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dulux-oz
May 8th, 2016, 04:58
Note: This extension is no longer available
Overview
The DOE: Sound Extension brings sound to Fantasy Grounds in the form of SoundLinks. SoundLinks can be manually selected and triggered by the GM or they can be automatically triggered when certain events occur via the DOE: Sound Autosound feature and/or the Chatsound feature.

SoundLinks are accessed via the DOE: Sound Sound Board and GM-created MiniBoards, lists of SoundLinks able to be manipulated almost the same as any other Fantasy Grounds list of links.

Most of the other DOE Extensions incorporate the inclusion of SoundLinks seamlessly and Sound Links can also be used in Story and Notes Entries via the use of MiniBoards which can be linked via the Link Paragraph Type. MiniBoards can even be placed on Maps and Images as Map Pins. Basically, almost anywhere where you can use a Link in Fantasy Grounds you can use a MiniBoard.

GM's can share MiniBoards with Players and can also create Chatsound Triggers which will automatically play Sounds whenever a give sequence of characters is sent from one computer to another to appear in the Fantasy Ground's Chatbox.

SmiteWorks and Community Developers can incorporate extra Autosound Triggers into Rulesets and Extension with only a few lines of code, without having to worry about whether the DOE: Sound Extension will be loaded or not: if the Extension is not loaded the Autosound Triggers will simply be ignored by default in all existing Rulesets and Extensions

A screenshot is provided.
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Full details are provided in the accompanying Manual (a Module). The Manual can be opened by Fantasy Ground v3+ using any Ruleset, with or without the Extension being loaded.

A Library of SoundLinks is also available from the DM's Guild - simply enter "DOM-Soundlink" (without the quotation marks) into the DM's Guild Search box to locate the latest version.

Version

1.0.0 - Initial Creation
2.0.0 - Added Chatsounds and MiniBoards
2.2.0 - Bug Fixes and Better Module Integration of Chatsounds and Autosounds
3.0.0 - Improved ChatSound String-Recognition
4.0.0 - Improved ChatSound String-Recognition, Magic Characters, Delays, SoundLink Groups, and Chain-Sounds
4.2.0 - Compatibility Update, Fixed issues with Simple Brown & Simple Gray Themes, add support for StarFinder Ruleset (Graphics still required)
4.2.2 - Compatibility Update
5.0.0 - Current - See Post #1588 (https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=461874&viewfull=1#post461874)


Manual Version

1.0.0 - Initial Creation
2.0.0 - Added Chatsounds and MiniBoards
3.0.0 - Improved ChatSound String-Recognition
4.0.0 - Improved ChatSound String-Recognition, Magic Characters, Delays, SoundLink Groups, and Chain-Sounds
4.2.1 - Current - Compatibility Update


Rulesets
This Extension works with:

CoreRPG Rulset v3.3.8, CoreRPG v3.3.9, and selected Child Rulesets.


Dependencies
This Extension is dependent on:

DOE Base Extension v4.0.0 (https://www.fantasygrounds.com/forums/showthread.php?27158-DOE-Base-Extension)


Note also that only Syrinscape Desktop works with the DOE:Sound. Syrinscape Online does not work with this extension. Other 3rd Party Sound Apps (eg VLC Media Player) may work, if the 3rd Party Sound App uses "pure" URLs/URIs and/or the 3rd Party App "registers" with the Windows Hive.

Wiki Page & Full Documentation

DOE Sound Extension (https://www.fantasygrounds.com/wiki/index.php/DOE_Sound_Extension)


See Also

Post #663 (https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=332665&viewfull=1#post332665) - An example of a 7-sound Chain-Sound (image) with a downloadable resulting/sample sound-capture.


Rulesets By Dulux-Oz

DORCore (https://www.fantasygrounds.com/forums/showthread.php?42221-DORCore-An-Advanced-Beta-Release-Of-A-New-Ruleset)


Other Extensions By Dulux-Oz

DOE Base Extension (https://www.fantasygrounds.com/forums/showthread.php?27158-DOE-Base-Extension)
DOE: Alignment Graph Extension (https://www.fantasygrounds.com/forums/showthread.php?25319-DOE-Alignment-Graph-Extension)
DOE: Campaign Style Graph Extension (https://www.fantasygrounds.com/forums/showthread.php?25320-DOE-Campaign-Style-Graph-Extension)
DOE: Locations Extension (https://www.fantasygrounds.com/forums/showthread.php?20794-DOE-Locations-Extension)
DOE: OLE Extension (https://www.fantasygrounds.com/forums/showthread.php?34735-DOE-OLE-Extension)
DOE: Organisations Extension (https://www.fantasygrounds.com/forums/showthread.php?27169-DOE-Organisations-Extension)
DOE: Weather Extension (https://www.fantasygrounds.com/forums/showthread.php?22142-DOE-Weather-Extension)


Downloading The Extension
This Extension and its accompanying Documentation can be downloaded from the links at the bottom of this post.

Loading The Extension
This Extension is loaded exactly like all other Fantasy Grounds Extensions - by first copying the .ext file to the Extensions Folder under the Fantasy Grounds Folder and then re-starting Fantasy Grounds. If the Extension is compatible with the currently installed version of a given Ruleset it will be displayed in the Extensions List for that Ruleset and can be loaded by clicking on the Checkbox next to the Extensions name.

If the Extension has large red 'X' next to its name in the Extension List then the Extension or an Extension that this one is dependent upon is not compatible with the chosen Ruleset. Make sure that you have downloaded and installed the latest copy of this Extension and any Extensions this one is dependent upon.

When Fantasy Grounds Updates
After a Fantasy Grounds version update you should verify that all Extensions (not just this one) have been either updated themselves or verified by the Extension author that they work with the new version of Fantasy Grounds. If you have any issues with Fantasy Grounds after an update then it is best to disable all Extensions and then re-enable them one by one until the issue re-appears.

Helping Out
If you like this Extension and find it useful, you may like to consider showing your support by making a Donation so that this Software and similar Software can continue to be maintained and developed.

Donations can be made via PayPal to:

[email protected]

Thank you

Previous Downloads (not including DO:REMU Downloads):

DOE: Sound Extension: 6,176
DOE: Sound Extension Manual: 4420

dulux-oz
May 8th, 2016, 04:58
For Developers - Creating Autosound Triggers

Autosounds trigger off OOB Messages: in particular, OOB Message Types. Thus it is relatively trivial to increase the number and range of Autosounds by including special "Sound" OOB Message in Rulesets and Extensions. The beauty of this is that if the below instructions are followed Fantasy Grounds will safely ignore any such OOB Messages and they will only be acted upon by the DOE Sound Extension - meaning that you can include them in your Ruleset or Extension without worring about whether the end-user-GM is using the DOE Sound Extension or not!

To get an Autosound to play at the appropriate time simply have your code send an OOB Message with a unique "Type" (eg Comm.deliverChatMessage({"autosoundtriggertype1"})) at the correct time and the DOE Sound Extension takes care of the rest. It is literally that simply!

Now because of an error Comm Message that the CoreRPG Ruleset sends out when an unknown OOB Message is received, any Sound OOB Messages need to be registered first. This is done by:


OOBManager.registerOOBMsgHandler("autosoundtriggertype1",fpDummy);


This also requires a dummy function (fpDummy()) which looks like this:


function fpDummy()
return;
end


The same dummy function can be used for all Sound OOB Message registrations. We only need to register the Sound OOB Messages to "trick" Fantasy Grounds into letting the Sound OOB Message go through without error.

So, imagine having Fantasy Grounds play the Fire Spell sound automatically whenever a fire-based spell is cast - simply have Fantasy Grounds determine when such a spell is used and then send an OOB Message with its type set to an appropriate value - and the DOE Sound Extension will play it for you automatically!

dulux-oz
May 8th, 2016, 04:59
And now, as I'm feeling insufferably pleased with myself:

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damned
May 8th, 2016, 05:26
Oooooooooeeeeeerrrrrr.....!

spite
May 8th, 2016, 06:45
I'm dumb, so here's a dumb question. Will this play sounds for my players? Or just for the client that has this extension as DM?

dulux-oz
May 8th, 2016, 07:25
It's all explained in the Manual and on the Wiki Page - but it'll play for your players if you pump it down TeamSpeak or Skype or something similar - again, all the instructions are in the Manual and/or on the Wiki

Nulk
May 8th, 2016, 09:09
Dulux-oz, being a kiwi, i rarely say this to an Aussie - but you my good man, are an utter genius.

This functionality should mean i no longer need to remember specific ques i want to bring to my game, bang 'em in the map/story and way we go. Awesome work once again!

LordEntrails
May 9th, 2016, 01:10
Awesome work, thanks for doing this. Another great contribution to the community.

Mad Nomad
May 9th, 2016, 02:30
Really cool. Think it will take a bit to absorb it and how to apply it but sounds promising. I'm already using virtual audio cable, discord and Syrinscape so this is just the next step.

But I am having trouble getting started. Am I missing something? I think you are saying this is an extension but all I am seeing is a mod file. Followed some of the other links but don't see the extension for download anywhere,

Probably a total dumb oversight I am making.

dulux-oz
May 9th, 2016, 02:56
Am I missing something? I think you are saying this is an extension but all I am seeing is a mod file. Followed some of the other links but don't see the extension for download anywhere,

Yeah - slight delay on the Extension file - should be up within the next 12 hours. I sort of mentioned this in the first post, under Version - "To Be Uploaded Within 24 Hours" - sorry about the confusion <sheepish grin />

dulux-oz
May 10th, 2016, 02:47
OK, the Extension is now loaded onto the first post - sorry about the delay

Talley Darkstar
May 10th, 2016, 03:21
Amazing Dulux-Oz! Fantastic. Can't wait to check it out!

Talley Darkstar
May 10th, 2016, 03:45
Ok, first issue that I have is when I try to select the Extension it has a red X next to it whether it is a new game or a game that already exists. Any thoughts?

MTS
May 10th, 2016, 03:59
Found it - the red X means you haven't updated the DOE Base extension.

Boy-oh-boy I can't wait to play with this. I started using Syrinscape about 4 months ago, and have loved it. But now... I can stop using that extra computer to play the sounds, and even better, I can link them into the stories in Fantasy Grounds!!

SO FREAKING HAPPY. :)

But why is the rum gone?

Oh, and just one thing to fix in the Wiki: On the DOE Sound Extension (https://www.fantasygrounds.com/wiki/index.php/DOE_Sound_Extension) page, there's a link at the bottom called "Get the Extension: DOE Sound Extension Forum Page". It points to the Custom Pointers Coding Toolkit (https://www.fantasygrounds.com/forums/showthread.php?19253-Custom-Pointers-Coding-Toolkit-Over-Several-Posts). It should be pointing to the DOE Sound Extension Page (that we're reading right now...).

dulux-oz
May 10th, 2016, 04:27
Have you boys grabbed the latest version of the DOEBase Extension? It is a requirement (as it says in the first post) :)

Talley Darkstar
May 10th, 2016, 04:27
Ok, I'm glad it's just not me.

bobbylain
May 10th, 2016, 04:31
I am trying this out, I havent used syinscape before so this will be interesting to set up. I like the idea though. In the Sound Manual clicking on the link to "Linking teamspeak and syrinscape" doesnt take me to the expected page. it takes me

\https://www.fantasygrounds.com/wiki/index.php/Linking_TeamSpeak_%26_Syrinscape%3Futm_campaign%3D SelfPromote@DOE_Sound_Manual

instead of

https://www.fantasygrounds.com/wiki/index.php/Linking_TeamSpeak_%26_Syrinscape

Talley Darkstar
May 10th, 2016, 04:31
That might be it. I've been lacking on keeping up-to-date on gaming stuff. Wedding stress and finding a job stress.

Trenloe
May 10th, 2016, 04:53
Awesome extension Dulux. I can see this getting a lot of use. Great work. :)

Trenloe
May 10th, 2016, 04:58
One issue - The "Sounds" tab allows you to create new category tabs, but you can't drag a sound to the new category tab. It works OK in the Sound Setup tab, but not in the Sound Board tab.

One request - Any chance of allowing the sounds to be exported to a module please? I can see myself using this a lot and having a set of frequently used sounds in a module would be very handy.

dulux-oz
May 10th, 2016, 05:20
I am trying this out, I havent used syinscape before so this will be interesting to set up. I like the idea though. In the Sound Manual clicking on the link to "Linking teamspeak and syrinscape" doesnt take me to the expected page. it takes me

\https://www.fantasygrounds.com/wiki/index.php/Linking_TeamSpeak_%26_Syrinscape%3Futm_campaign%3D SelfPromote@DOE_Sound_Manual

instead of

https://www.fantasygrounds.com/wiki/index.php/Linking_TeamSpeak_%26_Syrinscape

That should be fixed now :)

dulux-oz
May 10th, 2016, 05:27
One issue - The "Sounds" tab allows you to create new category tabs, but you can't drag a sound to the new category tab. It works OK in the Sound Setup tab, but not in the Sound Board tab.

Hmmm - OK, I don't know what's going on but I'll get that sorted ASAP


One request - Any chance of allowing the sounds to be exported to a module please? I can see myself using this a lot and having a set of frequently used sounds in a module would be very handy.

