done and I need to just hope and be patient.
So...is this set-up a reality or are we still relegated to using virtual cables, etc. to pipe the sound into a voice chat application (something I've had difficulty with in the past and so I don't bother anymore)?
Thanks for your help!
(And Dulux-Oz, I hope you are recovering well)
EDIT: Oops, should have put this in the DOE Sound thread I guess.
That's OK - I moved it :)
No the Master/Minion version of Syrinscape does NOT work with the DOE: Sound, only the original Desktop App version - reasons: too many to go into.
However, it it possible for the GM to use the Desktop App on up to three computer simultaneously (as in Syrinscape License allows this) - so it it possible for the the DOE:Sound to trigger local copies of the Syrinscape Desktop App on each of the Players' computers. Yes, this means that each Player need to have Syrinscape installed and also have the relevant SoundSets.
Or, you can use a 3rd Party VoIP App and have someone (not necessarily the GM) pump the sound down the 3rd Party VoIP App to the others - or you can mix and match and do both options at the same time.
And thanks, I am getting better - slowly.
paladiusdarkhelm
May 25th, 2019, 18:51
I have Syrinscape, DOE Base, DOE Sounds, and a bunch of linked sounds that were all working quite nicely in FG via chat or manual press from in FG. I push this to my players through Discord and a second instance of Discord.
About a week ago, during the weekend games I GM, I noticed that my FG integrated sounds stopped working with Syrinscape. It was the same with the game I ran last night. If I manually trigger sounds in Syrinscape, it comes through to the players. THe issue seems to be something that is now different in FG. I double-checked that the sound option is still showing as "on." I don't believe I changed anything, like loading any new extensions when the issue was noticed last weekend. Is anyone else having similar issues? Did something change in one of last week's FG updates? Thank you for any info and help you can provide.
rob2e
May 25th, 2019, 19:05
I have Syrinscape, DOE Base, DOE Sounds, and a bunch of linked sounds that were all working quite nicely in FG via chat or manual press from in FG. I push this to my players through Discord and a second instance of Discord.
About a week ago, during the weekend games I GM, I noticed that my FG integrated sounds stopped working with Syrinscape. It was the same with the game I ran last night. If I manually trigger sounds in Syrinscape, it comes through to the players. THe issue seems to be something that is now different in FG. I double-checked that the sound option is still showing as "on." I don't believe I changed anything, like loading any new extensions when the issue was noticed last weekend. Is anyone else having similar issues? Did something change in one of last week's FG updates? Thank you for any info and help you can provide.
It has come to my attention that Syrinscape third-party integration is BROKEN. Not just for FG but for ALL 3rd parties. The solution (for now) is to roll back your Syrinscape version to the previous version. The last FIVE versions are available on their website. You should stick with the older version until they get that sorted.
Merell
May 25th, 2019, 22:48
Thank you, Thank you, Thank you, Rob2e. I have been spending the last 3 days trying to get this to work with absolutly no luck. After uninstalling the new version and going to the next older version all is in working order.
rob2e
May 25th, 2019, 23:18
Thank you, Thank you, Thank you, Rob2e. I have been spending the last 3 days trying to get this to work with absolutly no luck. After uninstalling the new version and going to the next older version all is in working order.
You can thank Gwydion for bringing it to MY attention.
Merell
May 26th, 2019, 01:20
Well than, Thank you also Gwydion!
Gwydion
May 26th, 2019, 01:26
Well than, Thank you also Gwydion!
We are a team here!
paladiusdarkhelm
May 26th, 2019, 03:26
Thanks you all! I'll roll back one at a time to find the version that works.
dulux-oz
May 26th, 2019, 05:30
You can thank Gwydion for bringing it to MY attention.
Has anyone brought it to Benjamin's (Syrinscapes) attention?
Gwydion
May 26th, 2019, 13:03
Has anyone brought it to Benjamin's (Syrinscapes) attention?
Yes. They are aware and working on it.
dulux-oz
May 27th, 2019, 08:43
Hi All,
The new version of Syrinscape (released today 27 May 2019, version 1.4.3) is correctly working with the DOE:Sound.
