View Full Version : AudioOverseer (Audio Management Extension)
mozmonar
May 8th, 2020, 23:36
Playing incorrect sounds (e.g. sword strike sound no matter whether it's a spell, ranged attack, etc.) seems to be a result of the chat output being slightly different in 2e and Pathfinder and 5e for that matter. In 5e ranged attacks also sound like sword strikes.
celestian
May 9th, 2020, 01:23
Playing incorrect sounds (e.g. sword strike sound no matter whether it's a spell, ranged attack, etc.) seems to be a result of the chat output being slightly different in 2e and Pathfinder and 5e for that matter. In 5e ranged attacks also sound like sword strikes.
Check the output in debug mode as described in the initial post looking for problems. More than likely the ruleset is not delivering text in a single line of text.
mozmonar
May 9th, 2020, 01:33
Check the output in debug mode as described in the initial post looking for problems. More than likely the ruleset is not delivering text in a single line of text.
I can confirm it is not delivering the text on a single line in either 5e or PF1.
celestian
May 9th, 2020, 01:40
I can confirm it is not delivering the text on a single line in either 5e or PF1.
Unfortunately there is no fix for that other than an extension to override the behavior or ask the ruleset devs to add it. I believe PF2e recently added it for just this reason.
mozmonar
May 9th, 2020, 01:46
Unfortunately there is no fix for that other than an extension to override the behavior or ask the ruleset devs to add it. I believe PF2e recently added it for just this reason.
Understood. I don't honestly know who the devs are for 5e or PF1.
mangold3d
May 9th, 2020, 17:47
How do I download the Extension? I can't seem to find the right link. The GitLab repository Doesn't seem to have an /ext file and says I'm many places "Don't use this version ;)" so i'm a bit confused.
Dax Doomslayer
May 9th, 2020, 18:47
@mangold3d - Hey mangold, if you look at the very bottom of the first post, you will see the extensions and can download from there.
mangold3d
May 9th, 2020, 19:01
Thanks for the reply Dax, Looking over the post the last text
Download here:
Attached Files
*Last edited by celestian; April 22nd, 2020 at 15:46.*
This is not a link and I am not prompted for any downloads. nothing else seems to stand out in the post.
Dax Doomslayer
May 9th, 2020, 19:10
Hi mangold3d, they are there. If remember correctly if you viewing this using your phone or mobile style it may be the issue also...
celestian
May 9th, 2020, 19:34
Hi mangold3d, they are there. If remember correctly if you viewing this using your phone or mobile style it may be the issue also...
Indeed that could be a problem. I've heard similar issues. Make sure your "theme" for the forums is not the compact version.
FireBus
May 9th, 2020, 20:44
Celestian, first of all thanks for being a maker and contributor to the community. I may be echoing a previous comment but the link to github shows notes next to files saying don't use. The file link at the end of the first page is also blank. Are you making updates? I can't wait to try out your work!
mangold3d
May 9th, 2020, 21:25
That was it! lol
35107
Thought I was going crazy for a minute.
Thanks for your help!
celestian
May 9th, 2020, 22:34
Celestian, first of all thanks for being a maker and contributor to the community. I may be echoing a previous comment but the link to github shows notes next to files saying don't use. The file link at the end of the first page is also blank. Are you making updates? I can't wait to try out your work!
The latest build and downloadable from the first post is what you should be using. That's current. Don't worry about github unless something breaks and I say try that version to see if it works for ya. Currently github and first post functionally the same right now.
Momo
May 10th, 2020, 04:25
Anyway to "check for updates"? Not sure when you or if you plan to add changes..
damned
May 10th, 2020, 04:34
Celestian, first of all thanks for being a maker and contributor to the community. I may be echoing a previous comment but the link to github shows notes next to files saying don't use. The file link at the end of the first page is also blank. Are you making updates? I can't wait to try out your work!
Bottom left hand corner of the screen - change the theme to FGResponsive
Anyway to "check for updates"? Not sure when you or if you plan to add changes..
You have to monitor the thread...
There is no way to autoupdate community extensions.
mozmonar
May 10th, 2020, 05:03
It is a very cool extension. We can used it this past Wednesday for the first time. My players really liked it.
celestian
May 10th, 2020, 06:38
Anyway to "check for updates"? Not sure when you or if you plan to add changes..
There is talk of a new feature in the FGU update system that will allow authors to publish extensions there and you can maintain current versions but... it's not implemented and no timeframe for it has been given.
Right now, just have to subscribe to the thread and keep an eye out.
mangold3d
May 10th, 2020, 08:07
Making Real Progress with AO. I think i've run unto a snag however. So right now i'm stuck using FGO because I'm waiting for FGU to be added to Steam. I'm seeing that the FGU Strings are longer and condense more information that the FGOs. FGO is splinting data into two strings and that is where i'm running into problems.
I'm trying to make a critical hit sound effect for a particular kind of weapon. I'm pretty sure my lines are correct, and just wanted to verify i haven missed some setting inside FGO or am missing some extension that combines the two separate strings into one. (pics below)
35136
(AD&D Mike's vid settings from the Extension video)
35137
No sound plays with both triggers listed. Take away one or the other and the audio plays fine.
Any help would be most welcome.
celestian
May 10th, 2020, 08:13
Making Real Progress with AO. I think i've run unto a snag however. So right now i'm stuck using FGO because I'm waiting for FGU to be added to Steam. I'm seeing that the FGU Strings are longer and condense more information that the FGOs. FGO is splinting data into two strings and that is where i'm running into problems.
I'm trying to make a critical hit sound effect for a particular kind of weapon. I'm pretty sure my lines are correct, and just wanted to verify i haven missed some setting inside FGO or am missing some extension that combines the two separate strings into one. (pics below)
35136
(AD&D Mike's vid settings from the Extension video)
35137
No sound plays with both triggers listed. Take away one or the other and the audio plays fine.
Any help would be most welcome.
5E has those 2 fields on different lines of text instead of a single line. the 2E ruleset (what I used to show AO) uses a single line. If you review the debug and console output you'll see each line how AO sees it. You can only match multiple fields on a single line of text.
mangold3d
May 10th, 2020, 13:34
When do you ever sleep Celestian, Jesus.
Thanks for the fast reply, the correction that you are using 2E, and the conformation about the multiple lines. I'll give everyone their own individual weapon attack sound, cut out the Critical Fields, and make a generic Crit sound effect that everyone can use.
Cheers,
dikdastard
May 10th, 2020, 17:14
Further research- after trying again will all extensions off, including DLR still not importing, or rather it is importing but then seemingly overwriting the imports so I am only left with the last 11 entries from the import. I then tried doing the same in a plain vanilla campaign with just core rpg ruleset and got exactly same behaviour so either something broken with the import function of local urls, or something it really dislikes about the format of the data I am importing- latter seems unlikely though given the surviving link entries are playing in vlc just fine but at the moment I am stuck with just picking my favourite 11 sound files or possibly importing everything one link at a time!
Managed to fix this for myself after a little more experimentation- something it didnt like in the format of the CSV data I created. Unfortunately I "fixed" two things at once so I don't know if either or both made the difference. I changed the sub_type entry from "one shot" to "one_shot" to make it more xml friendly, and the ID field I copied the syrinscape format of combining a letter + a unique number ie "m:1" etc for each of my sound file listings. Everything copied and pasted first time around then. Still a lot easier than creating 100's of sound links manually :)
celestian
May 11th, 2020, 01:43
Managed to fix this for myself after a little more experimentation- something it didnt like in the format of the CSV data I created. Unfortunately I "fixed" two things at once so I don't know if either or both made the difference. I changed the sub_type entry from "one shot" to "one_shot" to make it more xml friendly, and the ID field I copied the syrinscape format of combining a letter + a unique number ie "m:1" etc for each of my sound file listings. Everything copied and pasted first time around then. Still a lot easier than creating 100's of sound links manually :)
Shouldn't be a problem importing "one shot" ... did you load the CSV file into Excel?
dikdastard
May 11th, 2020, 12:34
Shouldn't be a problem importing "one shot" ... did you load the CSV file into Excel?
I've been using libre office/open office for spreadsheet. I suspect it may have been the ID field which was originally set up as just a sequential number (although I thought I had formatted the cells to make sure it was still exported to CSV as a string) that created some sort of issue. Opened the CSV up in Notepad and copied/pasted into AO from there. As I reported in earlier post got this weird behaviour where I think the last 11 CSV lines would actually "stick" as links in the AO sound directory, everything else claimed to have imported via the console output but seemed to get overwritten by the final 11 entries whichever combination of lines I chose. Definitely something in the data format it didn't like. I'll try 3517535176 and attach a copy of the duff info and the successful csv for you to look at if that might help. But as I said, working great now. My one remaining problem is finding out what the LUA pattern matching can and can't do in the chat box under SWADE/DLR. Got the pattern matching fine for anything at beginning of line but I don't seem to have grasped from any of the lua tutorials how to look for a match JUST at the end of the chat line- for example I have a sound set up to play whenever someone shoots a shotgun, and I also have a sound that plays for a critical failure when rolling a trait die roll, but I can't get the latter to play after or as well or instead of the shotgun sound when the line is "Shooting {+2 shotgun}: Double-Barrel (12g) Shotgun, [Critical Failure!]" unless I set up a pattern match for the entire sentence and then do the same for every weapon in the game perhaps!