I've tried - unfortunately I can't get it to work. It's got to do with FG putting "@Module Name" at the end of every link, which breaks the Linking Sound String to Syrinscape - if we can come up with a way for FG NOT to put that suffix on the end or to strip it out somehow ourselves, then Exporting to Modules will be a simple thing to put back in - this is something I REALLY want to achieve but I think I'm going to need more than just my brain to do

Thoughts?

darrenan
May 10th, 2016, 06:12
Any chance you could supply a complete list of autosounds? I've been able to trigger a few (applyatk, applydmg, applysave, applyeff), are there others? Is it ruleset dependent?

Dakadin
May 10th, 2016, 06:58
Amazing job Dulux-oz! I've been just playing around with it for the last 30 minutes or so and I keep having these "WOW" moments. :D

Talley Darkstar
May 10th, 2016, 07:32
Ok, finally after 3 or 4 downloads of the base extension, I did manage to get it working. Even re-downloaded all the extensions I had. Ended up going to the "Post 40" which then took me to the updated link page for the base extension. Not sure what was up with that. My attempts were done on this post. Huh. Oh well.

Dakadin
May 10th, 2016, 07:34
I had the issue with the red X until I delete the old versions of the extensions from my extensions folder. After that everything started working.

dulux-oz
May 10th, 2016, 08:05
Any chance you could supply a complete list of autosounds? I've been able to trigger a few (applyatk, applydmg, applysave, applyeff), are there others? Is it ruleset dependent?

It's ruleset-dependant - which is why I didn't put any of them in but allowed the autosound-system to "learn" them - and it also allows other devs to create new ones (as per the manual)

dulux-oz
May 10th, 2016, 08:15
Oh, and just one thing to fix in the Wiki: On the DOE Sound Extension (https://www.fantasygrounds.com/wiki/index.php/DOE_Sound_Extension) page, there's a link at the bottom called "Get the Extension: DOE Sound Extension Forum Page". It points to the Custom Pointers Coding Toolkit (https://www.fantasygrounds.com/forums/showthread.php?19253-Custom-Pointers-Coding-Toolkit-Over-Several-Posts). It should be pointing to the DOE Sound Extension Page (that we're reading right now...).

Fixed - that'll be a bottle of rum, thanks

dulux-oz
May 10th, 2016, 08:24
Amazing job Dulux-oz! I've been just playing around with it for the last 30 minutes or so and I keep having these "WOW" moments. :D

Thanks - I had a few of those myself putting this together - hence Post #3 (https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=269191&viewfull=1#post269191) of this thread :)

Trenloe
May 10th, 2016, 16:05
I've tried - unfortunately I can't get it to work. It's got to do with FG putting "@Module Name" at the end of every link, which breaks the Linking Sound String to Syrinscape - if we can come up with a way for FG NOT to put that suffix on the end or to strip it out somehow ourselves, then Exporting to Modules will be a simple thing to put back in - this is something I REALLY want to achieve but I think I'm going to need more than just my brain to do
Could you provide me with a test DOE Sound extension that provides the functionality to export the relevant data to a module? I can then have a look and see if there is a way to get this working.

Dakadin
May 11th, 2016, 06:47
Thanks - I had a few of those myself putting this together - hence Post #3 (https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=269191&viewfull=1#post269191) of this thread :)

LOL. It is definitely appropriate. :D It is going to make my games much better. Thanks again and check your PMs.

Doswelk
May 11th, 2016, 09:54
I spent too much time of last nights game (I was a player) setting this up, so my enjoyment of the session suffered (drat you deluxe-oz :p )

Once I got it all working I was blown away!

Not only at how cool syrinscape has got these days (not used since its initial release) and how cool the integration is between FG and Syrinscape.

One thing I did notice is that the Sound Icons in the SW ruleset have a faint white border all around them that really spoils the look.

I think you need to give whatever "artist" that created them a kick up the a**e and get him to fix it :o

Very well done sir!

dulux-oz
May 11th, 2016, 10:12
I spent too much time of last nights game (I was a player) setting this up, so my enjoyment of the session suffered (drat you deluxe-oz :p )

Once I got it all working I was blown away!

Not only at how cool syrinscape has got these days (not used since its initial release) and how cool the integration is between FG and Syrinscape.

One thing I did notice is that the Sound Icons in the SW ruleset have a faint white border all around them that really spoils the look.

I think you need to give whatever "artist" that created them a kick up the a**e and get him to fix it :o

Very well done sir!

Thankyou, I'm glad you like it - but I don't see a white border around any sound-related icons in the SW Ruleset??? And weren't YOU the person who did up the Icons for me?

damned
May 11th, 2016, 14:00
Wat is the cheapest VAC out there? I wanna give this a test :)

dulux-oz
May 11th, 2016, 14:28
Wat is the cheapest VAC out there? I wanna give this a test :)

There's a free VAC linked from the Wiki Page (and the Manual, from memory) - can't remember what its called (which is why I put it in the Wiki/Manual :) )

Talley Darkstar
May 12th, 2016, 08:10
This Extension HAS to be incorporated in the next update. No ifs, ands, or buts.

Doswelk
May 12th, 2016, 08:22
Thankyou, I'm glad you like it - but I don't see a white border around any sound-related icons in the SW Ruleset??? And weren't YOU the person who did up the Icons for me?
Hmm I agree only seems to happen with Rippers Resurrected, I wonder why...

dulux-oz
May 12th, 2016, 08:50
Hmm I agree only seems to happen with Rippers Resurrected, I wonder why...

Sorry, I can't help you with that one :(

What's Rippers doing that the others aren't?

Myrddin
May 13th, 2016, 00:08
This is awesome functionality. I have been using Syrinscape for some time for my games, but via a second laptop to the PC running FG. This extension will make things so much simpler and allow for more detailed, differentiated background sound as it's so much easier to control from within the FG interface. Really great job, Dulux-Oz! Thank you.

One question, I have a custom ruleset for Pendragon I created as a layered ruleset on top of CoreRPG. Am I permitted to use the extension for this ruleset?

dulux-oz
May 13th, 2016, 02:13
This is awesome functionality. I have been using Syrinscape for some time for my games, but via a second laptop to the PC running FG. This extension will make things so much simpler and allow for more detailed, differentiated background sound as it's so much easier to control from within the FG interface. Really great job, Dulux-Oz! Thank you.

One question, I have a custom ruleset for Pendragon I created as a layered ruleset on top of CoreRPG. Am I permitted to use the extension for this ruleset?

Glad you like it.

Yes, people are permitted to use any of my Extensions with any compatible Ruleset - deconstructing the Extensions and using their code is not allowed, however (not without written permission). The issue you may face is that the Extensions limit themselves to certain Rulesets (ones I've tested, basically), so that I can avoid a lot of the "but this doesn't work, waaa, waaa, waaa" type comments. What we can do is if you email me ([email protected]) a copy of your Ruleset I can make the necessary tests and add the necessary "permission code" to allow it to work - this is better than you doing it because I can make the necessary chages once whereas you'll have to do it every time I update. It'll also make the other DOEs avaliable to work as well.

dulux-oz
May 13th, 2016, 05:33
Hi Everyone,

I've finally gotten a copy of the 5E WotC Theme so I can "rework" all of the DOEs to make them fit the theme better.

But now I need to get some appropriate graphic - if someone could do me up some 5E WotC-style graphics for this Extension (and any of the other DOEs) I'm sure I and the rest of the Community would be very grateful.

For that matter, if the graphics of any of the DOEs aren't quite right for your favorite Ruleset then if you'd like to do some up I'll incorporate them into the next release of the relevant DOE.

Thanks - and spread the word to your RPG GM-friends about the DOEs if they're not using them already. :)

Cheers

Falselight
May 13th, 2016, 20:34
is there a VIDEO to watch to learn to auto sound (fixed it but would love each spell attack to get own spell sound)

FSHSchmo
May 13th, 2016, 22:20
Any chance you could supply a complete list of autosounds? I've been able to trigger a few (applyatk, applydmg, applysave, applyeff), are there others? Is it ruleset dependent?

There is also applyhrfc which is when a crit is rolled. I tried different spell types and damage types (spells vs weapons) and nothing new was generated. Would love to see it use fireball sound for fireball, etc.

dulux-oz
May 14th, 2016, 02:15
is there a VIDEO to watch to learn to auto sound (fixed it but would love each spell attack to get own spell sound)

NO, no video - there's not really a need for one (IMNSHO) - the system basically "learns" about various "cues" while a game is running. Then the GM simply assigns Sound Strings to these "cues".

As far as each different type of spell getting its own sound that's up to the Ruleset Dev or one of the Community Devs to rework the Ruleset code and put in an appropriate Autosound Trigger (a "cue" - as per the appropriate post in this thread and/or the appropriate page in the manual) - that's the easiest way for more Autosound Triggers to be added to all the Rulesets (otherwise I'll be doing nothing but spending all my time reworking Rulesets every time one is updated.

Doswelk
May 14th, 2016, 09:23
Sorry, I can't help you with that one :(

What's Rippers doing that the others aren't?
I suspect it has a much darker side bar than the other sets, i suspect the white border is there but only noticeable on dark blue/black screens.

I take a look and might send you updated versions.

ianmward
May 14th, 2016, 09:32
Fantastic extension dulux-oz! It is really well put together and works like a charm.

I'll need to let you have the details of the CallOfCthulhu7E ruleset so you can add support for it before we release it.

dulux-oz
May 14th, 2016, 10:45
I suspect it has a much darker side bar than the other sets, i suspect the white border is there but only noticeable on dark blue/black screens.

I take a look and might send you updated versions.

Cool - whatever you'd like to do.

I might even be able to set things up to only use the Rippers icons when the Rippers Extension is loaded - I might need to delve into the Rippers code to do it though :)

Cheers

dulux-oz
May 14th, 2016, 10:46
Fantastic extension dulux-oz! It is really well put together and works like a charm.

I'll need to let you have the details of the CallOfCthulhu7E ruleset so you can add support for it before we release it.

Yeah, damned said something similar via eMail earlier today - always happy to help out and work with my fellow devs - I might need a copy of the new Ruleset to use for ongoing testing though

Haeldin
May 14th, 2016, 12:14
Incredible work Dulux. I set this up tonight with Syrinscape and it works flawlessly. Now only if each trigger could be tagged with the associated spell/ action/ equipment name I could attach a unique sound to each unique player action! :)

Talley Darkstar
May 14th, 2016, 22:51
Trenloe stated that for the Star Wars EotE ruleset, most extensions won't work. Is there any chance we could see this for that ruleset?

ianmward
May 14th, 2016, 23:56
Unfortunately, the (fantastic) Star Wars ruleset is not based on CoreRPG and is structured very differently, so I doubt it would be at all easy.

I will be looking at the feasibility, though, as I'd really like to use it for my own games.

Trenloe has stated that he will look at porting it to CoreRPG one day, but it will be a mammoth task, so don't hold your breath.

dulux-oz
May 15th, 2016, 02:10
Incredible work Dulux. I set this up tonight with Syrinscape and it works flawlessly. Now only if each trigger could be tagged with the associated spell/ action/ equipment name I could attach a unique sound to each unique player action! :)

Thanks

More Autosound Triggers require a Dev to either add them to the Ruleset or work them into an appropriate Extensions - ie they require some coding. The good news is the relevant coding isn't complex (see Post #2) but its up to the Devs or Community Devs to do it - I just supply the framework :)

dulux-oz
May 15th, 2016, 02:12
Trenloe stated that for the Star Wars EotE ruleset, most extensions won't work. Is there any chance we could see this for that ruleset?

As Ian said, if a Ruleset's not a CoreRPG-Child then getting any of the DOE's to work is incredibly difficult - easier (in the long run) to get the relevant Ruleset converted over to be a CoreRPG-Child

Talley Darkstar
May 15th, 2016, 08:03
Well I'm hopeful that more compatibility and collaboration will come in the future. Everyone has done an excellent job at what has been done so far. Rulesets, extensions and more. Thank you all.

Mad Nomad
May 16th, 2016, 20:16
This is awesome. I can't wait for more autosound triggers to be coded in a future community add on. I might give it a shot some day but no time now and no prior extension experience.

However, I was wondering if there was a way this could be coded to avoid the dependency on the system events and instead monitor the chat dialog. If it could use chat as an autotrigger it would be infinitely extendable without ever changing any code and would be ruleset independent I think.

For example, anytime some does slashing damage it shows up in the chat box as part of the rolls. And slashing virtually never appears in chat outside of that.

So if you could set up autotrigger of [When "slashing" appears in chat area], then you could set up a sound for slashing damage.
Or [When "cure wounds" appears in chat area"] play cure wounds sound.
Or [when "Fireball" appears in chat area] play fireball sound.

This would be super powerful and if it works for 1 thing, it would work for infinite things. These of course would not be ";learned" the GM would have to enter them in manually, but I think that would be completely fine since it could be as simple as just typing in what text string you want it to watch for.

But again, I have no idea if the code base would allow for this sort of thing.

dulux-oz
May 17th, 2016, 02:44
This is awesome. I can't wait for more autosound triggers to be coded in a future community add on. I might give it a shot some day but no time now and no prior extension experience.

However, I was wondering if there was a way this could be coded to avoid the dependency on the system events and instead monitor the chat dialog. If it could use chat as an autotrigger it would be infinitely extendable without ever changing any code and would be ruleset independent I think.

For example, anytime some does slashing damage it shows up in the chat box as part of the rolls. And slashing virtually never appears in chat outside of that.