Note the as i write this the Sci-Fi Player has been updated on the Syrinscape Download page, but the Fantasy Player has not - yet! So make sure you are downloading v1.4.3 as v1.4.2 does NOT work.
Cheers
Gwydion
May 27th, 2019, 12:56
Awesome! Thanks!
Kalua
June 2nd, 2019, 18:22
Heads up for anyone who uses this extension with Notebook paper theme extension:
v1.0.6 and 1.1.0 of Notebook: The chat window will auto-grow horizontally while typing.
I've created an issue on the Notebook developer's Github page as well.
dulux-oz
June 4th, 2019, 08:48
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 Edition (June 2019) put up on DM's Guild (here (https://www.dmsguild.com/product/278889/DOM-SoundlinkLibrary-Module--June-2019)).
This latest edition now has over 6300 Soundlinks from all 132 Sci-Fi Soundsets and all 309 Fantasy Soundsets.
Note that you still need Syrinscape Desktop App to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves (this, along with the DOE:Sound, does *NOT* work with the Syrinscape Online Player, only the Desktop App).
Cheers
gwhitneyy2k
June 12th, 2019, 19:54
Is it possible to use this with Mumble instead of Teamspeak?
Gwydion
June 12th, 2019, 21:31
Is it possible to use this with Mumble instead of Teamspeak?
Should be able to use with any of the VOIP. I've personally used with Discord and TS3 and Mumble shouldn't be any different.
gwhitneyy2k
June 12th, 2019, 22:02
Should be able to use with any of the VOIP. I've personally used with Discord and TS3 and Mumble shouldn't be any different.
Thank you for the quick response. I think the part confusing me is the virtual cable. Is that part of the extension, or something I need to obtain on my own. I was thinking it was part of the extension, and preset to only use teamspeak.
Gwydion
June 12th, 2019, 22:26
Thank you for the quick response. I think the part confusing me is the virtual cable. Is that part of the extension, or something I need to obtain on my own. I was thinking it was part of the extension, and preset to only use teamspeak.
It is not part of the extension. Most of us use virtual cables from a program like Voicemeeter. Even if you don't stream, Rob2e's video series on sounds would be helpful to you. The first one is linked below:
https://youtu.be/9U3TRoS3gpM
Keep asking questions if you have them and feel free to reach out to me on discord if you want more help!
gwhitneyy2k
June 12th, 2019, 22:30
Thanks greatly
DwightLee
June 12th, 2019, 22:32
Great news, now if we can get DOE to work with Traveller RPG for those SF soundsets ;)
( just teasing, it is a wish thing, not a demand thing )
dulux-oz
June 13th, 2019, 05:46
Great news, now if we can get DOE to work with Traveller RPG for those SF soundsets ;)
( just teasing, it is a wish thing, not a demand thing )
That's entirely up to the Dev(s) of the Traveller Ruleset - if they would like to base the Traveller Ruleset on toip of the DORCore Ruleset, then everyone will have access to the functionality of all the DOEs. Alternately, if the Traveller Ruleset ever becomes an "offical" FG Ruleset *AND* the Dev asks me *AND* provides me with a copy of the Ruleset (for testing purposes) again I'll make all the DOEs avalaible.
I'm also happy to guide the Traveller Dev in making the Traveller Ruleset a child of the DORCore if they feel they need the help.
The above statement goes for ALL Rulesets (those that are decendants of the CoreRPG).
Cheers
Andraax
June 13th, 2019, 16:01
Traveller is an official ruleset. So, first box checked. :-)
dulux-oz
June 14th, 2019, 03:40
Traveller is an official ruleset. So, first box checked. :-)
True, but I still haven't heard back from the Dev after reaching out to them :(
Atua
June 14th, 2019, 06:59
Thank you for the quick response. I think the part confusing me is the virtual cable. Is that part of the extension, or something I need to obtain on my own. I was thinking it was part of the extension, and preset to only use teamspeak.