Ha- what a dumbass! Just noticed while recreating the dud version, I managed to fail to format the ID number cells as strings when Libre Office "helpfully" assumed otherwise as I entered them, and then exported to CSV as numbers instead. I bet that was what happened first time around too. Was hard to spot in with everything else. Probably the switch to the "M:1" format just forced the spreadsheet's hand in having to export as a string. Still was quite odd behaviour to seemingly allow the import successfully but do the overwrite of the chosen few in my defence :o
dikdastard
May 11th, 2020, 12:54
Found the problem with my critical failure example above- nothing wrong with the lua pattern matching I had set up. The Shotgun sound is triggered first and then the "critical failure" is ignored. If I switch off the shotgun trigger, the crit failure plays fine. I don't suppose there is a way the separate sound triggers could be set to play sequentially in this sort of case- I seem to recall this was how I had things set up under the old DOE extension and was quite amusing to hear the default attack sound immediately followed by a crit failure sound ( I find an anguished scream works particularly well :)
celestian
May 11th, 2020, 15:14
I've been using libre office/open office for spreadsheet.
I asked because Excel will strip out the "" that the Syrinscape people put in the CSV file. If those are missing the parser will have issues. Libre might do the same.
Use a standard text editor to open it to select the entire thing into a copy buffer and it should work.
dikdastard
May 11th, 2020, 18:21
Thanks for that. If anyone else out there using Libre/Open office it might help to know there is an option when saving the file as CSV called "edit filter settings" that allows you then to tick a box to encapsulate all text fields in quotations. Thought I'd cracked it when I found that one, but then I went and set up the ID field as a number and didn't notice the missing quotations for that field. That's what must have triggered the weird behaviour. Import function working fine now, was just user error on my part!
Tatershal
May 13th, 2020, 06:14
Notice: Currently this is a project in-development and should be considered BETA.
I've put together an extension called AudioOverseer that allows you to control sound for a higher level of immersion in your FantasyGrounds games. It should work on CoreRPG layered rulesets (I've tested with 2E and 5E). It leans heavily on the Syrinscape Fantasy & Online Player (https://syrinscape.com/) but can be used with a local player (I tested VLC for windows (https://www.videolan.org/vlc/)). If/when sound support is added into FGU directly I'll integrate that functionality.
AudioOverseer Features
Works with FGC and FGU.
Manage sounds (via links).
Filter/search all sounds (triggers and collections).
Trigger Sounds based on text that appears in a line of text but not multi-line. (set sound, linked sounds or a random sound from a list of sounds).
Collections of Sounds to play a group of sounds for a specific ambient theme.
General sounds and Collections have links that can be conveniently placed into story entries, chat or object descriptions where it can be clicked to play the audio.
Supports (with limited functionality) a local player such as VLC.
Supports Syrinscape Online & Fantasy Player.
Import options for Syrinscape link file (can be downloaded (https://www.syrinscape.com/online/master/#/))
Export all records so you can use them in other campaigns as a module.
If you would like to see even more features added to AudioOverseer, while using Syrinscape, such as the ability to adjust volume of specific sound link or looping, repeat, playback count, or random play repeat timers then visit the Syrinscape forums and request they add the ability to add those options into the API url calls (https://forum.syrinscape.com/). I've made requests for those features but they declined each of them.
Perhaps they will acquiesce to the suggestions if more folks than I request them.
The GitLab repository for the most current version of the project (Beta) can be found here: https://gitlab.com/FGProjects/public/extensions/audiooverseer
I put together and introductory video of AudioOverseer.
https://www.youtube.com/watch?v=ZygHbVCfRKA
I am hoping someone in the community can put together art assets for the buttons at least. For now there are some generic buttons of the 5e style. They can be tied to a specific ruleset type if a ruleset developer would generate a button.
Here is a short video on how to create a "Collection" using AudioOverseer.
Collections are a group of sounds that play in a persistent fashion (typically) so you can have a combination of various ambient sounds. In the example case I use, in the Elemental Plane of Air... so wind, lightning, gusts along with a bit of music that plays.
https://youtu.be/bLyS9pAeQas
Here is another short tutorial video on how I make "Sound Boards" using sound links provided in AudioOverseer.
https://www.youtube.com/watch?v=sdfk449m6M4
How I setup Triggers in AudioOverseer to play sounds based on text that appears in chat.
https://www.youtube.com/watch?v=5y8szxiqdLA
If you find any bugs or have suggestions please post them here.
Here is a image of the layout and feature locations.
https://i.imgur.com/fzco9rQ.jpg (https://i.imgur.com/fzco9rQ.jpg)
(the above is a screenshot of from within the pre-release version of FGU running AudioOverseer)
If you are using Syrinscape Online Player be sure to add your token via "/ao token XXXXX" where XXXXX is the token you get from the Syrinscape My Account page (https://www.syrinscape.com/online/cp/).
MAC/Apple users. Please review this post (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=495778&viewfull=1#post495778). It might help you.
If you are using a MAC there is a optional method you can use if the above doesn't work. You'll need to set the method option via "/ao method local". This sends commands through your browser as currently the Syrinscape Online player for mac does not have that functionality.
If you are using the Syrinscape Online Player web interface to copy "sound paths" you must manually remove the "?auth_token=XXX" part of that string. It is HIGHLY recommended to not manually add sounds in this manner, download the CSV file and import them.
If you are still having problems:
Download the latest version and remove all "folders" of the same name of this extension in the extensions folder.
Disable ALL OTHER EXTENSIONS except AudioOverseer.
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.
Enable debug output "/ao debug enable"
Type "/console"
If Trigger issues: Type the text in chat of the trigger you'd like to activate and review the debug output.
If still Trigger or general sounds not playing: Click "Play" on a sound. (click a sound link)
Review that output to see why sound is not playing.
If you are still unable to resolve why your sound isn't playing copy the output from the Console.
Create a post here and paste the console output into in with your question.
Note the operating system, version of FG (FGU or FGC), ruleset and version of ruleset and exact procedure you are trying to play a sound.
NOTE THE VERSION OF FG AT THE TOP.
I still class this as a beta (for now) so make sure to backup your campaign files to make sure your data is safe.
I've included a sample module that contains some examples of triggers and collections along with the Syrinscape Online Player "Free" version sound links.
Update 1.23
Fixed Editing trigger/collection from exported module would not work as expected.
Added Option in trigger to disable.
Download here:
Good morning, Celestian, congratulations for the extension, VERY GOOD.
But I want to report a bug. Triggered sounds are not played when the chat activates the trigger, if the gm roll show is off
celestian
May 13th, 2020, 06:30
Good morning, Celestian, congratulations for the extension, VERY GOOD.
But I want to report a bug. Triggered sounds are not played when the chat activates the trigger, if the gm roll show is off
Your quoted message shows the answer to that.
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.
Kaluru
May 14th, 2020, 00:16
Your quoted message shows the answer to that.
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.
Is it possible to have this work while the GM rolls are whispered?
damned
May 14th, 2020, 00:56
welcome Kalaru
The chat message is what triggers the sound. No message, no sound.
celestian
May 14th, 2020, 01:00
Is it possible to have this work while the GM rolls are whispered?
If you hide the GM rolls, it is assumed you do not want the players to know the result... which also includes not letting them hear a triggered sound based on that result.
There is no work around for this.
Kaluru
May 14th, 2020, 01:06
welcome Kalaru
The chat message is what triggers the sound. No message, no sound.
Thanks!
I'm coming over from Roll20 and normally like to hide the dice rolls so that things like what size dice is rolled for damage aren't visible. Is it possible to hide just the dice roll results or something similar?
Kaluru
May 14th, 2020, 01:37
If you hide the GM rolls, it is assumed you do not want the players to know the result... which also includes not letting them hear a triggered sound based on that result.
There is no work around for this.
Okay got it, thanks for the help.
Tatershal
May 14th, 2020, 06:29
Your quoted message shows the answer to that.
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.
Celestian, thanks for the feedback, but I would like that, as the gm roll is hidden and the sounds it works, is that not possible?
Tatershal
May 14th, 2020, 06:35
Okay got it, thanks for the help.
Celestian, ok ok ok
:(
:cry::cry::cry::cry:
kerrigaj
May 14th, 2020, 13:25
Hi Celestian - do you have any guidance on setting the tool up for VLC by any chance (or VoiceMeeter)? Couldn't see anything obvious. Love the add-on, but can't justify more than $10 pcm on Syrinscape... Thanks!
Kelrugem
May 14th, 2020, 14:05
Hi Celestian - do you have any guidance on setting the tool up for VLC by any chance (or VoiceMeeter)? Couldn't see anything obvious. Love the add-on, but can't justify more than $10 pcm on Syrinscape... Thanks!
As far as I have understood this is not only for Syrinscape :) Look at the instructions, probably similar to the DOE (also there Syrinscape was just the main example); in the first paragraph of the first post Celestian mentioned that he also tested it for VLC :) (not sure what you mean with VoiceMeeter since that is something different, you probably use it for sending sounds to the clients? Then you do not have to change anything there :) )
But I didn't run a game since months, so not time yet to test the extension, and thence I can't give more explicit instructions :)
(That post might help, too, when you do not know how to create sound links: https://www.fantasygrounds.com/forums/showthread.php?43933-New-Way-To-Create-Sound-Triggers-in-Fantasy-Grounds :) Celestian, please correct me when it works differently here, couldn't play around with your extension yet :) )
kerrigaj
May 14th, 2020, 16:15
Hi Kelrugem - thanks for taking time to try and help me out. Yes, I read Celestian's post, and searched for instructions on configuring VLC. I did not find any - hence the note. Thanks for the link to the 2018 post - helpful to understand audio link format.