So if you could set up autotrigger of [When "slashing" appears in chat area], then you could set up a sound for slashing damage.
Or [When "cure wounds" appears in chat area"] play cure wounds sound.
Or [when "Fireball" appears in chat area] play fireball sound.

This would be super powerful and if it works for 1 thing, it would work for infinite things. These of course would not be ";learned" the GM would have to enter them in manually, but I think that would be completely fine since it could be as simple as just typing in what text string you want it to watch for.

But again, I have no idea if the code base would allow for this sort of thing.

Those messages that come up in the Chat Window ARE system events - or they're caused by them, anyway - but let me think about it for a while. The coding is a hell of a lot more complicated and because its totally a manual system the chance of GM-error is a lot greater, but it might be doable.

Because its a totally different design the question now becomes do we change the design or stick to what we've got? I'll put up a Poll with that question and if people can then let me know what they'd prefer then I'll see what I can do - no promises, however. :)

Cheers

ddavison
May 17th, 2016, 16:20
John and I looked at this earlier and we are very impressed. Well done dulux-oz!

What dereks suggests is a pretty interesting idea. It wouldn't be trivial to code and make intuitive at the same time, but removing the need for ruleset or extension code changes would probably greatly increase the extension's functionality. Behind the scenes, it would most likely need to have a regex pattern match but hide the complexity of regex patterns from the end user.

LordEntrails
May 17th, 2016, 16:56
I don't know enough to vote, at least yet. I like dereks idea, but I also think pin/link type sounds would be ery valuable as well. i.e. when I open a story entry to be able to follow/activate a sound type link so that I could start ambient room type sounds would be (to me) more important than auto-type sounds for events. (Event type sounds are a cool idea, especially if people could make modules of pre-configured sounds and triggers, but not as important to me as GM triggered sounds.)

ddavison
May 17th, 2016, 17:00
It currently supports pinned sounds that are GM triggered. The auto-trigger sounds are the part where we are discussing modifying it further.

Mad Nomad
May 17th, 2016, 20:07
From the end user side it could be as simple as an Add button, then a box to enter the text string to watch for, and a corresponding box to enter the sound link/sound string from syrinscape for that text string.

But as to whether or not you could hook up that end user experience to the code effectively, I have no idea.

This would also be an alternate way to do GM triggered sounds too.

Because you could set up auto triggers like:

#PartyRests = Syrinscape sound 12345
or
#EnterDungeon


In game the party starts a rest
The GM types in chat #PartyRests and the sound plays.

They then enter the dungeon and the DM types #EnterDungeon and that sound plays.

You can certainly do that with pins as well, and that might be preferred, but this alternate form of GM triggered sounds would come for free with this alternate approach to autosound.

damned
May 18th, 2016, 02:25
From the end user side it could be as simple as an Add button, then a box to enter the text string to watch for, and a corresponding box to enter the sound link/sound string from syrinscape for that text string.

But as to whether or not you could hook up that end user experience to the code effectively, I have no idea.

This would also be an alternate way to do GM triggered sounds too.

Because you could set up auto triggers like:

#PartyRests = Syrinscape sound 12345
or
#EnterDungeon


In game the party starts a rest
The GM types in chat #PartyRests and the sound plays.

They then enter the dungeon and the DM types #EnterDungeon and that sound plays.

You can certainly do that with pins as well, and that might be preferred, but this alternate form of GM triggered sounds would come for free with this alternate approach to autosound.

I may be mis-understanding this but if the GM has to type in #PartyRests wouldnt it be easier for the GM to just click his Syrinscape sound board instead?

ddavison
May 18th, 2016, 03:57
I voted for the chat string suggestion but I meant to vote for the "keep both option".

damned
May 18th, 2016, 04:43
I voted for the chat string suggestion but I meant to vote for the "keep both option".

Too funny. even the big cheese cant change his vote!

ddavison
May 18th, 2016, 05:00
I have an option to edit the tallies, but I'm really tired (mentally) at the moment and figured that I might end up just dorking it up further if I tried.

dulux-oz
May 18th, 2016, 05:03
You guys do realise that if we have the Chat String option it'll mean the players will probably be able to trigger sounds by trying in an appropriate chat message - people arn't worried about their players driveing everyone else nuts - or will you just kick players out who do this? :)

damned
May 18th, 2016, 05:17
You guys do realise that if we have the Chat String option it'll mean the players will probably be able to trigger sounds by trying in an appropriate chat message - people arn't worried about their players driveing everyone else nuts - or will you just kick players out who do this? :)

Oh that thought certainly did cross my mind. Its like dice rolling. New players *need* to get it out of their system and then they usually settle down (or get struck by lightning).

rob2e
May 18th, 2016, 09:52
Dulux-Oz. Great work. Any chance of adding "export" functionality or something that would allow a transfer to other campaigns, so I don't have to remake the sound list for each campaign?

dulux-oz
May 18th, 2016, 10:14
Dulux-Oz. Great work. Any chance of adding "export" functionality or something that would allow a transfer to other campaigns, so I don't have to remake the sound list for each campaign?

Yeah, I couldn't get that working (as I explained in a previous post) but since Trenloe had a look at the relevant code we got it sorted. Export functionality will be included in the next release (ETA: Soon(TM) :p )

Callum
May 18th, 2016, 10:17
This looks great, dulux-oz - I can't wait to try it out! One thing that I would find helpful is to have some screen shots illustrating the various steps in the very comprehensive wiki.

dulux-oz
May 18th, 2016, 10:39
This looks great, dulux-oz - I can't wait to try it out! One thing that I would find helpful is to have some screen shots illustrating the various steps in the very comprehensive wiki.

Yeah, I'd love to be able to put screenshots on the Wiki - but I either haven't worked out how to do it and/or I'm not allowed to - there are some screen shots in the manual, if that helps

Cheers

dulux-oz
May 19th, 2016, 03:16
OK, I need some help off my fellow Community Devs - I can't get the Drag-n-Drop part of the Categories Tags working for the Sound Board part of this Extension. It works for the Sound Entry and Autosound Lists, and I can Drag-n-Drop a Sound Link from somewhere else to the new Categories list, and if the new Category is "active" on the Sound Board a new Sound Link created from a Sound Entry is placed in the new Category, but the "standard" moving a link from one category to another won't work.

I'll provide the relevant code to those who ask (via a PM or an email).

Thanks

Weepdrag
May 19th, 2016, 21:43
Stupid question, but I haven't seen it addressed yet. So here goes...

Is there a way to use your own sound effects (.mp3, .wav) outside of Syrinscape? The sounds that Syrinscape provides are nice, but I have gobs of sound effects/background music, etc. that I would like to use in my campaigns.

Thanks for any replies

Trenloe
May 19th, 2016, 23:14
Is there a way to use your own sound effects (.mp3, .wav) outside of Syrinscape? The sounds that Syrinscape provides are nice, but I have gobs of sound effects/background music, etc. that I would like to use in my campaigns.
Yep. Basically, as long as the "sound string" you provide will work within your internet browser then you can potentially start anything. If you're pointing to a file, the type (file extension) of that file must be set to auto start a relevant application.

For example, if I have a file: D:\Temp\preview.mp3 and .mp3 files auto-run in Windows Media Player (or whatever player you use) then just adding D:\Temp\preview.mp3 as the "sound string" in the sounds extension will open your media player and play the file D:\Temp\preview.mp3 when you click the sound link. If you've setup your media player to output to the music channel you have on TS then you'll be golden.

A good test is to try the sound string in your Internet browser first and see if it works before you add it to FG.

Trenloe
May 19th, 2016, 23:22
And, of course, you can point to online musical resources. An example from soundcloud.com:

https://soundcloud.com/rpg-maker/sets/emotional-music-pack
Just use the above as your "sound string" and FG will open your registered browser and start playing.

Weepdrag
May 20th, 2016, 02:44
Thanks Trenloe, ,
That's awesome, I'll give that a try when I get back to the server.

Thanks again

dulux-oz
May 20th, 2016, 02:50
Actually, that functionality is a bug which has been removed from the (soon(tm) to be released) new version - although I am working on something else that will allow the type of thing that Trenloe describes

damned
May 20th, 2016, 02:57
Actually, that functionality is a bug which has been removed from the (soon(tm) to be released) new version - although I am working on something else that will allow the type of thing that Trenloe describes

He giveth and he taketh. :)

Dakadin
May 20th, 2016, 03:04
Actually, that functionality is a bug which has been removed from the (soon(tm) to be released) new version - although I am working on something else that will allow the type of thing that Trenloe describes

I am having a lot of fun with that bug! I keep trying to see what I can do with it. :D

dulux-oz
May 20th, 2016, 04:39
He giveth and he taketh. :)

All praise to him, for he hath returned from his mountain retreat to do battle upon the unworthy whom seek to usurp him :p

Dakadin
May 20th, 2016, 06:39
All praise to him, for he hath returned from his mountain retreat to do battle upon the unworthy whom seek to usurp him :p

Awesome! It looks like we are going to see a battle between two Champion Immortals. Who's taking the wagers? :P

LordEntrails
May 21st, 2016, 03:26
Actually, that functionality is a bug which has been removed from the (soon(tm) to be released) new version - although I am working on something else that will allow the type of thing that Trenloe describes

The sales guys don't let you talk to the customers do they? That's a feature, unplanned maybe, but it's a selling point! The proper sales response to this should have been, "That feature didn't quite develop the way we wanted it to so we are revising it. We might have to deprecate it temporarily while we do that."

damned
May 21st, 2016, 03:29
nah....
"we're glad you like it - we have included the beta in the current release to get some feedback. this is one of the premium features you can look forward to in our upgraded package."

dulux-oz
May 21st, 2016, 04:27
I despise the sales guys (always over-promoting the product and promising things we can't deliver) - actually, I prefer "this is one of the premium features you can look forward to in our purchasable upgraded package." :p

ddavison
May 23rd, 2016, 20:48
For the more visually driven people.


https://www.youtube.com/watch?v=hPC-U3R38KA

Skellan
May 23rd, 2016, 21:17
This is the best thing you have done so far. Nice work

rob2e
May 23rd, 2016, 21:53
ETA on the export function? I'm so lazy, but I need these sounds for all my campaigns, so I might have to buckle down and do the work, LOL

Callum
May 23rd, 2016, 22:51
It's ruleset-dependant - which is why I didn't put any of them in but allowed the autosound-system to "learn" them - and it also allows other devs to create new ones (as per the manual)

Is there any way to decode the (sometimes obscurely-named) list of autosound triggers that appear in the tab?

They seem to be quite generic so far - no way to auto-trigger spell sounds for example - is that right?

dulux-oz
May 24th, 2016, 02:14
@Doug => Nice work on the video Doug.

dulux-oz
May 24th, 2016, 02:15
ETA on the export function? I'm so lazy, but I need these sounds for all my campaigns, so I might have to buckle down and do the work, LOL

Soon(TM) - I'm waiting on someone else do complete a piece of work so that I don't have to release and then re-release the update for this Extension.

dulux-oz
May 24th, 2016, 02:17
no way to auto-trigger spell sounds for example - is that right?

No, that requires Ruleset of Extension Developers to do some specific coding - but see the Poll in this thread.

ddavison
May 24th, 2016, 02:44
No problem Dulux-Oz. I'm just boosting the signal on a cool extension.

In other news, I spoke with Benjamin at Syrinscape and he's going to send me a complete list of all sounds and moods with the unique URL for each.

Some interesting hacks:
Paste in a link directly to a URL on sound cloud. Here is one for the BarkSkin spell from BattleBards -- another great Fantasy RPG sound creator
https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/145386246&amp;auto_play=true&amp;hide_related=false&amp;show_c omments=true&amp;show_user=true&amp;show_reposts=false&amp;vis ual=true

Play a local sound file.
In this case, if you have the Disgaea PC game from Steam, you can play any of the soundtrack files by going to Google Chrome and doing CTRL+O and searching for an MP3 file to play.
file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Disgaea%20PC/soundtrack/04.%20AKUMA%20Drops.mp3

A soundtrack file from Sword Coast Legends if you have that installed through Steam:
file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sword%20Coast%20Legends/Soundtrack/InonZur-SwordCoastLegends-19-ACalltoBattle.mp3

Trenloe
May 24th, 2016, 02:47
Some interesting hacks:
Paste in a link directly to a URL on sound cloud. Here is one for the BarkSkin spell from BattleBards -- another great Fantasy RPG sound creator
https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/145386246&auto_play=true&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true

Play a local sound file.
In this case, if you have the Disgaea PC game from Steam, you can play any of the soundtrack files by going to Google Chrome and doing CTRL+O and searching for an MP3 file to play.
file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Disgaea%20PC/soundtrack/04.%20AKUMA%20Drops.mp3

A soundtrack file from Sword Coast Legends if you have that installed through Steam:
file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sword%20Coast%20Legends/Soundtrack/InonZur-SwordCoastLegends-19-ACalltoBattle.mp3
Yeah, I mentioned these in posts #73 and #74. Apparently this "feature" is a bug and will be removed soon: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=270841&viewfull=1#post270841

ddavison
May 24th, 2016, 02:49
Yeah, I mentioned these in posts #73 and #74. Apparently this "feature" is a bug and will be removed soon: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=270841&viewfull=1#post270841

Ninja'd from 2 pages back. Well, that's embarassing. :)

dulux-oz
May 24th, 2016, 02:49
Yeah, I mentioned these in posts #73 and #74. Apparently this "feature" is a bug and will be removed soon: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=270841&viewfull=1#post270841

I can leave it as it is, but it'll potentially cause more issues if I do

Trenloe
May 24th, 2016, 02:50
I can leave it as it is, but it'll potentially cause more issues if I do
Can you expand on that?