Gwhitneyy, I can let you know that you can pump separate audio into mumble by running two instances of mumble and using a virtual audio cable to channel the sound effects/music. Unfortunately mumble does not have a system like for example teamspeak where you can connect with specific audio inputs/outputs for the session you are running and instead have to manually adjust it each time you connect. It's not the best, but it works.
gwhitneyy2k
June 14th, 2019, 14:40
double post
gwhitneyy2k
June 14th, 2019, 14:43
Gwhitneyy, I can let you know that you can pump separate audio into mumble by running two instances of mumble and using a virtual audio cable to channel the sound effects/music. Unfortunately mumble does not have a system like for example teamspeak where you can connect with specific audio inputs/outputs for the session you are running and instead have to manually adjust it each time you connect. It's not the best, but it works.
Unfortunately, Mumble doesn't seem to be able to run two instances. Think I have a functional workaround using. Banana and Virtual Cables.
27577
27578
27579
dulux-oz
July 2nd, 2019, 09:01
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 Edition (July 2019) put up on DM's Guild (here (https://www.dmsguild.com/product/281631/DOM-SoundlinkLibrary-Module--July-2019)).
This latest edition now has over 6400 Soundlinks from all 132 Sci-Fi Soundsets and all 312 Fantasy Soundsets.
Note that you still need Syrinscape Desktop App to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves (this, along with the DOE:Sound, does *NOT* work with the Syrinscape Online Player, only the Desktop App).
Cheers
Vigilance
July 10th, 2019, 00:51
I'm trying to get sound in Starfinder and no success. when I roll the dice, I get no sound effect.
Edit By Mod: Moved to more appropriate Thread.
dulux-oz
July 10th, 2019, 03:52
I'm trying to get sound in Starfinder and no success. when I roll the dice, I get no sound effect.
Have you turn "ON" Sounds in the FG Optiuons (as per both the Manual and several times in this Thread)? :)
Sounds need to be turned "ON" in the FG Options for *each and every* Campaign (that you want to use Sounds in).
Vigilance
July 10th, 2019, 13:26
Have you turn "ON" Sounds in the FG Optiuons (as per both the Manual and several times in this Thread)? :)
Sounds need to be turned "ON" in the FG Options for *each and every* Campaign (that you want to use Sounds in).
Yea I have the sound on. I created a test for a roll to hit and I get nothing. 5e works but not starfinder. I also turned on show DM rolls.
Gwydion
July 10th, 2019, 13:28
Yea I have the sound on. I created a test for a roll to hit and I get nothing. 5e works but not starfinder.
One other question... When you launch starfinder, do you have any extensions loaded that might be conflicting? Maybe turn everything off but the DOE extensions and see if it works in starfinder after that?
Kelrugem
July 10th, 2019, 16:10
Yea I have the sound on. I created a test for a roll to hit and I get nothing. 5e works but not starfinder. I also turned on show DM rolls.
Which version of Syrinscape do you have? There was recently some problem with the third party integration which is fixed already :) But, while the Syrinscape player notified me about the patch with the broken 3rd party integration, the Syrinscape player didn't notify me about that fix. I only knew it by reading that thread :) So maybe try to download Syrinscape again :) (but that might not fix it since it works in 5e for you, but worth a try maybe :) )
Trenloe
July 10th, 2019, 16:12
Yea I have the sound on. I created a test for a roll to hit and I get nothing. 5e works but not starfinder. I also turned on show DM rolls.
Do any sounds work in a Starfinder campaign? Or it's just the chat sounds that don't work?
Vigilance
July 11th, 2019, 02:05
27868
this is what I have setup. I can click the icon and sounds plays but when rolling no sound. I have a sceen-shot added.
dulux-oz
July 11th, 2019, 05:30
27868
this is what I have setup. I can click the icon and sounds plays but when rolling no sound. I have a sceen-shot added.
OK, so if the sound plays when you click the purple treble clef icon, then sounds are working, so the uissue must be in the trigger string.