Specifically, these are my areas of uncertainty:
1. Does anyone know how to program a 'stop' command for an audio file in VLC?
2. Can I configure FG or AO to use a virtual sound channel (e.g. those used by VoiceMeeter) so I can mix triggered sound with ambient audio and multi-channel voice and send to Discord? It is important to bypass the computers usual audio channels I think to better control volume levels.
Hope the questions make sense.
Best, John
celestian
May 14th, 2020, 18:24
Hi Kelrugem - thanks for taking time to try and help me out. Yes, I read Celestian's post, and searched for instructions on configuring VLC. I did not find any - hence the note. Thanks for the link to the 2018 post - helpful to understand audio link format.
Specifically, these are my areas of uncertainty:
1. Does anyone know how to program a 'stop' command for an audio file in VLC?
2. Can I configure FG or AO to use a virtual sound channel (e.g. those used by VoiceMeeter) so I can mix triggered sound with ambient audio and multi-channel voice and send to Discord? It is important to bypass the computers usual audio channels I think to better control volume levels.
Hope the questions make sense.
Best, John
So right now FG doesn't allow anything other than url/uri calls. This means the only reason that VLC even will work right now is because it can recognize a uri call and also be associated with a specific file type. So in effect it's just like you double clicking on a file in your folder to run it.
The only way you could "simulate" a stop is to just play a sound that is silent.
It's kludgey but right now FG just does not give any extensive access to anything and im not sure it would help anyway since the API for VLC is pretty limited tho I think you could "stop" it playing.
The small linked in the post has a example ("Godzilla" sound) that can show you how to setup playing a sound (file://path/etc).
Until FGU adds native sound, local files for sound will be severely limited.
kerrigaj
May 14th, 2020, 21:49
Celestian - thanks for your note and for a fine extension!
I'll keep playing around with VLC - VLC can run in a browser where there is support for various commands sent to the browser url like pause, stop etc (I managed to send a stop command from FG, but the audio restarted...) I also noticed that VLC can accept LUA commands, but that's well above my capability grade... BTW, I'm sure you're aware that Foundry VTT has built in audio capabilities that work out of the box, and it just doesn't make competitive sense to me to make it difficult for developers to enrich games with sound.
Best, John
Kelrugem
May 14th, 2020, 22:05
2. Can I configure FG or AO to use a virtual sound channel (e.g. those used by VoiceMeeter) so I can mix triggered sound with ambient audio and multi-channel voice and send to Discord? It is important to bypass the computers usual audio channels I think to better control volume levels.
That's rather something you define in Voicemeeter than in FG or AO :)
The programme you trigger, either Syrinscape or VLC or something else, will use some ingoing virtual channel in VoiceMeeter :) Change the sound there as you wish, and then send it to any virtual output you want :) Not sure about VLC, but I change my virtual input just before I start the Syrinscape Player for example, then it will use that input. You can change it afterwards again while the music player will still use the previous input :) (browsers though will change their input dynamically sadly as far as I remember)
Kaluru
May 14th, 2020, 22:14
Thanks all for the help. I do have another question though. Is there a way to delete a large number of sounds that have been directly imported to a campaign? Or is it just best practice to use a completely new campaign to import sounds then export them as a module?
celestian
May 14th, 2020, 22:40
Celestian - thanks for your note and for a fine extension!
I'll keep playing around with VLC - VLC can run in a browser where there is support for various commands sent to the browser url like pause, stop etc (I managed to send a stop command from FG, but the audio restarted...) I also noticed that VLC can accept LUA commands, but that's well above my capability grade... BTW, I'm sure you're aware that Foundry VTT has built in audio capabilities that work out of the box, and it just doesn't make competitive sense to me to make it difficult for developers to enrich games with sound.
Best, John
Foundry has some amazing features, sound and lighting being two I'm drooling over ;) I REALLY hope FGU can add the same features soon. If/when sound is native I definitely plan to turn up the volume on AO's features and use those native options.
Thanks all for the help. I do have another question though. Is there a way to delete a large number of sounds that have been directly imported to a campaign? Or is it just best practice to use a completely new campaign to import sounds then export them as a module?
I use the same campaign every time and when I import sounds I only add "new" ones. I do not exclude anything when I import. So, the import tool is built around that style.
Kaluru
May 15th, 2020, 00:35
Foundry has some amazing features, sound and lighting being two I'm drooling over ;) I REALLY hope FGU can add the same features soon. If/when sound is native I definitely plan to turn up the volume on AO's features and use those native options.
I use the same campaign every time and when I import sounds I only add "new" ones. I do not exclude anything when I import. So, the import tool is built around that style.
That is what I was moving towards at first as well but it seemed like once it gets over a certain amount of sounds it really slows down or even causes Fantasy Grounds to crash, so I was going to try and only have sounds I'm currently using added in. Or am I the only one who has it crash?
celestian
May 15th, 2020, 02:06
That is what I was moving towards at first as well but it seemed like once it gets over a certain amount of sounds it really slows down or even causes Fantasy Grounds to crash, so I was going to try and only have sounds I'm currently using added in. Or am I the only one who has it crash?
Are you using FGU? If so, yes, it'll bog down loading any module of any reasonable size in my experience. It has some performance issues currently. In FGC however it should be ok.
Kaluru
May 15th, 2020, 02:31
Are you using FGU? If so, yes, it'll bog down loading any module of any reasonable size in my experience. It has some performance issues currently. In FGC however it should be ok.
I am using FGU. I guess that's on their side and just waiting for it to get it's kinks worked out. Thanks.
mattekure
May 15th, 2020, 02:52
Controlling VLC behavior via URL links
This should allow you to create links to stop playback of sounds currently playing in VLC.
To use this capability, you must enable it first. You can enable the http interface in the Advanced Preferences.
1. Set the Preferences to show all.
https://imgur.com/ryTK0vG.jpg
2. Scroll down to Interface->Main interfaces and check the Web box.
https://imgur.com/uQqgtos.jpg
3. Restart VLC to enable the interface. Once VLC has been restarted, the web interface is enabled. Your firewall may request permissions as VLC sets itself up to receive commands.
Triggering VLC Actions
There are a number of actions available with the web interface. To trigger them, you will create a URL in this format.
https:// 127.0.0.1:8080/requests/status.xml?command=pl_stop
127.0.0.1 refers to the local machine.
8080 is the port that VLC listens on by default
/requests/status.xml - points to the control interface xml this will be the same on all commands
?command=pl_stop - this is the command passed to VLC.
Using /requests/status.xml
Some other commands you might use:
?command=pl_play - Play
?command=pl_next - Jump to next item
?command=pl_previous - jump to previous item
?command=pl_pause - pause playback
?command=pl_play&id=<id> play specific playlist items by ID.
?command=pl_random - toggle random playback
?command=pl_loop - toggle loop
?command=pl_repeat - toggle repeat
?command=volume&val=<val> Set the volume to <val>. <val> can be an absolute integer, percent or +/- relative value such as +<int>, -<int>, <int> or <int>%
for more info https://wiki.videolan.org/VLC_HTTP_requests/
ErikZane
May 18th, 2020, 16:25
Are you using FGU? If so, yes, it'll bog down loading any module of any reasonable size in my experience. It has some performance issues currently. In FGC however it should be ok.
I didn't have it crash, but I have a pretty beefy system running. It would occasionally freeze with the Super Syrin module loaded. I wrote a python script to run through the db.xml and remove pieces I don't have/want (board game and sci-fi, for example) and then created my own module. I don't know why I would ever want every sound in every campaign, so I will probably create modules for each of my campaigns.
lozanoje
May 18th, 2020, 17:27
2. Can I configure FG or AO to use a virtual sound channel (e.g. those used by VoiceMeeter) so I can mix triggered sound with ambient audio and multi-channel voice and send to Discord? It is important to bypass the computers usual audio channels I think to better control volume levels.
That's not an AO related issue, but, in general (configuration varies):
1. Configure default audio playback (VLC, for example).
2. Configure your system (Windows/Control Panel/Sounds) for VLC to use VoiceMeeter Input as default.
3. Route VoiceMeeter Input to your VoiceMeeter Output, the one your return to your players.
If thats Syrincape what's involved, then change the default input sound device for Syrinscape to be VoiceMeeter Input.
lozanoje
May 18th, 2020, 17:29
Controlling VLC behavior via URL links
In two words: A Mazing... Didnt know about this (control VLC via URL links), I will give it a try! Thanks
dikdastard
May 18th, 2020, 18:28
Not sure if something changed in last update of FG but I had a bunch of locally stored and imported sound links that ended with a reference number in square brackets eg [30458]. They were all imported and operational, even set quite a few up with triggers then exported as a module. Now the links are all inactive both when used as a module in new campaign or just re-opening the existing campaign I created them in. Fortunately only a few sound links I have are set up with that format so most sounds are still functional. I have "repaired" a couple of the entries by manually renaming the sound file without the [xxxx] section and altering the link within FG to match so will most likely do the rest that way when I get time and inclination but just wanted to make others aware in case their sound file names had similar issues and also curious what might be causing the issue. Wondered if it was anything to do with LUA special characters, but my other thought was it might have something to do with experimenting with switching on the vlc web interface as suggested a few posts back. However I think I have switched that back off now, and also the soundfiles complete with [xxxx] still play normally in vlc when clicked on from within Windows Explorer- odd!
dikdastard
May 18th, 2020, 18:42
That's not an AO related issue, but, in general (configuration varies):
1. Configure default audio playback (VLC, for example).
2. Configure your system (Windows/Control Panel/Sounds) for VLC to use VoiceMeeter Input as default.
3. Route VoiceMeeter Input to your VoiceMeeter Output, the one your return to your players.
If thats Syrincape what's involved, then change the default input sound device for Syrinscape to be VoiceMeeter Input.