Trenloe
May 24th, 2016, 18:18
I can leave it as it is, but it'll potentially cause more issues if I do
I think it's good functionality now - gives flexibility to use music stored locally on the PC or on the Internet. I don't know what the issues you describe are but if they aren't huge, or can be worked around, the current functionality of the links is very flexible and I'd prefer it to stay if possible.

Nulk
May 25th, 2016, 23:07
Hi guys, Is there any way to change the colour of the head of the pin that is created when i drag a sound to my map?
I love this functionality, but when placing multiple map pins to the map, i can potentially lose sight of which are story entries and which ones are sound entries.

Trenloe
May 25th, 2016, 23:12
Hi guys, Is there any way to change the colour of the head of the pin that is created when i drag a sound to my map?
I love this functionality, but when placing multiple map pins to the map, i can potentially lose sight of which are story entries and which ones are sound entries.
You can't change the colour I'm afraid, it's built into the base FG app. Perhaps just stick with story entries and put the sound link in the story entry along with the other location based data? I know it's one extra click, but it keeps every link the same...

LordEntrails
May 26th, 2016, 02:41
Hi guys, Is there any way to change the colour of the head of the pin that is created when i drag a sound to my map?
I love this functionality, but when placing multiple map pins to the map, i can potentially lose sight of which are story entries and which ones are sound entries.
As Trenloe says, Nope. But you can vote on a request for multiple pin colors and shapes here: https://fg2app.idea.informer.com/proj/?ia=81597

Nulk
May 26th, 2016, 03:35
Thanks guys, I'll stick with the mouse over in the mean time.

damned
May 26th, 2016, 10:33
When setting up a full adventure with pins I name all my entries like this:

ENC: 001 Bugbear Ambush
ENC: 002 Sneak Thief

STORY: 001 Secret Entrance
STORY: 002 A Warning From the Past

TRAP: 001 Snake Pit

This allows me to quickly know what pin is for what as I hover over them.

demonsbane
May 28th, 2016, 07:36
Actually, that functionality is a bug which has been removed from the (soon(tm) to be released) new version - although I am working on something else that will allow the type of thing that Trenloe describes

What an awesome extension!

For what is worth, as feedback: right now this "bug-functionality" makes the windows media player app to annoyingly pop up over the FG interface each time I activate a local sound. The same thing happens with Soundcloud links, but then it's the web browser instead. I wonder if there's a way to avoid it. Perhaps in the new version? ;)

Warm regards

Ixion77
May 28th, 2016, 08:37
No problem Dulux-Oz. I'm just boosting the signal on a cool extension.

In other news, I spoke with Benjamin at Syrinscape and he's going to send me a complete list of all sounds and moods with the unique URL for each.

Some interesting hacks:
Paste in a link directly to a URL on sound cloud. Here is one for the BarkSkin spell from BattleBards -- another great Fantasy RPG sound creator
https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/145386246&auto_play=true&hide_related=false&show_comments=true&show_user=true&show_reposts=false&visual=true

Play a local sound file.
In this case, if you have the Disgaea PC game from Steam, you can play any of the soundtrack files by going to Google Chrome and doing CTRL+O and searching for an MP3 file to play.
file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Disgaea%20PC/soundtrack/04.%20AKUMA%20Drops.mp3

A soundtrack file from Sword Coast Legends if you have that installed through Steam:
file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sword%20Coast%20Legends/Soundtrack/InonZur-SwordCoastLegends-19-ACalltoBattle.mp3

OMG!! This extension is amazing !!!
I had also discovered this feature ...

dulux-oz
May 28th, 2016, 09:16
What an awesome extension!

For what is worth, as feedback: right now this "bug-functionality" makes the windows media player app to annoyingly pop up over the FG interface each time I activate a local sound. The same thing happens with Soundcloud links, but then it's the web browser instead. I wonder if there's a way to avoid it. Perhaps in the new version? ;)

Warm regards

All I can suggest is have the "other app" already loaded and minimised / in the background - I don't know if this'll work to solve this issue, but there's nothing else I can do (due to not being able to manipulate "other apps" from insode FG, only get them to open a given file, like SS playing sounds).

But I'm glad you like it :)

demonsbane
May 28th, 2016, 10:10
Yeah, I like it a lot. Adding powerful features to Fantasy Grounds is no little thing!

Even minimized or in the background, with the activation of each sound the media player pops again over the interface of Fantasy Grounds. Of course somehow Syrinscape avoids this, but I think it may be a sort of specific feature of the app.

dulux-oz
May 28th, 2016, 10:10
Sure I like it!

Even minimized or in the background, with the activation of each sound the media player pops again over the interface of Fantasy Grounds. Of course somehow Syrinscape avoids this, but I think it may be a sort of specific feature of the app.

Yeah, I thought that might happen - oh well, sorry, but there's not much I can do.

demonsbane
May 28th, 2016, 13:33
Yeah, I thought that might happen - oh well, sorry, but there's not much I can do.

Hey, no worries dulux-oz! I'm not demanding a solution to that, just asking if there is any known way of circumvention. :)

What truly matters to me are the immersive sound capabilities added to Fantasy Grounds by means of this extension. Thank you very much!

dulux-oz
May 28th, 2016, 13:49
Hey, no worries dulux-oz! I'm not demanding a solution to that, just asking if there is any known way of circumvention. :)

What truly matters to me are the immersive sound capabilities added to Fantasy Grounds by means of this extension. Thank you very much!

You wait and see what I've got lined up for the next version (I know, I'm such a tease! :cool: )

Koreapsu
May 29th, 2016, 02:36
Is the Sound Board exportable like a normal module?

I was hoping to creating a base sound set/location set that I could then import into all of my campaigns and apply to various locations. I exported and created a module, but the Sound Board didn't show up once opened.

EDIT: Oh I see now, it's coming soon with the next release. Should I go ahead and make up my base sound set and then update when the release comes out to export it? Or will that wipe what I create?

dulux-oz
May 29th, 2016, 05:04
You sound be fine too create it now

ddavison
May 31st, 2016, 20:41
Does anyone know how to copy a bunch of downloaded soundsets from one system to another? I assume that they are encrypted so they will only work for my ID, but I hate to have to re-download them all onto my laptop before I travel.

PM me if you've figured this little bit out.

Ixion77
June 5th, 2016, 17:47
When I drop an item from the DMG or PHB to an items parcel, the Console (GM) report:
Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value

dulux-oz
June 6th, 2016, 02:15
When I drop an item from the DMG or PHB to an items parcel, the Console (GM) report:
Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value

OK, lines 84-87 read:


local oASNode = DB.findNode("MJB_Sound.AutoSound");
if not oASNode then
return;
end


with the "return" statement being the one throwing the error. That is really weird!. What other Extensions do you have running (and I assume the Ruleset is 5E)?

Ixion77
June 6th, 2016, 07:58
OK, lines 84-87 read:


local oASNode = DB.findNode("MJB_Sound.AutoSound");
if not oASNode then
return;
end


with the "return" statement being the one throwing the error. That is really weird!. What other Extensions do you have running (and I assume the Ruleset is 5E)?

Yes, I'm using 5e ruleset.
Extensions running:

- 5e language fotns - wizards
- chatnomicon
- D&D HotDQ desktop decal
- D&D LMoP desktop decal
- D&D MM desktop decal
- D&D PHB desktop decal
- D&D TRoT desktop decal
- D&D CoS desktop decal
- D&D DMG desktop decal
- D&D EE desktop decal
- D&D RoD desktop decal
- D&D SCAG desktop decal
- DOE base ext 1.2
- DOE locations ext 4.2
- DOE organizations ext 1.2
- DOE Sounds 1.0
- DOE Weather ext 2.1.1
- Effect Targeting Enhancement
- Enhanced Images
- GM Icon
- GM PC Ownership
- Mask custom desktop decal
- Remove effect tag

So I've take a look to my autosounds.
There was a generic "New auto-sound" without trigger.
Deleted it, and now the error message doesn't show up anyomore.

Now my autosounds only contain:
- applyatk
- applydmg
- applyeff
- applyhrfc
- applysave
- expireeff
- languagechat
- toggletarget
- tranferitem
- whisper
I'm missing something?

dulux-oz
June 6th, 2016, 08:04
Nope, that'd be about right

Thanks for letting me know - I'll add some code to stop that error occurring if the situation ever happens again.

Ixion77
June 6th, 2016, 22:41
I've created a building, with the Locations extention.
Inside the Sounds tab of the building:
1. drag & drop a first Sound; the sound is correctly added, and it works
2. drag & drop a second Sound; the sound isn't added, and the GM console report: "Script Error: [string "DOEBase/Scripts/lsMiscFunctions.lua"]:111: attempt to index a nil value"

nytemare3701
June 19th, 2016, 22:34
How would one go about using alternate programs in this setup? Syrinscape is no longer free :-(

Right now I'm just using the local links (D:\Whatever.mp3), but I'm already missing the sound mixer functions T-T

I assume the mixer program needs to be able to generate those links.

dulux-oz
June 20th, 2016, 02:47
Syrinscape is no longer free :-(

Yes it is - well, you can get 2 Soundsets free, anyway. But that's always been the case, so nothings changed there.

But yes, the mixed app would need to generate those links (unless you knew enough about how the app works to create those links yourself) - this is one reason why I use Syrinscape: its got thew 3rd part Integration built in.

Trenloe
June 20th, 2016, 05:27
How would one go about using alternate programs in this setup? Syrinscape is no longer free :-(

Right now I'm just using the local links (D:\Whatever.mp3), but I'm already missing the sound mixer functions T-T

I assume the mixer program needs to be able to generate those links.
Some info here: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=270797&viewfull=1#post270797

Whatever link you provide is opened in your browser. So, if you can put a link that causes your browser to open your mixer program and runs the relevant entry then you can use that. This all depends on how the mixer app works

nytemare3701
June 22nd, 2016, 03:39
I just caved and bought a Syrinscape sub, and I'm already pretty unhappy with it. Anyone know a product that can export active sound mixes? The whole POINT of using syrinscape was to have semi-random ambient noise.

On a different topic: Is there a place I can view all the potential triggers for Autosound? So far I'm not getting much out of it (one trigger for attack rolls, one for damage, and one for initiative. Really hoping to get a crit sound at least.)

EDIT: After looking at the instructions closer I now realize there isn't a central list for triggers. It'd be nice if the extension "rounded up" any triggers from other extensions though.

EDIT2: Syrinscape doesn't have an actual option to unsubscribe. According to support you have to cancel the recurring payment on your paypal so it naturally expires. That's why they ONLY take paypal.

Andraax
June 22nd, 2016, 05:10
Anyone know a product that can export active sound mixes? The whole POINT of using syrinscape was to have semi-random ambient noise.

You can setup custom sound mixes in Syrinscape; I spend a bit of time before each session putting together a few mixes for background sounds based on what I think will come up during the game. Once you have the sound mix setup, then you can copy it into a sound link using this extension.

Trenloe
June 22nd, 2016, 05:19
I just caved and bought a Syrinscape sub, and I'm already pretty unhappy with it. Anyone know a product that can export active sound mixes? The whole POINT of using syrinscape was to have semi-random ambient noise.
I'm confused by this statement. Semi-random ambient sound is exactly what Syrinscape does.

The DOE Sound Extension allows you to put links to specific Syrinscape soundscapes within FG so that you can quickly and easily trigger the desired soundscape within Syrinscape without having to switch to the Syrinscape app and find the correct sound.

dulux-oz
June 22nd, 2016, 06:51
It'd be nice if the extension "rounded up" any triggers from other extensions though.

It does - it learns about all Extensions and Rulesets Triggers as they occur. That way the Extension author doesn't have to be constantly scouring other people's Extensions and Ruleset for Triggers and then having to add them in to the DOESound.

You see, I've thought of (practically) everything - I might not have coded it in, but I have thought about it :p

LordEntrails
June 22nd, 2016, 20:59
You see, I've thought of (practically) everything - I might not have coded it in, but I have thought about it :p
= Champion Immortal Saint
or at least part of it!

nytemare3701
June 22nd, 2016, 22:33
It does - it learns about all Extensions and Rulesets Triggers as they occur. That way the Extension author doesn't have to be constantly scouring other people's Extensions and Ruleset for Triggers and then having to add them in to the DOESound.

You see, I've thought of (practically) everything - I might not have coded it in, but I have thought about it :p

"as they occur" is the problem for me though, since it means I don't know what is and isn't supported until I do a bunch of mock gameplay and hope it catches it. After 10 minutes of mock combat trying to get some crits, I came to the conclusion that Hit and Crit don't have separate triggers. In retrospect, I could have made an npc with a crit range of 1-20, but hindsight, eh?


I'm confused by this statement. Semi-random ambient sound is exactly what Syrinscape does.


Sorry, I worded that poorly. I am happy with Syrinscape's ambient sound system. I just have no intention of paying for packs just to get single sounds for an ambient mix, or paying a monthly subscription just to have access to the sound creator to use the assets made by the professional sound designer in my group.