Do you have any extra spaces in the string (or not enough)? Or any full stops (periods) or commas?
What happens when you type the trigger string into the Chat Box manually (as oppossed to letting FG generate it automatically)?
What happens when you do the above from a cliennt copy of FG connected to your GM's copy (on your PC or on a separate PC)?
Vigilance
July 11th, 2019, 18:35
I had a friend connect and still no sound. When creating the sound I copied from the chat exactly what was use for the attack and removed the other text up to rifle. I have tried so many different text and still no sound. When I'm in 5e I get the sound on the rolls.
Gwydion
July 11th, 2019, 18:46
I had a friend connect and still no sound. When creating the sound I copied from the chat exactly what was use for the attack and removed the other text up to rifle. I have tried so many different text and still no sound. When I'm in 5e I get the sound on the rolls.
Did you check the extensions you have loaded with starfinder? Still could be a conflict. If you have any extensions loaded I would take them all off except DOE:Base and DOE: Sound just to make sure that isn't the issue.
Gwydion
July 11th, 2019, 19:00
Another (maybe stupid) suggestion. I don't know the starfinder ruleset at all but in the option menu, do you have "show rolls" on? Just to make sure the text is actually crossing the internet?
Gwydion
July 12th, 2019, 14:56
Did you get sorted? Just curious if there was a resolution. Feels like something possibly simple given it is working for you in 5e. Keep us posted!
wmljohn
July 19th, 2019, 20:22
Does the "DOM SoundLink Library - a Module of all of the available Syrinscape SoundLinks pre-packaged as DOE: Sound SoundLinks" most recent version already have the links set up for Waterdeep Dragon Heist? Just curious because I have purchased that but just spent all day setting up links to add to the story for the first session in the Yawning Portal. Could have saved myself a ton of time if they are already there.
Zacchaeus
July 19th, 2019, 20:33
Does the "DOM SoundLink Library - a Module of all of the available Syrinscape SoundLinks pre-packaged as DOE: Sound SoundLinks" most recent version already have the links set up for Waterdeep Dragon Heist? Just curious because I have purchased that but just spent all day setting up links to add to the story for the first session in the Yawning Portal. Could have saved myself a ton of time if they are already there.
Hi, and welcome to the forums.
As far as I'm aware the product you are talking about is simply a module of all the sounds from Syrinscape packaged in a single module so that you can drag drop them into your own campaign.
Also as far as I'm aware no adventure module has anything like sounds set up for them since that would be pretty much impossible due to individual tastes.
wmljohn
July 19th, 2019, 20:45
I have the Syrinscape app. They do have the official sounds for Waterdeep Dragon Heist. I was adding them one by one but noticed that the description for DOM SoundLink Library said they had all the fantasy Syrinscape links included to just drag and drop in the story lines. Maybe I just read it wrong.
Zacchaeus
July 19th, 2019, 21:08
I have the Syrinscape app. They do have the official sounds for Waterdeep Dragon Heist. I was adding them one by one but noticed that the description for DOM SoundLink Library said they had all the fantasy Syrinscape links included to just drag and drop in the story lines. Maybe I just read it wrong.
In that case the module may well contain the sounds. I wasn't aware that there was an official Waterdeep sound set. (long time since I played with Syrinscape).
dulux-oz
July 20th, 2019, 06:35
I have the Syrinscape app. They do have the official sounds for Waterdeep Dragon Heist. I was adding them one by one but noticed that the description for DOM SoundLink Library said they had all the fantasy Syrinscape links included to just drag and drop in the story lines. Maybe I just read it wrong.
Also, Welcome! to the Community!
The DOM:SoundLink Module contains all of the published Syrinscape Sounds/Soundsets from both the Fantasy and the SF Player, except for those published/released by Syrinscape since the 1st of the relevant month ie the August 2019 version of the DOM:Soundlink Module does not contain any Syrinscape Sounds/Soundsets relesed on or after 1st August 2019.