Just to second this but also as an additional suggestion, voicemeeter (banana) allows for a main virtual output/input (VB-Audio Voicemeeter VAIO) and an aux version, both install as audio devices under Windows and you need to go into control panel/manage audio devices to set them up as the default playback/recording options in place of your usual mic/speakers then simply a case of getting all the various inputs from "real" sources to play to the right virtual output- with 2 to play at, I have one routed to Hangouts for voice as we also use that for video link, and am using the other routed through Cleanfeed which gives much better sound quality when trying to play background music/ambience to the group. I run that currently through media player outside of FG, and just use the FG linked sounds played through VLC for spot sound effects and triggers. That way I can "mix" and control the volumes of the different sound sources more easily and have the ambient sounds just set to play on a loop.
FredHurin
May 19th, 2020, 00:36
Hello, sorry for the trouble - put i just cant make the links works - i buy syrinscape online, open the site, click on the "show remote control links", click on the play botton to copy the link - - - Go to FGU, where the extansion its working, put the /ao token from painel control of Syrinscape, ant paste the link in the source 2 ( i already chance in options for source 2) - but when i click, dont do any sound, im missing something?
i was able to take the link from syrinscape fantasy player, put in source 1, and click - that works just fine, but what i realy want is for my players on fantasy grounds listen (i can make the sounds from Syrniscape online for then, but i just acnt make the links works in FGU), can you help me??
DeviousHeart
June 3rd, 2020, 04:02
Would you be able to use the wonderful resources at TabletopAudio.com with this extension? :)
In a PF2e game? :)
Noelus
June 7th, 2020, 15:34
Hello,
Firstly thank you for a wonderful extension, finally getting to grips with it sort of. Having said that I may be on the edge of throwing my computer out of the window in despair :)
I cannot get the result I want with triggers for the chat window. I'm using 5e ruleset and want different casting sounds for different casters. I have read websites on LUA pattern matching but I can't understand what I'm missing. Currently I have 2 PCs set up with two triggers:-
%[CAST%]
and their name.
In the chat window this info all appears on one line. Should the name be in inverted commas or square brackets or nothing? I can't get anything to work. Please help, I'm running a game in 3 hours and running out of time.
Also, is it possible to put a negative pattern in the trigger to exclude a string?
EDIT: I created another trigger just looking for the PC name. (no special characters). Any action by that PC should trigger but it doesn't. If however I type the PC name in chat it triggers so for some reason the PC name before the colon in chat is not being parsed. Is this something that can be resolved or is it a functional limitation? I was hoping to have lots of sounds linked to specific PCs so this is an annoyance.
dikdastard
June 7th, 2020, 15:49
Despite appearances, I don't think the character name is actually there- at least in the sense of the section of the chat line that AO can actually parse. Its a shame, because I also spent a lot of time trying to set up sounds for individual character names so they could all have a "theme tune" when it was their turn in initiative order to act as one example. The pattern matching to a character name does work when the chat box puts out something related to the character- in the ruleset I am using at the moment, Savageworlds, I can set up individual sounds for characters when the system rolls fot them to become unshaken and things like that, but the name at the beginning of the action line is produced in a different bit of code I think. Would be better spending your time matching individual sounds to their favourite spells perhaps which is definitely doable
celestian
June 7th, 2020, 18:05
Hello,
Firstly thank you for a wonderful extension, finally getting to grips with it sort of. Having said that I may be on the edge of throwing my computer out of the window in despair :)
I cannot get the result I want with triggers for the chat window. I'm using 5e ruleset and want different casting sounds for different casters. I have read websites on LUA pattern matching but I can't understand what I'm missing. Currently I have 2 PCs set up with two triggers:-
%[CAST%]
and their name.
In the chat window this info all appears on one line. Should the name be in inverted commas or square brackets or nothing? I can't get anything to work. Please help, I'm running a game in 3 hours and running out of time.
If you can follow the steps at the end of the first post for debugging these issues and provide all those details I'll try and help.
Noelus
June 7th, 2020, 18:25
If you can follow the steps at the end of the first post for debugging these issues and provide all those details I'll try and help.
Ok. Thank you for your prompt reply. Unfortunately out of time for tonight's game but I'll get on it tomorrow.
Noelus
June 13th, 2020, 13:25
Please could anyone advise me on what I'm doing wrong - again. Trying to import local sound files via csv method. I looked in the extension.xml file to check required syntax and have followed it exactly as far as I'm aware but I get a fail every time.
36826
As you can see from the console output it states that number of values is not equal or greater than 9 but it IS. This is the string I'm using:-
1,OK,PERSONAL,fantasy,local,Buff,oneshot,sfx,file://D:\Sounds\Buff.mp3,,,
based on the required format as specified in the extension.xml file:-
"id", "status","category","pack","set","name","type","sub_type","genre_play_url","genre_stop_url","online_play_url","online_stop_url"
Admittedly I don't understand all the parameters (id and status primarily) but I'm assuming most are just descriptors. Regarding the file play url I have used the format mentioned in post #124, adding "file://" to the beginning of the path. I have also tried without this also to no avail.
I am using version 1.23, with the latest regularly updated version of FGU. I have also attempted this process without any other extensions loaded whatsoever (not even themes) and it still gives the same error.
In an unrelated matter there is no space between the u and the b in sub-type above when I edit, but it just appears in the post. Technology appears to be full of gremlins :(
celestian
June 13th, 2020, 18:12
As you can see from the console output it states that number of values is not equal or greater than 9 but it IS. This is the string I'm using:-
1,OK,PERSONAL,fantasy,local,Buff,oneshot,sfx,file://D:\Sounds\Buff.mp3,,,
based on the required format as specified in the extension.xml file:-
"id", "status","category","pack","set","name","type","sub_type","genre_play_url","genre_stop_url","online_play_url","online_stop_url"
You're missing quotes. Since Syrinscape CSV export quotes within quotes it's, required.
Tatershal
June 14th, 2020, 00:48
I have a problem. Good morning everyone!
When I put an mp3 file to play, the audioverseer works correctly on the fantasy grounds. But when I put a .lnk shortcut to run, the audioverseer does not run the shortcut.
As a friend we used the soundpad, in his fantasygrounds, the extension runs the .lnk files, but not mine. It is necessary to use the .lnk shortcuts in order to use the soundpad. Does anyone have any idea why his FG executes .lnk and mine doesn't?
I have already tried to disable all other extensions.
Noelus
June 14th, 2020, 12:42
You're missing quotes. Since Syrinscape CSV export quotes within quotes it's, required.
Knew it had to be something simple. Thank you again.
Maldev
June 15th, 2020, 08:58
This looks amazing!
Another sensational contribution Celestian, Cheers
Tatershal
June 22nd, 2020, 21:45
I have a problem. Good morning everyone!
When I put an mp3 file to play, the audioverseer works correctly on the fantasy grounds. But when I put a .lnk shortcut to run, the audioverseer does not run the shortcut.
As a friend we used the soundpad, in his fantasygrounds, the extension runs the .lnk files, but not mine. It is necessary to use the .lnk shortcuts in order to use the soundpad. Does anyone have any idea why his FG executes .lnk and mine doesn't?
I have already tried to disable all other extensions.
dikdastard
June 23rd, 2020, 00:45
I have a problem. Good morning everyone!
When I put an mp3 file to play, the audioverseer works correctly on the fantasy grounds. But when I put a .lnk shortcut to run, the audioverseer does not run the shortcut.
As a friend we used the soundpad, in his fantasygrounds, the extension runs the .lnk files, but not mine. It is necessary to use the .lnk shortcuts in order to use the soundpad. Does anyone have any idea why his FG executes .lnk and mine doesn't?
I have already tried to disable all other extensions.
A given file type will play in whatever is set up as the default player for that file type within the OS when triggered so it sounds like your friend's pc is configured to handle that extension differently to yours. If you click on a .lnk file outside of FG does it run as you expect?
Tatershal
June 23rd, 2020, 01:11
A given file type will play in whatever is set up as the default player for that file type within the OS when triggered so it sounds like your friend's pc is configured to handle that extension differently to yours. If you click on a .lnk file outside of FG does it run as you expect?
Thanks for answering!
Yes, for Fantasy Grounds or .lnk it normally runs with the Soundpad.
OutaYerElement
June 29th, 2020, 17:49
Thank you so much to celestian for putting this together. I've been excited to try this out - running into an issue, and I haven't found the answer here yet: I'm in FGU with Syrinscape Online (free, for now) with just my own session open (no players right now). I imported the free sounds via csv successfully per video instructions. When I click a "play link" in FGU, I get a popup message from Windows 10 saying "you'll need a new app to open this syrinscape-fantasy link." I have the syrinscape app open, but no way to select it. Any ideas?
celestian
June 29th, 2020, 18:05
Thank you so much to celestian for putting this together. I've been excited to try this out - running into an issue, and I haven't found the answer here yet: I'm in FGU with Syrinscape Online (free, for now) with just my own session open (no players right now). I imported the free sounds via csv successfully per video instructions. When I click a "play link" in FGU, I get a popup message from Windows 10 saying "you'll need a new app to open this syrinscape-fantasy link." I have the syrinscape app open, but no way to select it. Any ideas?
Look at the source configuration in the Campaign settings per the first post listing.
https://i.imgur.com/fzco9rQ.jpg
OutaYerElement
June 29th, 2020, 18:12
[QUOTE=celestian;522509]Look at the source configuration in the Campaign settings per the first post listing.