Wazoodust
June 22nd, 2016, 23:44
When I drop an item from the DMG or PHB to an items parcel, the Console (GM) report:
Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value
I'm getting similar errors, running 5E HotDQ last night ad when my players took an action I got (I believe) the same error, I can't duplicate it right now, so maybe you got it tweaked,
Extensions I'm running are :
Alternate Wound Colors
Targeting Enhancement3.1.0
5E and core rulesets3.1.7
Remove effect tag 1.1.4
Big Fonts
DOE Base 1.2
Alternate Color Gizmo 2.1
DOE Sound Extension 1.0

Not sure if this helps any or not, just thought I'd give you some more feedback to help find what it is

dulux-oz
June 23rd, 2016, 03:28
You should NOT be running the Alternate Colour Gizmo - its been depreciated and it DOES NOT WORK with the current versions of the DOEBase (its part of the DOEBase anyway) - you don't need to run it and it'll cause problems if you do

Also, see Post #114

Wazoodust
June 23rd, 2016, 04:30
Thank You Dulux-Oz
I figured it was something on my part, post #114 was why I let you know what I was running. I'll try it out tomorrow and see if that helps, as always you're a wealth of information for us mortals !

dulux-oz
June 23rd, 2016, 04:57
If you still have problems please let me know - I do want people to be able to use my Extensions without hassel

Cheers

Trenloe
June 23rd, 2016, 05:14
...or paying a monthly subscription just to have access to the sound creator to use the assets made by the professional sound designer in my group.
There are various apps out there that allow you to put mixes together based off sound assets you already own. I still use Softrope - it's been around for a while and isn't being actively developed, but it does what I want it to (puts multiple sounds together into a mix, save the mixes and launch a specific mix easily) and is free: https://softrope.net/ Unfortunately, I don't think there is a way to integrate this into a link in the DOE Sound functionality.

nytemare3701
June 23rd, 2016, 21:38
I've used Softrope, but the lack of any real support for it (namely that the forum is gone & there isn't a manual anywhere I can see) makes it a little rough to work with.

Trenloe
June 23rd, 2016, 21:51
I've used Softrope, but the lack of any real support for it (namely that the forum is gone & there isn't a manual anywhere I can see) makes it a little rough to work with.
YMMV but I've found it pretty easy to work with. If you're familiar with similar software the concepts are pretty much the same - add a bunch of different sounds, set their volume, when/how often they play, etc..

nytemare3701
June 23rd, 2016, 22:47
I'm unfortunately not familiar with them, which is why I was using syrinscape. It's fine though, since I've decided that SS will be fine for ambient sound packs, and I'll do VLC throughput for the triggered sounds (Once I can actually FIND some triggers)

EDIT: In the Pathfinder/3.5 ruleset, I have found "Attack, Damage, end turn, apply initiative, and apply effect". Just in case someone else is searching like I am for a list.

EDIT2: Fun find! If you shift-rightclick a file in Windows, it adds the option to copy the full path of the file, not just the path to the folder. Much easier to add sound links that way.

jajen2003
June 25th, 2016, 14:57
Oh no, my version of Syrinscape (ver. 1.2.8 for Mac OSX) doesn't have the option to "Enable for 3rd Party Apps". Is this a user error on my part, or simply a limitation of my version of the software?

dulux-oz
June 25th, 2016, 15:13
Oh no, my version of Syrinscape (ver. 1.2.8 for Mac OSX) doesn't have the option to "Enable for 3rd Party Apps". Is this a user error on my part, or simply a limitation of my version of the software?

I can't answer with 100% certainty, but I seem to remember reading something on the Syrinscape Forums from Ben (the Syrinscape author) that the 3rd Part Aps wasn't yet available on the Mac Version (I think you need v1.2.8.1+ - but again, don't quote me).

Why don't you ask Ben directly if this is the case on the Syrinescape Forum - he's pretty good about getting back to people quickly.

jajen2003
June 25th, 2016, 15:37
Oz, you are correct. It's not ready for Mac yet. :/ Oh well, I'm still having fun with all your other extensions. Thanks! :D

Gwydion
June 26th, 2016, 14:20
Oh no, my version of Syrinscape (ver. 1.2.8 for Mac OSX) doesn't have the option to "Enable for 3rd Party Apps". Is this a user error on my part, or simply a limitation of my version of the software?

Hey jajen2003,

If you look on the syrinscape forum under list of API calls topic, I created an excel file list of all API calls for the fantasy modules so people could search for them. You can view all of them but only the ones you have access to will work for you. I now use my list to copy the API call and paste into dulux-oz sound extension and it works great. Maybe you can try to use the spreadsheet instead? Ben was supportive in me creating the list and will stickie it at some point. Hope it helps.

wthrasherb
July 3rd, 2016, 04:23
Hey folks, I'm getting the following error every time I or one of my players clicks ANY THING in FG...
14579

This window keeps popping up and covering whatever I am doing on the screen. Every roll, every drag and drop... I'm not sure what all triggered it during the game today. I had to exit and turn off the sound (and base) extension. Doing so made the error go away, but then I couldn't trigger all the cool sounds I prepped for the game.

Actually, the sounds and everything still FUNCTIONED fine, but the above pictured window kept popping up as quickly as I could close it if we were actively rolling and doing stuff.

Please help!

I'm running Fantasy Grounds LIVE 3.1.7 Ultimate, Widows 10. The base and sound extensions are the only extensions outside of decals and themes that were installed/active when the error occurred. As soon as I deactivated the base and sound extensions the error was fixed.

Thanks in advance!

dulux-oz
July 3rd, 2016, 04:48
Yeah, this type of thing has happened before - check the Sound AutoSound entries - from memory its one of them causing the issue. Delete the "bad' sound entry and you should be good

wthrasherb
July 3rd, 2016, 04:53
Yeah, this type of thing has happened before - check the Sound AutoSound entries - from memory its one of them causing the issue. Delete the "bad' sound entry and you should be good

Where do I find the "entry" to check to see if it is bad? I'm in the directory C:\Users\Wade\AppData\Roaming\Fantasy Grounds

Is it in there somewhere?

Thanks for your help! :)

EDIT: Ok, I think I found the XML file that has the AutoSound entries, but how do I know if one of the entries is "bad"? Thanks.

st4lk3r87
July 18th, 2016, 17:52
Hi, I don't know why but the DOE sound extension is not checkable during the creation of a campaign ( any type ). Instead of the usual checkbox I see the X red icon. Do you know if I have to do something in particular before using it ?

Fixed:
Sorry, I had the old DOE Base Extension. Everything is fine now!

dulux-oz
July 19th, 2016, 02:29
Fixed: Sorry, I had the old DOE Base Extension. Everything is fine now!

Yeap, that'll do it :)

Kelendor
July 22nd, 2016, 21:53
Is there a way to export the sounds you have to setup to another session,or does it have to stay on the campaign you made it on? Thanks in advance.

dulux-oz
July 23rd, 2016, 02:11
Nope, can't export (at the moment) - that's a limitation on FG itself, not on the Extension.

There's a work-around in v2, but v2 is dependent upon FGv3.2, so it won't be released until then.

(And before anyone chimes in with "but I can export sounds" yes, you can export them, but when you re-import them they break and won't work!)

Cheers

Netjera
July 25th, 2016, 07:59
Nope, can't export (at the moment) - that's a limitation on FG itself, not on the Extension.

There's a work-around in v2, but v2 is dependent upon FGv3.2, so it won't be released until then.

(And before anyone chimes in with "but I can export sounds" yes, you can export them, but when you re-import them they break and won't work!)

Cheers

So I assume this also means they can't be saved as part of a module and then reused with the same campaign later? That at this time, we have to save modules sound-independent and then rebuild the sound files each time we load the created module?

Thanks,

Netjera

dulux-oz
July 25th, 2016, 08:09
Yeap, that's about right - its something that has been driving me nuts for weeks now, to the point where I'd almost given up - and then I came up with the work-around.

So yeah, its probably best to leave Sounds out of Modules at the moment, and then put them in when the new version is released.

Nickademus
July 25th, 2016, 12:22
So I assume this also means they can't be saved as part of a module and then reused with the same campaign later? That at this time, we have to save modules sound-independent and then rebuild the sound files each time we load the created module?


Yeap, that's about right - its something that has been driving me nuts for weeks now, to the point where I'd almost given up - and then I came up with the work-around.

So yeah, its probably best to leave Sounds out of Modules at the moment, and then put them in when the new version is released.

I don't know the format of this extension or how it interacts with exporting, but I have had some issues in the past with exporting and data and I found an easy fix involved copy/pasting a chunk of xml from the source to the new destination. It may be that the chunk of data containing the sound info may be able to be pasted into the campaign db.xml of a new campaign being used to make a module, or the exported module itself. Sometimes FG just needs a push by manually copy/pasting things in the code files.

Craftzero
July 25th, 2016, 17:57
Hey Dulux!

First off, thanks for a great extension. I can't wait to spring it on my players.

That said, I've found an error and I'm not sure it's been noticed before.

I have the latest (1.0.1, although the front page of FG says v1.0), and everything works. But when I try and add an item from the Items button to the Character Sheet (5E, btw) - I get the following error. The item in question does copy over, but still I thought you should know. Further testing by disabling your extension shows the error does not occur when adding an item to the character. The error is as follows:

Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value

Gwydion
July 25th, 2016, 19:18
If I recall, I was getting the same error in my game session over and over a couple weeks back. I believe mine was due to an autosound issue. When I clicked on the "auotsound" tab some of the autosounds that were being created had blank descriptions. Meaning, instead of saying aapplyeff or endturn, they were blank. Once I deleted those with blank I did not get an error anymore. I believe this is a documented issue that he has mentioned before.

To be clear, I'm not saying the sound string was blank as all the autoeffects are until you populate them, but the actual description was blank.

Hope that helps!

Smoltok
July 25th, 2016, 21:40
Hello Dulux !

I must have a conflict between some of my modules because I have this error :


Script Error: [string "Sound/Scripts/lsSoundManager.lua"]:86: attempt to index a nil value


Any clue ?

Gwydion
July 25th, 2016, 21:42
Smoltok,

Look at my reply immediately above your response. Hopefully it helps as I had the same issue previously.

Smoltok
July 25th, 2016, 21:50
Damned Gwydion, you 're fuc... right !

Those blank autosound !!

Well, many thanks for your help ! I will sleep a little less silly :)

Gwydion
July 25th, 2016, 21:56
Excellent. Glad that was it!

dulux-oz
July 26th, 2016, 02:53
Glad people got that sorted - thanks Gwydion (its hard to answer questions when you're asleep :) )

LordEntrails
July 26th, 2016, 03:09
Glad people got that sorted - thanks Gwydion (its hard to answer questions when you're asleep :) )

But your an immortal demi-god. I mean if an elf only needs 4 hours can't you get by on 30 winks?
:)

dulux-oz
July 26th, 2016, 03:14
But your an immortal demi-god. I mean if an elf only needs 4 hours can't you get by on 30 winks?
:)

Yes, I can get by on 30 winks (how the hell do you think I get all the Extensions, Videos and Wiki Pages done?), but I sleep for pleasure - don't you sleep for pleasure? :p

Callum
July 26th, 2016, 09:06
Is there any way to send an individual sound to a single player only? I'm pretty sure this can't be achieved from within Fantasy Grounds, since there is no way of knowing which PC is associated with which person in the Teamspeak channel. But can it be achieved using Syrinscape and Teamspeak outside FG? This would be great for haunts, and the suchlike...

dulux-oz
July 26th, 2016, 09:26
Is there any way to send an individual sound to a single player only? I'm pretty sure this can't be achieved from within Fantasy Grounds, since there is no way of knowing which PC is associated with which person in the Teamspeak channel. But can it be achieved using Syrinscape and Teamspeak outside FG? This would be great for haunts, and the suchlike...

Not in the current version - but it is possible in v2 (provided the player has Syrinscape installed as well) - I know, I'm such a tease :p

Callum
July 26th, 2016, 15:35
Not in the current version - but it is possible in v2 (provided the player has Syrinscape installed as well) - I know, I'm such a tease :p

:D I am looking forward to version 2, but my players are not likely to ever have Syrinscape installed - so I guess that means I won't ever be able to send particular sounds to individuals?

Trenloe
July 26th, 2016, 15:50
:D I am looking forward to version 2, but my players are not likely to ever have Syrinscape installed - so I guess that means I won't ever be able to send particular sounds to individuals?
Yeah, I've been thinking about this too. I'm hoping that there will be some setting that is something like "Send to GM side only" and "Send to Players as well as GM". Even if all players have subscribed to Syrinscape (unlikely), the nature of Syrinscape is that a soundscape being played will sound different on each instance of Syrinscape - it's not a pre-recording, it's a bunch of sounds being played at different intervals. So each player won't be hearing exactly the same as the others, even if they all have Syrinscape installed. That will be mostly fine, but there will be some time when I want to hear exactly what the players are hearing, so I can time dramatic comments/descriptions with the sudden rumble of thunder, etc..

Don't get me wrong, I think the way Dulux is going with this is great - being able to play sounds/music on the player side without the need for a voice/audio channel is fantastic. But, I'd also like the option to just play stuff on the GM side and stream that via TeamSpeak (or whatever audio app I use) so that everyone hears the same thing at the same time.

kalnaren
July 27th, 2016, 00:49
Hey guys,

Problem I can't figure out. I (assume) I create the sound links successfully, as I get the little treble clef, but I can't hear any sounds when I click the sound link.