So yes, from memory there are tons of "Adventure Module" Soundsets for Patherfinder, Waterdeep, and D&D in general, plus others, released by Syrinscape in the last couple of years, and so likewise the SoundLinks are in the Library :)
Cheers
wmljohn
July 20th, 2019, 15:44
Dulux-Oz, Excellent news. I will have to look for them instead of recreating them all. Many thanks.
dulux-oz
July 23rd, 2019, 05:35
Hello All,
I plan on releaseing updates to all the DOE's and to the DORCore soon after FGv3.3.8 is released (this is a goal, not a promise). The new versions will be placed as a download on the first post of the relevant thread (as they were originally).
I have also removed all of the DOEs from GitHub - current versions of the DOEs can be found on the first post of the relevant Thread.
Cheers
MacDork
July 26th, 2019, 13:45
In the thread poll, what does "OOB Messages" mean?
mattekure
July 26th, 2019, 15:14
In the thread poll, what does "OOB Messages" mean?
OOB stands for "Out of Band" Its a way for an extension to have the clients/host send messages to each other. It can be useful for many different things, for example, when you need a client to perform an action that only the host/dm has permissions to do, you can send an OOB message to the host and have the host perform the action.
dulux-oz
July 26th, 2019, 15:25
OOB stands for "Out of Band" Its a way for an extension to have the clients/host send messages to each other. It can be useful for many different things, for example, when you need a client to perform an action that only the host/dm has permissions to do, you can send an OOB message to the host and have the host perform the action.
In actual fact, that is how the majority of actions/reactions occur within the FG-Engine - via OOB Messages flowing back and forth between the GM/Host and the PCs/Clients.
I found a way to "tap into" that flow and attach SoundLink Triggers to them. In v1 of the DOE:Sound that was pretty much the only way "automatic" sounds could be triggered. Now, of course, the most popular way is via the ChatSound-mechanism. The survey was asking if I should keep the OOB-mechanism of AutoSounds in with the ChatSounds - which I eventually did.
Incidentally, my Deadlands Classic Ruleset (in development) uses AutoSounds quite extensively, along with other, as yet unreleased, automatic sound generation methods. (Gawd, I luv being a tease) :)
Cheers
MacDork
July 26th, 2019, 15:41
Thanks!
madman
July 26th, 2019, 17:46
I read that!
dulux-oz
July 30th, 2019, 07:26
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 Edition (August 2019) put up on DM's Guild (here (https://www.dmsguild.com/product/284307/DOM-SoundlinkLibrary-Module--August-2019)) - yes, I know; a few days early - but what the hay.
This latest edition now has over 6400 Soundlinks from all 132 Sci-Fi Soundsets and all 314 Fantasy Soundsets.
(It's also a great way to support all the work I do on the DOEs/DORs and all the other things I do for the Community. :-) )
Note that you still need Syrinscape Desktop App to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves (this, along with the DOE:Sound, does *NOT* work with the Syrinscape Online Player, only the Desktop App).
Cheers
arcanjl
August 9th, 2019, 15:11
dulux-oz,
Side note, I have been having problems with discord, and was looking into Syrinscape online. After reading a ton of forums last night I found that there is a way to do it, BUT that you prefer the desktop app using teamspeak. So I have setup my own Teamspeak server (should I, or would paying for a host be better?) and was wonder if you had a location I can look at to learn how to do the multiple channels, one for voice and one for computer (Syrinscape )?
Thanks!
Gabe
mattekure
August 9th, 2019, 15:44
dulux-oz,
Side note, I have been having problems with discord, and was looking into Syrinscape online. After reading a ton of forums last night I found that there is a way to do it, BUT that you prefer the desktop app using teamspeak. So I have setup my own Teamspeak server (should I, or would paying for a host be better?) and was wonder if you had a location I can look at to learn how to do the multiple channels, one for voice and one for computer (Syrinscape )?
Thanks!