Ok, thanks! Setting that to Source 2 solved it, though I'm not sure why. How does one know whether it should be Source 1 or Source 2? Cheers. I'm excited to run this! :)
Curuthanir
July 4th, 2020, 07:43
Will this work with Starfinder ruleset? Is it possible to set specific triggers, for example if the laser pistol is fired in combat, then a laser pistol sound is heard? I was trying to look at the trigger syntax. General results like a crit hit would trigger, but a ranged crit miss would not. I'm wondering if it was something I did, or something about the Starfinder ruleset that makes it not work.
celestian
July 4th, 2020, 18:58
Will this work with Starfinder ruleset? Is it possible to set specific triggers, for example if the laser pistol is fired in combat, then a laser pistol sound is heard? I was trying to look at the trigger syntax. General results like a crit hit would trigger, but a ranged crit miss would not. I'm wondering if it was something I did, or something about the Starfinder ruleset that makes it not work.
It will work with any properly layered CoreRPG ruleset. Triggering sounds requires exact text pattern matching. Anything in a single line of chat text can be triggered upon.
MSW
July 16th, 2020, 00:34
Hi, I have an problem with the Remote Controle Links CSV
Explained on poste 51
The first part does not have the "" signs. Is there a faster way to put them in instead of writing by hand?
If i import the fieles, they all have the same name and does not work.
If the first part has the "" it worked very well.
Thank you
m:26,"OFFICIAL","general-fantasy","Brindol Town - Free with Syrinscape Fantasy Player","Brindol Town","Busy market day","mood","","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpCdXN5IG1hcmtldCBkYXk/play/","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpCdXN5IG1hcmtldCBkYXk/stop/","https://www.syrinscape.com/online/frontend-api/moods/26/play/","https://www.syrinscape.com/online/frontend-api/moods/26/stop/"
m:35,"OFFICIAL","general-fantasy","Brindol Town - Free with Syrinscape Fantasy Player","Brindol Town","Bard's day off","mood","","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpCYXJkJ3MgZGF5IG9mZg/play/","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpCYXJkJ3MgZGF5IG9mZg/stop/","https://www.syrinscape.com/online/frontend-api/moods/35/play/","https://www.syrinscape.com/online/frontend-api/moods/35/stop/"
m:46,"OFFICIAL","general-fantasy","Brindol Town - Free with Syrinscape Fantasy Player","Brindol Town","Setting up for morning trade","mood","","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpTZXR0aW5nIHVwIGZvciBtb3JuaW5nIH RyYWRl/play/","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpTZXR0aW5nIHVwIGZvciBtb3JuaW5nIH RyYWRl/stop/","https://www.syrinscape.com/online/frontend-api/moods/46/play/","https://www.syrinscape.com/online/frontend-api/moods/46/stop/"
e:71,"OFFICIAL","general-fantasy","Brindol Town - Free with Syrinscape Fantasy Player","Brindol Town","Music","element","music","syrinscape-fantasy:elements/YnJpbmRvbC10b3duOjo2LW11c2ljLWJyaW5kb2w/play/","syrinscape-fantasy:elements/YnJpbmRvbC10b3duOjo2LW11c2ljLWJyaW5kb2w/stop/","https://www.syrinscape.com/online/frontend-api/elements/71/play/","https://www.syrinscape.com/online/frontend-api/elements/71/stop/"
VolcanicImp
July 16th, 2020, 04:30
Good Evening I have been through this whole thread and I can't find an answer to this mystery I am having.
I am on FGU I am having trouble with importing files from Syringscape to FGU. Using the Excel file.
37739
I downloaded AO and I have been trying to import but it not working, I have got the Syringscape Super Sub whatever it is called, I downloaded all the packs that it came with. I downloaded the CVS files and I have been trying to load up the files from Excel spreedsheet. I tried just a couple, then a couple hundred just trying to get it uploaded. I have also deleted all AO files and re-downloaded. I can get them from the files that celestian's mod's but I wanted to import my own. But once I hit import it says completed a few min later the 'Console' Starts saying things. so I assume that the files will be there but nothing shows up. I have tried restarting FGU multiple times. and I started to put them in 1 by 1 and then I saw how many there was and said "No Thank you" and Sorry buy Celestian you don't have all the ones that I have on my list or at least I couldn't find them with searching. which is not a big issue the issue is I can't import my CSV files from the excel spreadsheet. Have I missed anything? I have also turned off everything buy AO
celestian
July 16th, 2020, 05:24
The first part does not have the "" signs. Is there a faster way to put them in instead of writing by hand?
If i import the fieles, they all have the same name and does not work.
If the first part has the "" it worked very well.
Thank you
m:26,"OFFICIAL","general-fantasy","Brindol Town - Free with Syrinscape Fantasy Player","Brindol Town","Busy market day","mood","","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpCdXN5IG1hcmtldCBkYXk/play/","syrinscape-fantasy:moods/YnJpbmRvbC10b3duOjpCdXN5IG1hcmtldCBkYXk/stop/","https://www.syrinscape.com/online/frontend-api/moods/26/play/","https://www.syrinscape.com/online/frontend-api/moods/26/stop/"
Unless they changed the format of the CSV file (they've done so in the past without telling anyone) so could be they changed it.
To correct it really depends on whatever tool you're using. Regular expression would be the route I'd use with notepad++.
^(.:\d+),
replace with
"$1",
That said, I just downloaded a copy of the CSV file and it looks fine.
"m:109625","OFFICIAL","sci-fi","Masks of Nyarlathotep - part 5 - Kenya","mon5 M'Weru and the Great Temple","M'weru's Cavern","mood","","syrinscape-sci-fi:moods/bW9uNS01OjpNJ3dlcnUncyBDYXZlcm4/play/","syrinscape-sci-fi:moods/bW9uNS01OjpNJ3dlcnUncyBDYXZlcm4/stop/","https://www.syrinscape.com/online/frontend-api/moods/109625/play/","https://www.syrinscape.com/online/frontend-api/moods/109625/stop/"
Perhaps download it again and don't open with anything but a text editor.
celestian
July 16th, 2020, 05:25
Good Evening I have been through this whole thread and I can't find an answer to this mystery I am having.
I am on FGU I am having trouble with importing files from Syringscape to FGU. Using the Excel file.
37739
I downloaded AO and I have been trying to import but it not working, I have got the Syringscape Super Sub whatever it is called, I downloaded all the packs that it came with. I downloaded the CVS files and I have been trying to load up the files from Excel spreedsheet. I tried just a couple, then a couple hundred just trying to get it uploaded. I have also deleted all AO files and re-downloaded. I can get them from the files that celestian's mod's but I wanted to import my own. But once I hit import it says completed a few min later the 'Console' Starts saying things. so I assume that the files will be there but nothing shows up. I have tried restarting FGU multiple times. and I started to put them in 1 by 1 and then I saw how many there was and said "No Thank you" and Sorry buy Celestian you don't have all the ones that I have on my list or at least I couldn't find them with searching. which is not a big issue the issue is I can't import my CSV files from the excel spreadsheet. Have I missed anything? I have also turned off everything buy AO
Don't open the CSV file in excel, it changes the CSV format from the source site.
Use a text editor.
Indus101
July 16th, 2020, 05:37
Hi Celestian,
Thanks for making this wonderful extension. I'm using it with local sounds and VLC. My players can't hear it though, and I'm wondering if there's something they need to do on their end to hear sound?
I checked it was set to "Source 1" and the players DO see the extension notice in their chat / also see in their settings that I have "Source 1" selected. But nothing's coming through. Is there another step I'm missing?
Thanks for the help, and for the awesome extension!
celestian
July 16th, 2020, 05:57
Hi Celestian,
Thanks for making this wonderful extension. I'm using it with local sounds and VLC. My players can't hear it though, and I'm wondering if there's something they need to do on their end to hear sound?
AudioOverseer assumes the DM is broadcasting to players. Not the players playing to themselves.
VLC isn't a remote audio tool unless you configure it's stream feature or pipe out the signal to something that is streamed. That's beyond what I can explain here however. My setup in the past was Voicemeeter+VLC+Cleanfeed.org and players listened on cleanfeed. I no longer do that however, I use Syrinscape only.
MSW
July 16th, 2020, 13:12
Thank you, with notepad++ it worked just fine.
Indus101
July 16th, 2020, 15:49
AudioOverseer assumes the DM is broadcasting to players. Not the players playing to themselves.
VLC isn't a remote audio tool unless you configure it's stream feature or pipe out the signal to something that is streamed. That's beyond what I can explain here however. My setup in the past was Voicemeeter+VLC+Cleanfeed.org and players listened on cleanfeed. I no longer do that however, I use Syrinscape only.
Oh...it sounds like there's a lot more to this than I initially understood. Thanks for letting me know.
Out of curiousity, is the same way with Syrinscape? Meaning...do I still have to solve the problem of piping out the signal to them? Or would they hear the sounds if I used it instead of VLC?
celestian
July 16th, 2020, 15:50
Oh...it sounds like there's a lot more to this than I initially understood. Thanks for letting me know.
Out of curiousity, is the same way with Syrinscape? Meaning...do I still have to solve the problem of piping out the signal to them? Or would they hear the sounds if I used it instead of VLC?
Syrinscape Online has a client your players install and connect to your account via a link you give them. The audio plays through that.
Indus101
July 16th, 2020, 20:48
Syrinscape Online has a client your players install and connect to your account via a link you give them. The audio plays through that.
Got it. Thanks for clarifying that up for me.
RNDM
July 16th, 2020, 20:53
Anyone know if this can work with a browser soundpad like https://tabletopaudio.com/soundpad.html
VolcanicImp
July 16th, 2020, 21:27
Thanks Celestian and now I they are uploading the right way
VolcanicImp
July 16th, 2020, 22:18
Final Question, Do I have to do an import with every campaign I host?