I can hear sounds from Syrinscape no problem.

In the documentation there's this line:



The only other thing that needs to be done is turn on Sound from the Fantasy Grounds Options window. The Sound Option is turned off by default so that no errors are caused if Syrinscape is not installed.


I have nothing in my FG options for turning sounds on and off.

dulux-oz
July 27th, 2016, 02:50
The Wiki entry is for version 2 (which hasn't been released yet - I got ahead of myself).

Check out the Module/Manual on the first post - its still the current version.

So what happens when you do click on the purple SoundLink Icon - anything? Is Syrinscape loaded? Are you running as the host/GM?

Let us know and we'll get you sorted :)

kalnaren
July 27th, 2016, 14:36
Yup, Syrinscape loaded. I can play sounds in Syrinscape no problem.

When i click on the clef icon in FG, nothing happens. No feedback of any kind, and i don't see the sound playing in Syrinscape. I am running as GM with an ultimate license, using PFRPG ruleset.

dulux-oz
July 27th, 2016, 14:58
OK, just so we're on the exact same page...

You created a Sound Setup by copying a 3rd Party Integration sound string from Syrinscape, and pasted that into the Sound Setup's Sound String (as per the Manual's Usage page) and also named the Sound Record.

Then you clicked on the green Create Sound Button.

Then you went to the Sound Board (the first Tab) and clicked on the purple SoundLink Icon - and you didn't hear anything.

Is that right?

kalnaren
July 27th, 2016, 15:48
OK, just so we're on the exact same page...

You created a Sound Setup by copying a 3rd Party Integration sound string from Syrinscape, and pasted that into the Sound Setup's Sound String (as per the Manual's Usage page) and also named the Sound Record.

Then you clicked on the green Create Sound Button.

Then you went to the Sound Board (the first Tab) and clicked on the purple SoundLink Icon - and you didn't hear anything.

Is that right?

Exactly right.

dulux-oz
July 27th, 2016, 15:57
OK, that's officially weird, because as I wrote the above I actually did it to make sure it worked.

Could you please post a screen shot of the Sound Setup record, as well as a copy of the actual Sound string you're using - thanks

kalnaren
July 27th, 2016, 15:59
OK, that's officially weird, because as I wrote the above I actually did it to make sure it worked.

Could you please post a screen shot of the Sound Setup record, as well as a copy of the actual Sound string you're using - thanks

If it would be better i can do a video walking through my process.

dulux-oz
July 27th, 2016, 16:14
If you prefer - you'll need to dropbox it to me (or the equivalent).

I'd still like a copy of the actual Sound string, please.

dulux-oz
July 28th, 2016, 05:09
Yeah, I've been thinking about this too. I'm hoping that there will be some setting that is something like "Send to GM side only" and "Send to Players as well as GM".

Maybe... let me think about it some more...


Even if all players have subscribed to Syrinscape (unlikely), the nature of Syrinscape is that a soundscape being played will sound different on each instance of Syrinscape - it's not a pre-recording, it's a bunch of sounds being played at different intervals. So each player won't be hearing exactly the same as the others, even if they all have Syrinscape installed. That will be mostly fine, but there will be some time when I want to hear exactly what the players are hearing, so I can time dramatic comments/descriptions with the sudden rumble of thunder, etc..

Well, with One-Shots its the same sound being played, so if you send a "Thunder Clap" one-shot to all the players they'll all get the same sound at the same time. Its only the Moods that are made up of random sounds, and Moods generally play in the background anyway, so again, if you need the dramatic Scream or whatever send a one-shot.


Don't get me wrong, I think the way Dulux is going with this is great - being able to play sounds/music on the player side without the need for a voice/audio channel is fantastic. But, I'd also like the option to just play stuff on the GM side and stream that via TeamSpeak (or whatever audio app I use) so that everyone hears the same thing at the same time.

Again, let me think about it some more...

kalnaren
July 29th, 2016, 03:43
Unfortunate circumstances mean I won't be at home for a week or more, so I can't do anymore testing with my desktop.

However I did an identical setup on my laptop (literally -I copied the campaign file from my other FG install) and the extension works fine. So it appears the problem is related to my desktop specifically. I'll have to do some more troubleshooting at a later time.

dulux-oz
July 29th, 2016, 04:51
OK cool - thanks for letting us know

Netjera
August 2nd, 2016, 07:34
Hmmm - OK, I don't know what's going on but I'll get that sorted ASAP



I've tried - unfortunately I can't get it to work. It's got to do with FG putting "@Module Name" at the end of every link, which breaks the Linking Sound String to Syrinscape - if we can come up with a way for FG NOT to put that suffix on the end or to strip it out somehow ourselves, then Exporting to Modules will be a simple thing to put back in - this is something I REALLY want to achieve but I think I'm going to need more than just my brain to do

Thoughts?

Sorry to come in so late, great GREAT extension. I really love it and can't wait to see what the next version is like!

One question - unrelated to DoE and more just modules in general - is this @Module Name thing the reason I keep losing data in modules? I'll make a module, get it partly done, need some of it, and open it in a campaign. I'll make changes to it and export it to the module again, and all of the new stuff is in it, but the old stuff keeps saying links are missing or something. *sighs* :confused:

Netjera
August 2nd, 2016, 07:43
NO, no video - there's not really a need for one (IMNSHO) - the system basically "learns" about various "cues" while a game is running. Then the GM simply assigns Sound Strings to these "cues".
<snip>

Could you force the system to learn by running sample combats and casting sample spells etc?

I've got 8 things listed in my autosounds, but many of them are things I either can't identify, or don't see a way to link to a sound. I'm using the Pathfinder ruleset, btw: applyinit (why would you link a sound to the initiative roll?), applyatk (Okay, generic weapon attack for that), transfercurrency (I assumed that's for when money changes hands, and put a jingling coin sound there), languagechat (is this when someone uses the languages drop down in the chat window? What would you link there?), transferparcel (Okay, for fun I linked OOooooo to this. My players will probably get a kick out of that, lol), toggletarget (what's the point of this one? Is to let the player know that targeting is on or off?), transferitem (without knowing the actual item, does putting a sound for this make sense?), whisper (if only I could find an actual whisper sound! lol).

Suggestions, thoughts, etc, are always welcome. Thanks!

dulux-oz
August 2nd, 2016, 08:18
Yes, you could force the Autosound system to learn by doing what you suggest.

Not all of the entries that the Autosound system learns about need / would want a sound (applyinit being a prime example - although you might want some sort of acknowledgment sound when this occurs, maybe). Some of the entries are what makes FG itself run, and the DOE: Sound is just "tapping into" an existing control system to facilitate their use as Sound Triggers IN ADDITION TO THEIR INTENDED CONTROL PURPOSE. It also allows a way for Ruleset and Extension Developers to provide a Sound Trigger system if they want - again, by tapping into an existing FG control system.

So, not every Autosound Entry will have an associated sound - and that's OK, the system will handle that. :)

Does that help clarify things?

dulux-oz
August 2nd, 2016, 08:24
Sorry to come in so late, great GREAT extension. I really love it and can't wait to see what the next version is like!

One question - unrelated to DoE and more just modules in general - is this @Module Name thing the reason I keep losing data in modules? I'll make a module, get it partly done, need some of it, and open it in a campaign. I'll make changes to it and export it to the module again, and all of the new stuff is in it, but the old stuff keeps saying links are missing or something. *sighs* :confused:

Sort of... When you make a change to any info that is in a module the module itself isn't changed, but instead a special "overlay" copy of the changes are made and stored in the campaign. So when you export again you are only exporting the "overlay" stuff.

To modify a Module (and have it as a new Module - ie to "update" a Module) you either have to open up the Module and hand-modify the code, or open up the original campaign that the module was first exported from and make the changes there, then export the module afresh.

Those of us who make modules create a special "module campaign" for each module that is ONLY used for that module - which is used to do the creation in and make our changes (and re-export the updates) from the special campaign - its the only practicale long-term way of doing it (apart from hand-coding) :)

Cheers

Myrdin Potter
August 2nd, 2016, 08:37
It looks like the "auto sound" list is fairly small. I don't see a difference for a ranged attack and a regular melee attack, for example, and spell damage is the same as melee weapon damage.

Is there a way to associate sounds with specific spells, so shocking grasp, for example, makes a lightening sound. Or any damage of type fire makes a fire noise?

dulux-oz
August 2nd, 2016, 08:56
It looks like the "auto sound" list is fairly small. I don't see a difference for a ranged attack and a regular melee attack, for example, and spell damage is the same as melee weapon damage.

Is there a way to associate sounds with specific spells, so shocking grasp, for example, makes a lightening sound. Or any damage of type fire makes a fire noise?

Only in v2 - see the Poll above :)

Myrdin Potter
August 2nd, 2016, 20:09
Looking forward to version 2.

Right now My favourite ability is to link the sounds to a list inside FG so I can have that window open and not be constantly switching to Syrinscape. Autosound is near, but my party has a variety of way to attack and one sword sound is probably not the absolute best option.

If I could open the spell list in D&D and add sounds to ones I want to so it plays every time it is cast (which would be really dependent on how the player set it up on their character sheet) but that also could be built into FG itself with the sound option turned on.

Myrdin Potter
August 3rd, 2016, 06:57
I used the sound extension in the game I DM tonight and it was a big hit. The players are looking forward to some functionality where they can play sounds themselves, I won't have an issue with anyone being too disruptive as we've all known each other for years.

Thanks for the time you took and for making it publicly available.

Netjera
August 5th, 2016, 06:17
Sort of... When you make a change to any info that is in a module the module itself isn't changed, but instead a special "overlay" copy of the changes are made and stored in the campaign. So when you export again you are only exporting the "overlay" stuff.

To modify a Module (and have it as a new Module - ie to "update" a Module) you either have to open up the Module and hand-modify the code, or open up the original campaign that the module was first exported from and make the changes there, then export the module afresh.

Those of us who make modules create a special "module campaign" for each module that is ONLY used for that module - which is used to do the creation in and make our changes (and re-export the updates) from the special campaign - its the only practicale long-term way of doing it (apart from hand-coding) :)

Cheers

Ah! I did make a module campaign, and then when I read about updating, I thought it said you could do it on-the-fly so I stopped worrying about making changes in the campaign itself. >.< In fact, in one instance, so many changes were made in the game the players are in I'm not even sure how to "save" them. I don't think I could get them into the original campaign without some sort of workaround.

Incidentally, I've been thinking about adding to the autotriggers, and I was wondering if that could be done by creating a module that used DOE sound extension as a dependency, and then creating just triggers in that? Instead of having to hook it into a new ruleset?

dulux-oz
August 5th, 2016, 06:47
No, the architecture of Fg and the Autosounds makes that impossible - but the Export/Import-ability of the new v2 should make people happy (including with the new Chatsounds)

Glad
August 5th, 2016, 07:33
I'm sorry to break the ice but I will ask what's on everybody's mind: when are you releasing this V2 please!?;)
*Teasing is working on me*

Xydonus
August 5th, 2016, 08:30
I'm getting a red X on the list of extensions, just before you load your campaign, so I'm unable to select it. I take it that's due to incompatibility with the latest version?

dulux-oz
August 5th, 2016, 11:30
I'm sorry to break the ice but I will ask what's on everybody's mind: when are you releasing this V2 please!?;)
*Teasing is working on me*

All the new versions of all the DOEs rely on FGv3.2, so as soon as FGv3.2 is released then all the new versions of all the DOEs will be released.

If people would like a teaser as to what the new DOE versions will be like then they can check out the various FG Wiki Entries (I got a little bit ahead of myself with them) :)

dulux-oz
August 5th, 2016, 11:33
I'm getting a red X on the list of extensions, just before you load your campaign, so I'm unable to select it. I take it that's due to incompatibility with the latest version?

A red X on an Extension (ANY Extension) means that the Extension is not compatible with the version of FG, the Ruleset, or any other Extension that the Extension is dependent upon.

So, what version of FG are you using (it should be FGv3.1.7 as this is the current version), and which Ruleset?

Xydonus
August 5th, 2016, 12:52
FG 3.1.7 with DnD5e ruleset.

damned
August 5th, 2016, 12:55
Then make sure you have the latest versions of the extensions...

dulux-oz
August 5th, 2016, 12:56
And you're using current versions of the DOEs (current as in the ones currently available for download from the relevant threads on these Forums)? If you could post the version numbers of the DOEs that would be helpful.

Xydonus
August 5th, 2016, 13:17
Ah ok I've sussed it...

The DOE base extension was v1.1, and I need to update it to 1.2! Cheers for the help.

RuleofThree
August 7th, 2016, 11:44
SO on the wiki there is a walkthrough on how to set this up with teamspeak. Is Skype out of the question? Is it done the same way?

dulux-oz
August 7th, 2016, 12:01
SO on the wiki there is a walkthrough on how to set this up with teamspeak. Is Skype out of the question? Is it done the same way?

Yeah, as far as I know its done the same (or, at least, a similar way) - I don't know if Skype can be set up with two separate "channels", and Skype is way "heavier" in its Internet Usage than Teamspeak, but it should be pretty similar. There's a few posts on the Syrinscape forums that talk about using Syrinscape with Skype as well.

Having used both Skype and Teamspeak over the years my personal preference is for Teamspeak - especially as we can use the free FG-Con Teamspeak server whenever we want.