Gabe
Syrinscape has a writeup here https://forum.syrinscape.com/t/syrinscape-protip-06-using-syrinscape-with-teamspeak-for-online-play/424
Basically, you need to make sure you are using one of the virtual audio cables and have syrinscape outputting using the virtual audio cable. from within teamspeak, you go to options and set up an additional capture profile. so you have one for your voice, and one for syrinscape. in the one for syrinscape, select the virtual audio cable as the capture device. For the one for your voice, set your mic as the capture device.
arcanjl
August 9th, 2019, 15:45
thank you! I will play with it tonight.
PS any opinion on personal server vs paid one?
mattekure
August 9th, 2019, 15:53
if you have the capability and bandwidth, I'd host it myself. I have my own private TS server that I mess around with, but I am not currently using it in game.
dulux-oz
August 9th, 2019, 16:20
So I've actually got a really detailed step-by-step write-up on how to do all of this I'm getting ready to put up on the Wiki - so keep an eye out for that.
And why don't you use the FGCon Teamspeak Server - I do. It's free for FG Community Users and active 24*7*365 (baring accidents, which don't happen that often). Just search these forums ("FGCon Teamspeak" would be good terms) for the full details.
Cheers
arcanjl
August 9th, 2019, 18:08
I will! Thank you!
I was going to set it up this weekend, but still looking forward to it the instructions. I am trying to learn now how to tweak the quality lol
Intruder
August 9th, 2019, 22:10
I finally got Syrinscape, iTunes and VLC to provide sound effects via Discord PTB to my regular Discord server for my campaign sessions.
I am using Dulux's Sound Extension with his DMG Sound Module to enable chat window effect triggers and it all works great!
Bidmaron
August 10th, 2019, 14:57
Here is the FG Teamspeak thread (https://www.fantasygrounds.com/forums/showthread.php?17071-Voicechat!-Community-TeamSpeak3-Server/page38).
theMaXX
August 20th, 2019, 14:51
Holding till PF2.0 compatibility, good work!
arcanjl
August 25th, 2019, 15:02
Weird thing happened in last night's game - when ever I used a sound that was through Syrinscape, One of my players would get the popup (determine what app to open). How the heck???
Gwydion
August 25th, 2019, 15:10
Weird thing happened in last night's game - when ever I used a sound that was through Syrinscape, One of my players would get the popup (determine what app to open). How the heck???
Not 100% positive, but did that player happen to have their sounds set to "on" in the options menu? Someone else can be the sound host and if they had that turned on I wonder if somehow Syrinscape was trying to play from their machine.
dulux-oz
August 25th, 2019, 16:17
Not 100% positive, but did that player happen to have their sounds set to "on" in the options menu? Someone else can be the sound host and if they had that turned on I wonder if somehow Syrinscape was trying to play from their machine.
That sounds to me exactly what was happening.
arcanjl
August 25th, 2019, 17:50
they did have sounds on, and we tested it, and it works if they turn it off. But will the "your turn" Ding work with the sound option off?
LordEntrails
August 25th, 2019, 18:43
they did have sounds on, and we tested it, and it works if they turn it off. But will the "your turn" Ding work with the sound option off?
Yes, that sound option is only for the DOE Sounds, not the core FG sounds.
arcanjl
August 25th, 2019, 18:45
Thanks!
theMaXX
September 11th, 2019, 16:21
It would be amazing to work with PFRPG2... any new releases coming out?
LordEntrails
September 11th, 2019, 22:48
It would be amazing to work with PFRPG2... any new releases coming out?
Dulux is working on them. No dates yet though.
Mindstalker
September 14th, 2019, 08:25
Hi guys,
as far as I can understand the current state of this extension (great work by the way!), currently there isnīt a way to get these "fantasy grounds ingame sounds" played via the Syrinscape Online Player, right? Only with the Syrinscape App itself, is that correct?
Would be a shame, because I canīt re-wire my audio setup between my 2 PCs just for that (a quite complex setup for dual pc streaming, audio recording etc.), it would be just too much messing around with too many cables and settings.