VolcanicImp
July 17th, 2020, 01:12
I have been testing the sounds in Source 2 to play through the SOP and I have all Volumes MAXed out and so does my player but it playing very low in volume. I played it from Source 1 and it normal sounding. is there a reason for this? My player disconnected before I could verify with him if it still low volume with source 1 but for me the volume was louder then Source 2.
celestian
July 17th, 2020, 05:27
I have been testing the sounds in Source 2 to play through the SOP and I have all Volumes MAXed out and so does my player but it playing very low in volume. I played it from Source 1 and it normal sounding. is there a reason for this? My player disconnected before I could verify with him if it still low volume with source 1 but for me the volume was louder then Source 2.
Source 1 is used for local files/player or Syrinscape Fantasy Player links. Source 2 is for Syrinscape Online Player.
VolcanicImp
July 18th, 2020, 11:55
Source 1 is used for local files/player or Syrinscape Fantasy Player links. Source 2 is for Syrinscape Online Player.
Yeah so I should be able to play it through the S.O.P. Source 2 but the Volume was a whisper with all my Volumes Max'd out but when I play it through the Fantasy Player - Source 1 it plays normal Volume. If I play it through Source 1 will my players still hear it through SOP? Because I can't have the sound where everyone it straining their ears to hear the sounds.
MSW
July 18th, 2020, 12:13
Hello, is there a way how an sfx,mod or music file stops automatically after a few seconds?
I am thinking of "Fighter - Male (Valeros) Running mod" during an athletics check. But only for 2 seconds.
Thanks
celestian
July 18th, 2020, 20:54
Yeah so I should be able to play it through the S.O.P. Source 2 but the Volume was a whisper with all my Volumes Max'd out but when I play it through the Fantasy Player - Source 1 it plays normal Volume. If I play it through Source 1 will my players still hear it through SOP? Because I can't have the sound where everyone it straining their ears to hear the sounds.
It really depends on how you have your audio devices setup. FG doesn't control that. AudioOverseer tells which of them to trigger with what url/file. What those applications do at that point will depend on how you have them configured/setup.
celestian
July 18th, 2020, 20:56
Hello, is there a way how an sfx,mod or music file stops automatically after a few seconds?
I am thinking of "Fighter - Male (Valeros) Running mod" during an athletics check. But only for 2 seconds.
Thanks
One shots play a single sound. Music, mood and sfx loop. If thats not how it's working for you, you might go to the Syrinscape support forums and ask this question. FG doesn't control audio levels or looping.
VolcanicImp
July 18th, 2020, 21:37
It really depends on how you have your audio devices setup. FG doesn't control that. AudioOverseer tells which of them to trigger with what url/file. What those applications do at that point will depend on how you have them configured/setup.
Can't configure the SOP or the SFP to my knowledge well I will look more into it. Since, I did find out that I have to use the SOP in order for my players to hear the sounds because they all over the Country. I thought that it had something to do with AO but that might not be the case. Thank You for the response!
MSW
July 18th, 2020, 22:11
One shots play a single sound. Music, mood and sfx loop. If thats not how it's working for you, you might go to the Syrinscape support forums and ask this question. FG doesn't control audio levels or looping.
Thanks for your answer. Based on this, I have found a solution.
There is Source 1 and Stop 1 "Links". I copied the Running mood file and copied the Stop1 line to the Source 1 line.
Then I copied the trigger effect and replaced the sound with the sound stop trigger. 2 seconds delay and it works fine.
The effect is now triggered with a Skill Athletics throw and with a two seconds delay "once more" but now the stop code is used.
See picture
37832
celestian
July 18th, 2020, 22:18
Thanks for your answer. Based on this, I have found a solution.
There is Source 1 and Stop 1 "Links". I copied the Running mood file and copied the Stop1 line to the Source 1 line.
Then I copied the trigger effect and replaced the sound with the sound stop trigger. 2 seconds delay and it works fine.
The effect is now triggered with a Skill Athletics throw and with a two seconds delay "once more" but now the stop code is used.
See picture
Interesting. I never used loops for triggers (only one shots) but your method sounds interesting. Just understand that FG doesn't have a non-blocked "timer" so that 2 second delay causes FG to PAUSE for 2 seconds.
Willot
July 19th, 2020, 00:27
Was the need for excape characters taken out?
This Trigger does not work %[CAST%]
But this one does [CAST]
?
celestian
July 19th, 2020, 00:39
Was the need for excape characters taken out?
This Trigger does not work %[CAST%]
But this one does [CAST]
?
It was not and is still required. More than likely it's matching because a letter from "C,A,S,T" appears somewhere in the string.
Assuming this is FGC, I doubt they would change the way FGU handles it but you never know.
If %[CAST%] isnt matching... is it because the case isn't all upper? So that it looks like "[Cast]" perhaps?
Willot
July 19th, 2020, 01:09
It was not and is still required. More than likely it's matching because a letter from "C,A,S,T" appears somewhere in the string.
Assuming this is FGC, I doubt they would change the way FGU handles it but you never know.
If %[CAST%] isnt matching... is it because the case isn't all upper? So that it looks like "[Cast]" perhaps?
I take your point with C,A,S,T and it does appear to trigger on almost anything. So yep.
However still no go with %
IT is FGC
37836
I even tried %(3rd%) Still didnt trigger
EDIT: OK figured it OUT its because I was GM using a casting character. It was making my casting strings Invisible so the trigger couldnt see them (I could cause im the GM) (The crossed out eye)
celestian
July 19th, 2020, 01:23
I take your point with C,A,S,T and it does appear to trigger on almost anything. So yep.
However still no go with %
IT is FGC
37836
I even tried %(3rd%) Still didnt trigger
That should match. What ruleset is that?
Willot
July 19th, 2020, 02:00
See Edit above the Trigger dont see text that players cant see :)
celestian
July 19th, 2020, 05:57
See Edit above the Trigger dont see text that players cant see :)
Hum, yeah good point. I didn't catch that. Yes, players will need to see the text as well for the trigger to work ;(
Willot
July 19th, 2020, 09:07
mmm is there a way of saying NOT as in !spell where the word spell does not exist in the string
celestian
July 19th, 2020, 19:28
mmm is there a way of saying NOT as in !spell where the word spell does not exist in the string
[^Cc][^Hh][^Aa][^Rr][^Mm]
That would "not match" charm. Not sure what use it would be but thats how "not" can work with Lua pattern matching.
Willot
July 19th, 2020, 21:03
Thanks!,
Also is it possible to capture the name of the character? While it does place the name of the character in the chat (which character initiated the action) it doesnt look like its part of the chat. Different noises for different characters.
celestian
July 20th, 2020, 05:54
Thanks!,
Also is it possible to capture the name of the character? While it does place the name of the character in the chat (which character initiated the action) it doesnt look like its part of the chat. Different noises for different characters.
Only if the ruleset displays it as chat text. You can view all of that by enabling AO debug mode and opening the console.
Myrdin Potter
July 20th, 2020, 06:11
Has anyone mapped common triggers to sounds? I bought the old one that did it and I want to move off of the DOE sound extension to the newer one and would like to use this one, but without having to spend a long time creating triggers.
celestian
July 20th, 2020, 06:29
Has anyone mapped common triggers to sounds? I bought the old one that did it and I want to move off of the DOE sound extension to the newer one and would like to use this one, but without having to spend a long time creating triggers.
The module in this thread does have a series of triggers included but it will depend on your ruleset if they work the same.
DogBoneZone
July 22nd, 2020, 06:12
I'm having trouble playing local files... I've typed in the right filepath into the source 1, as it plays when I click on it, but when I do click on the file, it literally opens up VLC player on my PC.
I haven't tested it with my players yet, so I'm not sure if that's how it's supposed to work, but in the tutorial video, it didn't look like the VLC player literally opened up when you clicked on the sample Godzilla sound. Am I doing something wrong?
celestian
July 22nd, 2020, 06:40
I'm having trouble playing local files... I've typed in the right filepath into the source 1, as it plays when I click on it, but when I do click on the file, it literally opens up VLC player on my PC.
I haven't tested it with my players yet, so I'm not sure if that's how it's supposed to work, but in the tutorial video, it didn't look like the VLC player literally opened up when you clicked on the sample Godzilla sound. Am I doing something wrong?
It did open up my VLC player and play it. Thats how local files play, through a local application. Unless you configure that app to send the audio stream to your players somehow they won't hear it either. I configured VLC to play through a virtual cable and then I sent that to Cleanfeed and players listed to audio through that.
It's not a simple process and frankly I wouldn't recommend using a local player.
DMDad
July 25th, 2020, 03:15
Anyone know if this can work with a browser soundpad like https://tabletopaudio.com/soundpad.html
Was there a response to this question? I would am interested in the same thing. Syrinscape is way too expensive for me.
fabiocm
July 29th, 2020, 02:17
Hi. The trigger window in my FG is not showing the Add button in the matches section. What can it be?
38139
celestian
July 29th, 2020, 02:33
Hi. The trigger window in my FG is not showing the Add button in the matches section. What can it be?
38139
Conflicting extension.
Stv
July 29th, 2020, 21:00
Hi Celestian,
Just shoved this extension under my DM's nose. NICE WORK :)
But... she has a question/request :
Is there any way possible that the sound triggers can still work even if the DM has their rolls hidden (She's quite secretive :P )
Thanks, Steve.
celestian
July 29th, 2020, 22:01
Is there any way possible that the sound triggers can still work even if the DM has their rolls hidden (She's quite secretive :P )
No. Triggers will only work if everyone can see the text that triggers it. There are 2 reasons. First, to do so would require creating a new hook into the chat infrastructure instead of using what exists and the 2nd is that if you did trigger sounds for text they can't see... you've given away the goose if you're trying to hide the rolls since they would know if it hit/miss/saved/etc.