LordEntrails
August 11th, 2016, 16:46
There is a soundscape designer who just posted on ENWorld making available some professional soundscpaes. Thought followers of this thread might be interested; https://www.enworld.org/forum/showthread.php?492748-Soundscape-Design&p=6961762#post6961762

Netjera
August 15th, 2016, 10:13
No, the architecture of Fg and the Autosounds makes that impossible - but the Export/Import-ability of the new v2 should make people happy (including with the new Chatsounds)

Can't WAIT for this! If I understand correctly, no more Skype, right?

*rubs her hands together gleefully*

dulux-oz
August 15th, 2016, 10:32
Can't WAIT for this! If I understand correctly, no more Skype, right?

*rubs her hands together gleefully*

Sort of - no more Skype at the cost of everyone having Syrinescape (and the SoundSets) installed locally

But if you don't like Skype then use Teamspeak - I've found that really good.

Netjera
August 15th, 2016, 23:13
Oh wait - *everyone* needs Syrinscape? That's no good! Half of my players are over 60 and it took me AGES just to get them set up for FG. They will NOT want to install another local piece of software that they won't use for anything but one game.

Good grief! I hope they aren't going to make it impossible to continue to use Skype, then? At least most of them know how to use that from Skyping with their grandkids! >.<

SirArion
August 17th, 2016, 19:36
Love this and it was surprisingly easy to setup.

My users hear Syrinscape sounds much softer than they sound on my system. Is there a setting or something I can change to let them hear it at the same volume I am hearing it?

Trenloe
August 17th, 2016, 19:41
My users hear Syrinscape sounds much softer than they sound on my system. Is there a setting or something I can change to let them hear it at the same volume I am hearing it?
This can usually be done, but it all depends on what setup you are using.

If you're using TeamSpeak to send the sounds down another channel to your voice, ask the users to right-click on the channel in the TeamSpeak client and select "Change Volume" - they can then change the volume level how they want.

SirArion
August 17th, 2016, 19:48
I am using Mumble and Virtual Cable along with VoiceMeeter to mix the two. Mumble doesn't have the ability to separate the channels I do not think.

Trenloe
August 17th, 2016, 19:51
I am using Mumble and Virtual Cable along with VoiceMeeter to mix the two. Mumble doesn't have the ability to separate the channels I do not think.
I'd look at the VoiceMeeter settings then - see if you can increase the volume of the Syrinscape input using the "Fader Gain" setting.

dulux-oz
August 18th, 2016, 02:42
What Trenloe said - thanks Tren :)

Gwydion
August 19th, 2016, 15:31
I don't consider myself "tech-savvy" but rather "tech-semi competent". That being said, the teamspeak-syrinscape instructions worked great for me and surprisingly easy to integrate in my campaigns. I'm a new DM but it's still been pretty easy for me to integrate and not overwhelming. At times I've had issues with the volume on teamspeak but Trenloe's suggestions are spot-on. I'm very much anxious for the option of "syrinscape local". It does add cost/complexity for the group, but for my regular group I think it will work and think they might be open to it.

Thanks, Dulux-Oz as always and I will continue to support your work!

Reldeam
August 21st, 2016, 05:31
Great work mate :) Really appreciate the effort. Just in relation to the manual's use of pronouns - In future you can just use gender-neutral pronouns such as 'they' instead of 'he/she' or 'them' instead of 'him/her' and 'their' instead of 'his/hers'.

swest
August 23rd, 2016, 02:44
Sorry for the dumb question but is the Chatsound portion of this extension up-in-the-air? I ask because I have installed the latest DOE: Sound Extension (along with the Base), and I have successfully been through the steps (with Teamspeak and Syrinscape) to create a Sound Link, which works when 'clicked' (i.e., I hear it in my headphones). Next I wanted to create a Chatsound. However, there is no 'Chatsound' page button (down the right hand side of the Sound Board), and there is one for the Autosound creation... So, I went ahead and clicked on 'Autosound', thinking that a Chatsound is just an Autosound with a custom trigger string (the documentation is not 100% clear about this.

But, no matter what I send out the Chat window, I never hear the sound triggered. I made sure that I had one of my rebular players log into FG so that the Chat would have to go out to the internet (per the directions).

There are no errors in the console. Just silence.

?

Thanks.

- s.west

(Windows 7, latest FG, fprpg, latest syrinscape, etc...)

dulux-oz
August 23rd, 2016, 03:26
Sorry for the dumb question but is the Chatsound portion of this extension up-in-the-air? I ask because I have installed the latest DOE: Sound Extension (along with the Base), and I have successfully been through the steps (with Teamspeak and Syrinscape) to create a Sound Link, which works when 'clicked' (i.e., I hear it in my headphones). Next I wanted to create a Chatsound. However, there is no 'Chatsound' page button (down the right hand side of the Sound Board), and there is one for the Autosound creation... So, I went ahead and clicked on 'Autosound', thinking that a Chatsound is just an Autosound with a custom trigger string (the documentation is not 100% clear about this.

But, no matter what I send out the Chat window, I never hear the sound triggered. I made sure that I had one of my rebular players log into FG so that the Chat would have to go out to the internet (per the directions).

There are no errors in the console. Just silence.

?

Thanks.

- s.west

(Windows 7, latest FG, fprpg, latest syrinscape, etc...)

No, the Chatsound function isn't in place yet - it's done and ready to go out (v2), but we're waiting on FGv3.2 - I made an assumption that FGv3.2 wouldn't take too long so I updated all the DOE Wiki Entries - this, in hindsight, was... a less then optimal decision.

So, the current doco for all the DOE's is the doco as per the FG Module on the first post of each DOE Thread. Once FGv3.2 is released and therefore the new versions of all the DOEs the FG Wiki Entries will match up with reality.

FYI the Chatsound and the Autosound do use a similar process, but they "trigger" off different messages that FG sends in the background.

Cheers

(PS Thanks for the generous donation :) )

swest
August 23rd, 2016, 07:59
No, the Chatsound function isn't in place yet - it's done and ready to go out (v2), but we're waiting on FGv3.2
.
.

Cheers


Thanks for the explanation. That clears up everything. I wonder how close we are to FGv3.2?



(PS Thanks for the generous donation :) )


Oh, man, that's a pittance compared to the amount of work you've put in. I'm hoping to use everything you have produced (both new and updated), so it's definitely going to be worth every penny.

- s.west

antdread
August 28th, 2016, 20:49
Would this extensions work in Mac OSX?

whiteTiki
August 29th, 2016, 04:40
Hey Dulux-Oz!

Just found this extension thanks to a FG videos on youtube and I just came here to say thanks!

Its an incredible job. Well done!
Haven't tried it but it seems awesome, the idea behind it is great!
Congrat for all the good work!

dulux-oz
August 29th, 2016, 14:24
Would this extensions work in Mac OSX?

Not sure - the Extension should work AOK but I seem to recall reading something on the Syrinscape Forums which said the Syrinscape 3PI (3rd Party Integration) wasn't working on the MAC version of Syrinscape yet - you could always try it and see - Syrinscape is free and so is the Extension :)

Cheers

dulux-oz
August 29th, 2016, 14:25
Hey Dulux-Oz!

Just found this extension thanks to a FG videos on youtube and I just came here to say thanks!

Its an incredible job. Well done!
Haven't tried it but it seems awesome, the idea behind it is great!
Congrat for all the good work!

Thanks

Which video? (Maybe post a link here?)

antdread
August 29th, 2016, 15:20
Hi Dulux,

I installed Syrinscape and the extensions. The sound icon now is visible in FG but there is no link with Syrinscape. I don't see any playable sound, it's empty. It could be that Syrinscape is running in Mac OSX and not in Windows? Could that be the reason the link is not working?

dulux-oz
August 29th, 2016, 15:26
Hi Dulux,

I installed Syrinscape and the extensions. The sound icon now is visible in FG but there is no link with Syrinscape. I don't see any playable sound, it's empty. It could be that Syrinscape is running in Mac OSX and not in Windows? Could that be the reason the link is not working?

Yeah, I think that would be it - as I said earlier, I sort of remember reading something that said the Syrinscape 3PI wasn't working on Mac yet, and the Extension uses the Syrinscape 3PI -that's a shame. still, Ben said that 3PI should be working on Mac soon, so we'll have to see.

antdread
August 29th, 2016, 17:38
Yeah, I think that would be it - as I said earlier, I sort of remember reading something that said the Syrinscape 3PI wasn't working on Mac yet, and the Extension uses the Syrinscape 3PI -that's a shame. still, Ben said that 3PI should be working on Mac soon, so we'll have to see.

Hopefully,

Syrinscape its a power tool. Anyway, thanks for the extensions and your contributions to FG community.

Until then.

whiteTiki
August 29th, 2016, 17:44
Thanks

Which video? (Maybe post a link here?)

Sure, Doug made the vid and its currently on youtube.

https://www.youtube.com/watch?v=hPC-U3R38KA

Andraax
August 29th, 2016, 20:28
I installed Syrinscape and the extensions. The sound icon now is visible in FG but there is no link with Syrinscape. I don't see any playable sound, it's empty. It could be that Syrinscape is running in Mac OSX and not in Windows? Could that be the reason the link is not working?

Did you turn on the 3rd party integration in Syrinscape?

Trenloe
August 29th, 2016, 21:04
I don't see any playable sound, it's empty.
You have to setup the sounds you want to use within FG - it doesn't connect to Syrinscape and download a list of sounds available. Follow the tutorial module Dulux has put together.

(Of course if there is still an issue with the Mac it won't help).

dulux-oz
August 30th, 2016, 03:25
Did you turn on the 3rd party integration in Syrinscape?

You don't need to - not to pl;ay a sound via the Extension. You only need 3PI on when actually copying a SoundString from Syrinscape to the Extension

Andraax
August 30th, 2016, 03:42
You don't need to - not to pl;ay a sound via the Extension. You only need 3PI on when actually copying a SoundString from Syrinscape to the Extension

But he said that he couldn't find where to copy them from. You have to turn it on to get the little "+" buttons to copy the strings.

dulux-oz
August 30th, 2016, 04:19
But he said that he couldn't find where to copy them from. You have to turn it on to get the little "+" buttons to copy the strings.

Yes, that's true - but it doesn't need to be left on (not that you were necessarily saying that, but that's how I (quickly) read it :) )

antdread
August 30th, 2016, 04:20
You have to setup the sounds you want to use within FG - it doesn't connect to Syrinscape and download a list of sounds available. Follow the tutorial module Dulux has put together.

(Of course if there is still an issue with the Mac it won't help).

Hi Trenloe,

I activated the 3rd party app integration on Syrinscape and hit the + sign on the sounds to copy to the clip board and paste it on the Sound/Setup tab in FG. Then accessed it on the
Sounds tab. The sound link is there but I can't figure out how to listen to it. I pressed it and noting, it won't play.

antdread
August 30th, 2016, 04:29
You don't need to - not to pl;ay a sound via the Extension. You only need 3PI on when actually copying a SoundString from Syrinscape to the Extension

Hey Dulux,

I,m confused, 3PI ON? Maybe I'm doing everything wrong but in the youtube video it all seems so easy. I need another App for listening to the SoundStrings in FG?

swest
August 30th, 2016, 04:33
Syrinscape must be running, in its normal mode, in order to play sounds via the extension. If Syrinscape is not already running, when you press one of those sound links, then it will be started automagically, and the sound will play.

The 3PI issue is completely unrelated to the 'playing' of a sound. From Syrinscape's point of view, it only comes into play when you are asking it to provide you with URI's to copy and paste over in FG (or wherever). When you are through copying'n'pasting, then you disable the 3PI (the little '+' signs go away), and Syrinscape goes back to its normal mode of operation (i.e., playing sounds).

Hope that's clear.

- s.west

swest
August 30th, 2016, 04:36
I just realized I didn't specifically answer this question:


Hey Dulux,
... I need another App for listening to the SoundStrings in FG?

No, you don't need 'another' app. You need Syrinscape. Those links that you are cutting and pasting are URIs that direct Syrinscape, specifically, to play something.

Does that help?

- s.west

antdread
August 30th, 2016, 04:55
I just realized I didn't specifically answer this question:



No, you don't need 'another' app. You need Syrinscape. Those links that you are cutting and pasting are URIs that direct Syrinscape, specifically, to play something.

Does that help?

- s.west

Yes and no,

Thanks for the observation on disabling the 3PI and using Syrinscape in normal mode. In FG I hit the SoundString and nothing, no sound would play. If I go to Syrinscape and hit play, it works.

Every time I read the other members post I learn new words and terms, and suddenly all start to make sense.

Its a new language for me!

swest
August 30th, 2016, 05:06
Well, I am extrapolating the little I know about other forms of Universal Resource specifications to, what I assume must be some sort of '3rd party control protocol'... And, yes, it is a new language, for sure.

The URI that Syrinscape gives us looks like:


syrinscape-fantasy:moods/c3Rvcm06OkdhdGhlcmluZyBzdG9ybQ/play/


What I don't know is what Fantasy Grounds adds to that string, and then how it utilizes the finished product to cause Syrinscape to play whatever is represented by that string.

Perhaps dulux-oz will show us what's behind the curtains... ?