Really liking how the sound addon works but would love to give this experience to my online players.
dulux-oz
September 14th, 2019, 08:27
Hi Everyone,
It's just been brought to my attention that Syrinscape have updated a number of their older Soundsets (&, I am informed by Benjamin@Syrinscape, they will continue to do so). This has resulted in the 3rd Party URL's of these updated SoundSets to be changed. As a result, any SoundLinks people may have created using these changed SoundSets will no longer work. You can tell if this is the case because (on a Windows PC at least) your Browser will open instead of the sound being played.
To remedy this issue, after you have made sure you have run a Syrinscape Update, you will need to edit the DOE: Sound SoundLink Record and replace the old URL String with the new one copied from Syrinscape, and recreate the SoundLink.
Unfortantely, this issue also affects previous editions of the DOM:SoundLink Library Module and the Fantasy Grounds Sounds Module. I am going through the DOM:SoundLink Module and correcting the issue, and the new Edition(s) will have updated corrections in them as Syrinscape continues to update older SoundSets. Persumably, Rob2ee will do the same for the Fantasy Grounds Sounds Module.
I apologise for the inconvenience, but it was not and is not my fault - it has to do with music creaters releasing their music under a Creative Commons License and then (illegally) putting a "Stop Notice" on people's YouTube Videos who use Syrinscape's Sounds with that music in their videos - because Syrinscape was getting complaints from their users about the YouTube take-down notices, Syrinsacape decided to remove all CC'd music from their SoundSets and thus updated and continue to update their SoundSets, thus generating new URLs, thus breaking existing SoundLinks.
Cheers
dulux-oz
September 14th, 2019, 08:29
Hi guys,
as far as I can understand the current state of this extension (great work by the way!), currently there isnīt a way to get these "fantasy grounds ingame sounds" played via the Syrinscape Online Player, right? Only with the Syrinscape App itself, is that correct?
Would be a shame, because I canīt re-wire my audio setup between my 2 PCs just for that (a quite complex setup for dual pc streaming, audio recording etc.), it would be just too much messing around with too many cables and settings.
Really liking how the sound addon works but would love to give this experience to my online players.
No, unfortunately, the Syrinscape Online Player users a differnt methodology thatn does the Desktop Player, and doesn't provide the 3rd Party URLs in the same format/structure, so FG and the DOE:Sound can't "play" them.
We've tried to get them working, but I'm afraid, with the way things are at the moment, it is impossible (or, at least, I beleive that to be so - I'll happily be proven wrong).
Cheers
vvZODvv
September 14th, 2019, 15:24
Hi Everyone,
It's just been brought to my attention that Syrinscape have updated a number of their older Soundsets (&, I am informed by Benjamin@Syrinscape, they will continue to do so). This has resulted in the 3rd Party URL's of these updated SoundSets to be changed. As a result, any SoundLinks people may have created using these changed SoundSets will no longer work. You can tell if this is the case because (on a Windows PC at least) your Browser will open instead of the sound being played.
To remedy this issue, after you have made sure you have run a Syrinscape Update, you will need to edit the DOE: Sound SoundLink Record and replace the old URL String with the new one copied from Syrinscape, and recreate the SoundLink.
Unfortantely, this issue also affects previous editions of the DOM:SoundLink Library Module and the Fantasy Grounds Sounds[/] Module. I am going through the [I]DOM:SoundLink Module and correcting the issue, and the new Edition(s) will have updated corrections in them as Syrinscape continues to update older SoundSets. Persumably, Rob2ee will do the same for the Fantasy Grounds Sounds Module.
I apologise for the inconvenience, but it was not and is not my fault - it has to do with music creaters releasing their music under a Creative Commons License and then (illegally) putting a "Stop Notice" on people's YouTube Videos who use Syrinscape's Sounds with that music in their videos - because Syrinscape was getting complaints from their users about the YouTube tak-down notices, Syrinsacape decided to remove all CC'd music from their SoundSets and thus updated and continue to update their SoundSets, thus generating new URLs, thus breaking existing SoundLinks.
Cheers
Ah ha. I wondered what was happening to some of my soundlinks I had embedded. Thanks for the info and the work to get them all updated for the upcoming editions.
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.