Stv
July 29th, 2020, 22:47
Thanks for the quick reply.
I'll pass on the info.
Cheers, Steve.
arcanjl
August 4th, 2020, 04:55
Was there a response to this question? I would am interested in the same thing. Syrinscape is way too expensive for me.
It does not. I talked to the owner of that site asking him that exact thing. He does not have 3rd party links so it will not work. Do you have local sounds to use?
arcanjl
August 4th, 2020, 04:59
Celestian, you have done an amazing job with this. After watching your video I see how much work you put into developing the sounds on top of the program (overlapping and timed). Instead of trying to reinvent the wheel would you offer those on dmsguild or somewhere?
celestian
August 4th, 2020, 06:51
Celestian, you have done an amazing job with this. After watching your video I see how much work you put into developing the sounds on top of the program (overlapping and timed). Instead of trying to reinvent the wheel would you offer those on dmsguild or somewhere?
You mean the module with those collections and triggers?
arcanjl
August 4th, 2020, 14:13
Yes, or just the collections and triggers.
celestian
August 4th, 2020, 15:25
Yes, or just the collections and triggers.
To make the collections/triggers you need the sound links. The module linked in this thread at the top has the early version of the "SuperSyrinscape" links with some collection and trigger samples.
I tend to make collections on specific to my adventures tho I do also have a personalized version of what I put here since triggers are not the same for 2e ruleset and I also have a lot of custom uploaded sound links.
arcanjl
August 4th, 2020, 15:35
I tend to make collections on specific to my adventures tho I do also have a personalized version of what I put here since triggers are not the same for 2e ruleset and I also have a lot of custom uploaded sound links.
Ah, I understand. I have use your basic one for 5e, and love it. But thanks so much for the core!
arcanjl
August 4th, 2020, 22:30
I am working on my own set... and I realized that in 5e the hit and type (Ranged / Melee) are in different rows. Am I SOL? (Just have to come up with a general hit and miss)
celestian
August 5th, 2020, 04:50
I am working on my own set... and I realized that in 5e the hit and type (Ranged / Melee) are in different rows. Am I SOL? (Just have to come up with a general hit and miss)
The text you want to match on has to be on a single line (check /ao debug and /console for detailed view of this). If the ruleset puts the output on different lines you wont be able to match on both.
arcanjl
August 5th, 2020, 20:30
I was afraid of that, darn 5e! ;)
fabiocm
August 5th, 2020, 20:55
Conflicting extension.
Hello. Just to register: AudioOverseer was conflicting with Player Agency.
celestian
August 6th, 2020, 05:58
Hello. Just to register: AudioOverseer was conflicting with Player Agency.
Damned is aware. It's because he also interacts with chat text for his extension.
damned
August 6th, 2020, 06:03
Damned is aware. It's because he also interacts with chat text for his extension.
I thought we fixed that....?
arcanjl
August 7th, 2020, 01:21
If we use Source 2, we cannot use local links... correct?
celestian
August 7th, 2020, 06:31
If we use Source 2, we cannot use local links... correct?
Source 2 is specifically for URL links so no, no local links in source 2.
googalabosh
August 8th, 2020, 14:40
I have a problem. For some reason I don't have the "+" next to "Matches" to add additional match criteria. I'm using FGC Pathfinder 1e. How do I fix this? TIA.
celestian
August 8th, 2020, 19:53
I have a problem. For some reason I don't have the "+" next to "Matches" to add additional match criteria. I'm using FGC Pathfinder 1e. How do I fix this? TIA.
Dunno much about PF. If it's not CoreRPG based then it won't work. If it is, then remove all extensions and determine which one is conflicting.
Steelight
August 9th, 2020, 00:52
First, thanks for creating this extension! I'm having a bit of a problem though. With the new version of Syrinscape (just released a few days ago), whenever I attempt to activate a sound (through a trigger or a click) it tells me that I need a new app to use the linked sound. Any ideas what I may be able to do to resolve that?
celestian
August 9th, 2020, 06:53
First, thanks for creating this extension! I'm having a bit of a problem though. With the new version of Syrinscape (just released a few days ago), whenever I attempt to activate a sound (through a trigger or a click) it tells me that I need a new app to use the linked sound. Any ideas what I may be able to do to resolve that?
I've no problem with the currently downloadable beta version of Syrinscape Online Player.
Steelight
August 9th, 2020, 19:18
I'll try uninstalling and reinstalling. Maybe the system just isn't recognizing the app. If that doesn't work, might you have any other suggestions I could try? And thanks for taking a look!
Steelight
August 9th, 2020, 19:25
Uninstalling and reinstalling didn't work...
38440
celestian
August 10th, 2020, 02:06
Uninstalling and reinstalling didn't work...
38440
It looks like you do not have syrinscape associated as the player. That's job of the installer for Syrinscape. I'd suggest posting on their forums and ask how to resolve it. It's not an uncommon problem, I had it way back as well but all I did was uninstall/reinstall.
mattekure
August 10th, 2020, 02:08
Uninstalling and reinstalling didn't work...
38440
That looks like you are trying to play a link that uses the Sci-Fi player. Do you have either the syrinscape online player or the Fantasy Player installed instead? If using the Genre Players (Fantasy, Sci-Fi, Boardgame) you have to install each player if you will be using sounds from them.
Steelight
August 10th, 2020, 02:27
The only thing I've got installed is the newest version of the Sci-Fi player, which is the only one I've got sounds on. I used the 3rd party link created by the player itself and pasted it into Fantasy Grounds as the youtube video I found instructed. Syrinscape itself works fine, and when I play sounds on the player they go through discord without issue. The triggers just don't seem to work correctly.
As Celestian suggested, I've posted on Syrinscape's forums as well. I'm open to any other suggestions while I await their response. Thank you all for helping me out!
celestian
August 10th, 2020, 03:41
The only thing I've got installed is the newest version of the Sci-Fi player, which is the only one I've got sounds on. I used the 3rd party link created by the player itself and pasted it into Fantasy Grounds as the youtube video I found instructed. Syrinscape itself works fine, and when I play sounds on the player they go through discord without issue. The triggers just don't seem to work correctly.
As Celestian suggested, I've posted on Syrinscape's forums as well. I'm open to any other suggestions while I await their response. Thank you all for helping me out!
The sci-fi player is not Syrinscape Online Player.
If you want to use one of those "local" players then you need to use Source 1... assuming you imported the CSV file.
Steelight
August 10th, 2020, 04:43
I have it set in source 1. Apparently I missed the CSV files... where might I find them and how might I get them imported?
Thanks again for your assistance.
xeale
August 10th, 2020, 11:06
HI, can someone please help me undersatnd how to set this up ?
It workes fine on my pc with syrinscape fantasy local. I hear all the songs, but the players in my game dont hear anything. What did I miss ?
celestian
August 11th, 2020, 15:53
I have it set in source 1. Apparently I missed the CSV files... where might I find them and how might I get them imported?
Thanks again for your assistance.
See the first post ;)
HI, can someone please help me undersatnd how to set this up ?
It workes fine on my pc with syrinscape fantasy local. I hear all the songs, but the players in my game dont hear anything. What did I miss ?
Local player plays it locally, it doesn't stream it to players.
xeale
August 13th, 2020, 05:11
When I use Syrin scape online it open a new google tab every new sounds I play. Can I change this ? And does it stream the sound on fgu this way ?
celestian
August 13th, 2020, 16:00
When I use Syrin scape online it open a new google tab every new sounds I play. Can I change this ? And does it stream the sound on fgu this way ?
Read the first post. Follow the debug process after that.
xeale
August 14th, 2020, 18:25
Ive already done that. My problem is that players dont ear songs even when I manually click on PLay. And with online syrinscape it open a new internet window everytimes a song is played, wich im the only one one to ear.
LordEntrails
August 14th, 2020, 18:48
Ive already done that. My problem is that players dont ear songs even when I manually click on PLay. And with online syrinscape it open a new internet window everytimes a song is played, wich im the only one one to ear.
I believe Celestian needs you to verify these steps and then post the requested info;
If you are still having problems:
Download the latest version and remove all "folders" of the same name of this extension in the extensions folder.
Disable ALL OTHER EXTENSIONS except AudioOverseer.
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.
Enable debug output "/ao debug enable"
Type "/console"
If Trigger issues: Type the text in chat of the trigger you'd like to activate and review the debug output.
If still Trigger or general sounds not playing: Click "Play" on a sound. (click a sound link)
Review that output to see why sound is not playing.
If you are still unable to resolve why your sound isn't playing copy the output from the Console.
Create a post here and paste the console output into in with your question.
Note the operating system, version of FG (FGU or FGC), ruleset and version of ruleset and exact procedure you are trying to play a sound.
NOTE THE VERSION OF FG AT THE TOP.
arcanjl
August 14th, 2020, 19:41
I just want to be sure. It sounds like you are not using multi-channel broadcasting into discord? You are just clicking on it?
Syrinscape has 3 options, bring a web page up, (The one you have selected?), play from the local app, or play from Syrinscape ONLINE.
Fantasy grounds DOES NOT have a native sound program that gets pushed to the players.