- s.west

swest
August 30th, 2016, 05:25
Well, I guess Fantasy Grounds (or, rather, DOE: Sounds) adds nothing to the string at all... I just followed the demo that Benjamin (Syrinscape) posted here (https://www.youtube.com/watch?v=2aM30zA9CLg), in which he simply places one of those URIs into a Windows shortcut, double-clicks the shortcut, and, voilą, the sound plays... pretty cool.

So, there's really not much to it.

Nevertheless, I would still like to understand the structure of that string.

- s.west

swest
August 30th, 2016, 05:38
Last post, I promise.

I just reread my last post, where I said:


So, there's really not much to it.

and I realized that this could be taken the wrong way.

When I said, "there's really not much to it", I was referring, strictly, to the relationship between that URI, and the playing of a sound on Syrinscape. In other words, "there doesn't appear to be any additional complications beyond having that string, to cause Syrinscape to play the sound", or, "there's really not much to it".

The user interface provided by 'DOE: Sound Extension' could not similarly be dismissed with, "there's really not much to it." :D

I hope I have cleared up any misconception...

- s.west

[edit]

I promised no more posts, so I have to edit this one ;-)

Referring forward to Myrdin Potter's post (#227): Yes, I concur.

Myrdin Potter
August 30th, 2016, 05:40
There are two levels of the FG extension.

The first is just taking the sound string from the Syrinscape player and making a little sound board inside FG so you can have Syrinscape running in the background and just pick sounds right from inside FG. The extension "only" passes the string to Syrinscape that plays it. You could just keep flipping to Syrinscape and play it directly.

The real power of the extension is that the little sound board in FG creates objects in FG that can be triggered by events inside FG without the GM or the players doing anything special. So the module designer could build in a soundscape or the GM can prebuilt the soundscape and have it handled by FG.

So, yes, "all"'the extension does at the base is store the same sound string that is a Windows shortcut....

antdread
August 30th, 2016, 05:51
Last post, I promise.

I just reread my last post, where I said:



and I realized that this could be taken the wrong way.

When I said, "there's really not much to it", I was referring, strictly, to the relationship between that URI, and the playing of a sound on Syrinscape. In other words, "there doesn't appear to be any additional complications beyond having that string, to cause Syrinscape to play the sound", or, "there's really not much to it".

The user interface provided by 'DOE: Sound Extension' could not similarly be dismissed with, "there's really not much to it." :D

I hope I have cleared up any misconception...

- s.west


Swest,

I don't know if you are aware but, I'm not running in Windows, I'm running in Mac OSX El Cap :D

swest
August 30th, 2016, 06:01
Swest,

I don't know if you are aware but, I'm not running in Windows, I'm running in Mac OSX El Cap :D

Oh.. well.. never mind.



:o

Trenloe
August 30th, 2016, 06:01
And don't forget that in the current version of the extension, running on Windows, you're not limited to Syrinscape. More info here and the post immediately after: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=270797&viewfull=1#post270797

I hope this functionality (running HTTP links and opening sound files) doesn't disappear in future version of the extension.

Trenloe
August 30th, 2016, 06:38
Nevertheless, I would still like to understand the structure of that string.
The string is sent to the operating system as a URL using the FG API Interface.openWindow("url", <sounds string>) Info here: https://www.fantasygrounds.com/refdoc/Interface.xcp#openWindow This is the same command that is used to open the relevant FG wiki pages when the help ? icon is pressed in certain windows in FG.

The URL is then passed to the Windows operating system, for example: syrinscape-fantasy:moods/c3Rvcm06OkdhdGhlcmluZyBzdG9ybQ/play/ The syrinscape-fantasy bit at the beginning of the string (before the :) is the Class URI that Windows will recognise, as this has been registered with Windows as a class that will launch the SyrinscapeURIProxy.exe application which is the interface into Syrinscape itself.

You can see this registration for the "syrinscape-fantasy" class in the Windows registry here:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=15162

So, when FG sends a "url" to windows with the syrinscape-fantasy class (URI) (#1 in the screenshot) then Windows knows to run the SyrinscapeURIProxy.exe with the sound string as an argument (%1) (#2 in the screenshot). This then opens Syrinscape and starts the relevant soundscape related to the sound string argument.

As the Interface.openWindow("URL", <URI command>); function is generic and leaves it to Windows to match the <URI command> it's possible to send many different command strings to Windows to do different things. If you have MP3 files registered with Windows to play with Windows Media Player, then using a <URI command> of D:\Music\Fight.mp3 will launch Windows Media player and play the Fight.mp3 file (assuming it is present in D:\Music on your hard drive). You can send HTTP URLs this way to play media from the Internet (such as through sound cloud), you can launch other applications that have their URI classes registered in this way. It's a very flexible and powerful approach. You can test out any <URI command> by typing it in Windows Internet Explorer and see if it opens the right app and plays the right file, opens the right web page, plays the right soundscape in Syrinscape, etc..

Having the ability to keep all of these different resources within Dulux's excellent sound extension at the tip of your fingers in FG is an organisational dream - you can add the sounds (or other URL resources) as pushpins on a map, or link into a story entry for a location and have access to the right resources at the right time when you're running for RPG games through Fantasy Grounds. Amazing!

dulux-oz
August 30th, 2016, 07:25
I think antdread's issue is that Syrinscape's 3PI doesn't (yet) work on Mac OS - that's a limitation of the Mac version of Syrinscape, which Benjamin has said he is working on. However, as Trenloe has pointed out, other URI's can be "played" via the Extension assuming that Mac OS can take a URI and "deal with it" in the normal, expected way.

Incidentally, there's a new Extension slated for release when FGv3.2 is released that is designed to take "generic" URI's and "play" them the same way the DOE: Sound does (it's called DOE: OLE) - that should help to keep sounds separate from other URI-based "things" - thus giving us the best of both worlds :)

In the meantime, antdread, there's nothing I can do to help you out as the Syrinscape stuff is out of my hands and not controlled by me - only the ability to "link in" to Syrinscape is under my control, provided that the "linking in" part (the 3PI in this case) works correctly on the given OS.

Cheers

antdread
August 30th, 2016, 14:14
I think antdread's issue is that Syrinscape's 3PI doesn't (yet) work on Mac OS - that's a limitation of the Mac version of Syrinscape, which Benjamin has said he is working on. However, as Trenloe has pointed out, other URI's can be "played" via the Extension assuming that Mac OS can take a URI and "deal with it" in the normal, expected way.

Incidentally, there's a new Extension slated for release when FGv3.2 is released that is designed to take "generic" URI's and "play" them the same way the DOE: Sound does (it's called DOE: OLE) - that should help to keep sounds separate from other URI-based "things" - thus giving us the best of both worlds :)

In the meantime, antdread, there's nothing I can do to help you out as the Syrinscape stuff is out of my hands and not controlled by me - only the ability to "link in" to Syrinscape is under my control, provided that the "linking in" part (the 3PI in this case) works correctly on the given OS.

Cheers

Its all right dulux,

I have a lot to learn and do before running my first game in FG and Syrinscape it's the least of my worries.
I would use it as a stand alone software and hopefully one day it would work on OSX.

Thanks to all of you guys for the support, even tough I couldn't make it work, I fill blessed :)

swest
August 30th, 2016, 17:28
The string is sent to the operating system as a URL using the FG API Interface.openWindow("url", <sounds string>) ... Amazing!

Amazing! is right. Thank you for the thorough, and thoroughly excellent, response to my question. The relationship of the class string to the invocation of a specific command is particularly instructive. And sending one of the sound URIs to IE was also very illuminating.

Thanks, again.

- s.west

boardgamerrob
September 19th, 2016, 22:14
I cannot find the folders to put the initial mod files into. I have the Steam version of the game (I know, my first mistake) and cannot find the folders mentioned in the initial guide. I tried searching here and elsewhere for an answer as to where EXACTLY the folders are but no luck :( I found the FantasyGrounds exe file but no folders that match the description.

Trenloe
September 19th, 2016, 22:25
I cannot find the folders to put the initial mod files into. I have the Steam version of the game (I know, my first mistake) and cannot find the folders mentioned in the initial guide. I tried searching here and elsewhere for an answer as to where EXACTLY the folders are but no luck :( I found the FantasyGrounds exe file but no folders that match the description.
Welcome to Fantasy Grounds and the forums! :)

Start Fantasy Grounds and click the folder icon in the top right of the main launch screen. This will open the main file location, often referred to as <FG App Data>, you can then copy the .ext files to \extensions and the .mod file to \modules.

boardgamerrob
September 19th, 2016, 22:28
Zoinks! Thank you, thank you, thank you Trenloe!!!!!

Nylanfs
September 27th, 2016, 17:36
This is interesting news about the Soundcloud API

https://blog.roll20.net/post/150968376980/in-regards-to-soundcloud#disqus_thread
https://www.reddit.com/r/Pathfinder_RPG/comments/54rayg/psa_roll20_has_lost_soundcloud_api_access/

Trenloe
September 27th, 2016, 17:52
This is interesting news about the Soundcloud API

https://blog.roll20.net/post/150968376980/in-regards-to-soundcloud#disqus_thread
https://www.reddit.com/r/Pathfinder_RPG/comments/54rayg/psa_roll20_has_lost_soundcloud_api_access/
Interesting news. As the DoE Sound extension uses direct URLs, not an API, this shouldn't effect the extension - essentially it's opening the sound in the browser as all other users (outside of the API) will.

Also interesting to hear they're in discussions with Battle Bards. It would be nice if there is a URL based way of playing Battle Bards audio - so we can use DoE's extension to play sound from there too. :)

Salva
September 30th, 2016, 04:58
I have actually managed a way to autoplay sounds and background music with and without Syrinscape with links in my campaing. What i havet accomplished is to configure the autosound Triggers of events that doesnt appear un the sound library like spells. I have read the instructions but i doesnt understand them. Is there a video?

Moderator: Moved post to be in the extension specific thread.

dulux-oz
October 1st, 2016, 09:48
Hi Everybody,

I've decided to make the raw files that make up this and the other DOEs available via Bitbucket and Git. So if you're a fellow dev, know how to drive a Git-client (btw I prefer GitKracken) and would like to contribute and/or help beta-test the DOE Updates before they go live then feel free to contribute via Git and Bitbucket.

Please see the first post in this Thread for details.

Note that all working versions of the Dulux-Oz Extensions will be released in the first Post of their relevant Thread as per normal.

Cheers

Nylanfs
October 14th, 2016, 17:21
Hmm, found this and seemed interesting.

https://www.ambient-mixer.com/

rob2e
October 30th, 2016, 18:12
The wiki refers to (when referencing non-VOIP setup - "The only other thing that needs to be done is turn on Sound from the Fantasy Grounds Options window. The Sound Option is turned off by default so that no errors are caused if Syrinscape is not installed."

I don't understand exactly where that setting is.

dulux-oz
October 31st, 2016, 01:21
The wiki refers to (when referencing non-VOIP setup - "The only other thing that needs to be done is turn on Sound from the Fantasy Grounds Options window. The Sound Option is turned off by default so that no errors are caused if Syrinscape is not installed."

I don't understand exactly where that setting is.

Because as I said in a previous Post (#204) the Wiki is for v2, which hasn't been released yet because it relies on FGv3.2 - as I said, I got a little ahead of myself and FGv3.2 kept getting pushed back. The v1 doco is in the Manual on the first post. When FGv3.2 is released I'll update the DOE: Sound and the Manual and then the Wiki will be the correct version as well.

So, to make a long story short: the non-VoIP functionality does not yet exist (its only in v2 of the DOE: Sound).

Erin Righ
November 1st, 2016, 18:59
3.2 is live

dulux-oz
November 2nd, 2016, 01:43
3.2 is live

Give me a chance - it was 2am local time when FGv3.2 was released - I've got to sleep sometime.

Don't worry, they're coming, just hold your horses :)

dulux-oz
November 2nd, 2016, 03:35
Hi Everybody,

I've just placed an update to the Extension (and the Manual) on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.

Please read the Manual/Wiki as the functionality has changed somewhat between v1 and v2.

As normal, if you have any issues or suggestions then please let me know.

Enjoy!

Cheers

Trenloe
November 2nd, 2016, 03:49
Can't enable the new extension as the dependency is set to DOEBase of v1.2.

dulux-oz
November 2nd, 2016, 04:07
Can't enable the new extension as the dependency is set to DOEBase of v1.2.

Sorry - I pulled the file from my archive, not my working directory - try that now :)

Trenloe
November 2nd, 2016, 04:24
It loads. :)

But...

When creating a new "Sounds" record:

Runtime Error: desktop: Unable to create window with invalid class ( : MJB_Sound.SoundBoard.id-00003)
Script Error: [string "DOEBase/Scripts/lsLibMasterList.lua"]:63: attempt to call field 'fpSetRecordType' (a nil value)

And when creating a new "Mini-Board" record:

Ruleset Warning: Could not find template (tButIconEditURLLink) in windowclass (wcMiniBoardMain)
Ruleset Warning: Could not find template (tWindowlistSoundLinksFull) in windowclass (wcMiniBoardMain)
Script Error: [string "wcMiniBoardMain"]:1: attempt to index global 'wlListIconEdit' (a nil value)
Ruleset Error: window: Control() anchoring to an undefined control (wlList) in windowclass (wcMiniBoardMain)
Ruleset Error: window: Control() anchoring to an undefined control (wlList) in windowclass (wcMiniBoardMain)
Ruleset Error: window: Control() anchoring to an undefined control (wlList) in windowclass (wcMiniBoardMain)