You have to set it up to pipe through your speakers:
https://www.youtube.com/watch?v=Heqsf6JfCyI
https://youtu.be/9U3TRoS3gpM
or set up ONLY syrinscape and have you players log in:
https://youtu.be/vfdider-rOQ
Rbbrbootz
August 23rd, 2020, 06:11
Have you looked at working directly with Tabletop Audio (https://tabletopaudio.com/)? I see you have limited local support, so that works for the pre-generated ambient music, but not any custom ones. Would the link function work with AO? I am currently using FGU.
Here (https://bit.ly/2YHM2bt)is an example of a link from TTA.
Thanks a bunch
skj310
September 5th, 2020, 06:46
First off Celestial ... excellent work on this extension, so thank you for your efforts!
Now that FGU for LX is working I need to put some serious thought into jumping onboad. To do this getting my sounds shifted from FGC and DOE Sounds is going to be a BIG part!
All my sounds are local files (mp3, ogg), and I have noticed that you've already mentioned using the file:// handle, and because of that I tried:
39081
/home/crimsonnib/DnD/Music/SFX/action-surge.ogg
it worked!!! Audio overseer calls up my default music player to play the music file. This is a great start ... buuuuuuuut it is also slightly off where I need to go.
Let me try to explain better. For myself I spool sound from the point of view of ambient music/sounds, short sound effects (SFX), and long SFX. In the world of FGC and DOE sounds I would do the following:
NOTE: FGC in linux was via the application called "wine" and therefore wineconsole was the means to get FGC to execute the command from the command line. In FGU I am expecting to remove all references like: "wineconsole cmd /c start /unix".
ambient music/sounds
39082
Sound String: /home/crimsonnib/DnD/Music/ambiance/cmd-files/clockwork-tower-1.cmd
contents of the above file is:
wineconsole cmd /c start /unix /usr/bin/vlc file:///home//crimsonnib//DnD//Music//ambiance//clockwork-tower-1.ogg
short sound effects
39083
Sound String: /home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge.cmd
contents of the above file is:
wineconsole cmd /c start /unix /usr/bin/mplayer -volume 100 -ao jack:noconnect file:///home//crimsonnib//DnD//Music//SFX//action-surge.ogg
long sound effects
Sound String: /home/crimsonnib/DnD/Music/SFX/cmd-files/bell-church.cmd
contents of the above file is:
wineconsole cmd /c start /unix /usr/bin/smplayer file:///home//crimsonnib//DnD//Music//SFX//bell_church-1.ogg
<screenshot for this would look identical to the one I used for "short sound effects">
What is the difference between the 3 items I mentioned above? The difference is within the single line that makes up the contents of the .cmd file. In each of those 3 samples I am spooling the audio file to a different audio player:
- For ambient music I spool to VLC
- For short SFX I spool to MPLAYER which is headless (i.e. no GUI opens and the sounds just spools out via the sound card)
- For long SFX I spool to SMPLAYER which allows me to STOP the sound whereever I feel appropriate
Why 3 different audio players? Because within LX I can send the output from each player as a separate track to a digital mixer. Because it's a separate track, I can tie each to a volume fader on the mixer. This allows me to make separate and fast volume adjustments between ambiant, SFX and my microphone. Important when you are forced to share desktop screen realestate between audio player GUIs and FG. Finally because this is an audio mixer, I can mix all those tracks into one output which is fed back into my online voice app (i.e. discord, teamspeak, mumble, etc.).
I know that the above 2 paragraphs aren't so relevant to audio overseer, I only mention them as context. Ok, so what am I looking for from your extension?
With DOE sounds I was able to enter the path to a script that would execute a commandline command which would execute/spool to 1 of the 3 audio players (i.e. the .cmd file mentioned above). I would like to be able to continue to do this with audio overseer. To that end I've tried changing my .cmd file to .txt, .bat, .sh ... thinking that maybe a certain file extension might do the trick:
/home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge.cmd
/home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge.bat
/home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge.txt
/home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge.sh
/home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge
Nope! None work, on clicking the play icon, each of the above entries just opens the file in my default text editor (i.e. notepad). I also tried changing the contents of the files mentioned above to something like:
#!/bin/bash
/usr/bin/mplayer -volume 100 -ao jack:noconnect /home/crimsonnib/DnD/Music/SFX/action-surge.ogg
And when i run that script from the commandline it spools as i want:
crimsonnib@dagobah:~/DnD/Music/SFX/cmd-files$ ./action-surge1.sh
MPlayer 1.3.0 (Debian), built with gcc-7 (C) 2000-2016 MPlayer Team
do_connect: could not connect to socket
connect: No such file or directory
Failed to open LIRC support. You will not be able to use your remote control.
Playing /home/crimsonnib/DnD/Music/SFX/action-surge.ogg.
libavformat version 57.83.100 (external)
libavformat file format detected.
[lavf] stream 0: audio (vorbis), -aid 0
Load subtitles in /home/crimsonnib/DnD/Music/SFX/
================================================== ========================
Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders
libavcodec version 57.107.100 (external)
AUDIO: 44100 Hz, 2 ch, floatle, 160.0 kbit/5.67% (ratio: 20000->352800)
Selected audio codec: [ffvorbis] afm: ffmpeg (FFmpeg Vorbis)
================================================== ========================
AO: [jack] 48000Hz 2ch floatle (4 bytes per sample)
[Mixer] No hardware mixing, inserting volume filter.
Video: no video
Starting playback...
A: 2.1 (02.0) of 2.4 (02.3) 0.8%
Exiting... (End of file)
But when I point Source 1 to /home/crimsonnib/DnD/Music/SFX/cmd-files/action-surge1.sh, it only opens the file in a text editor.
Long story short, is there something within the OverSeer source that can be tweaked to allow the commandline execution of files like the mentioned above. I think the WINDOWS equivalent of what I've been trying to do would be .bat (batch) or .ps (powershell) files.
Cheers and thanks for all your excellent extensions, as well as apologies to drop this on you.
celestian
September 6th, 2020, 03:44
@skj310 So, the limitation is what FG will let us do. Currently it only support uri style commands. I expect the reason the .sh one works is because thats the default "open with" for that filetype?
Playing files locally is really hacky currently because FG doesn't allow you to say... configure a command line and use that for "triggers" and another for "collections". If I am wrong someone please do tell me but to the best of my knowledge all I can do is force windows to open the file with whatever is the default app for it. I suspect the reason they do not allow the API to do that is to keep extensions from doing "bad" things to your PC.
skj310
September 6th, 2020, 09:53
thanks for getting back to me Celestial, and shoot!
ok, i'll dig more and see what i might work out. perhaps there's another way, just need to refine my google-fu. will let you know.
perhaps I ought to mention something to the developers? hmmmm....
skj310
September 7th, 2020, 02:56
Hmmm ... not the best solution at the moment ... but I suppose i can convert all my ambiant sounds to ogg sound files and then make VLC the default for ogg filetypes. I think:
for f in ./*.mp3; do ffmpeg -i "$f" -c:a libvorbis -q:a 4 "${f/%mp3/ogg}"; done
Should do the trick for that.
For a long vs short sound effect ... i can keep them mp3 and have them spool to a default SMPLAYER ... not totally ideal, although do-able.
But why do I like being able to call up a script that references an audio player? Well I like it because i can do things like:
mplayer -volume 100 -ao jack:noconnect file:///home//crimsonnib//DnD//Music//SFX//action-surge.ogg
Because I can tell mplayer to use jack as my sound engine (instead of the default), which allows me to use alternate track / sinks / virtualcables (however u want to call it), and it allows me to setup a volume level specific to the file? This is particularly useful for short SFX files where the audio levels might be low and so i can boost them without needing to mess around with the sound file? Why? Because the SFX is too quick for me to catch with a volume fader while it's being spooled.
Anyway at the moment I can't get this to work, and am going to call it for a time. Setting a default sound player for a sound extension type might be what i need to console myself with for the time. Perhaps I'll reach out to @LordEntrails and see how he's going. I think his windows / virtual cable / discord setup is similar in idea to my linux methods.
WeldoVonSteel
September 8th, 2020, 14:10
Apologies if I'm being a bit of noob here but I'm having some trouble with getting AudioOverseer to work correctly.
I have it all set up in my campaign and I've set up some sounds and triggers, and these all work really well on my version of FGU, but when a player connects and triggers a sound via the Chat Window, they don't get any sounds playing on their PC.
I've set it all up to use local sound files, rather than Syrinscape, but we have checked to ensure that the player PC has all the correct sound files in exactly the same location as I do on the DM PC, and that there is a default player set up which can run the sound files.
Has anyone else seen this problem or know how to resolve it?
My details are as follows:
Windows 10
FGU Standard v4.0.0 (2022-09-03)
AudioOverseer v1.23
Ruleset 5e
arcanjl
September 8th, 2020, 14:16
Please look at my post on the previous page
https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=534525&viewfull=1#post534525
WeldoVonSteel
September 8th, 2020, 15:46
So have I got the wrong end of the stick here?
In FG classic we used the DOE Sound extension, and when using this if any sound was triggered it would play on all the clients (as long as they have the sound files in the correct location, and a default sound player configured), is this not the same with AO?
fabiocm
September 9th, 2020, 03:29
I think you will have to configure a virtual audio driver to make it audible for your players, since it does not play at their machines.
OneEyedNinja
September 13th, 2020, 05:34
Celestian, this is awesome! It took me awhile to get things working on a mac with needing to create an app to kick off separate instances of VLC for each sound file in a Collection. Not ideal, but that is a Mac limitation.
I am using FGU (latest update), 5E ruleset on 2019 Macbook running macOS Catalina 10.15.4.
My issue is that I have created a simple Critical Hit trigger using %[CRITICAL HIT%], but it doesn't trigger. With debug enabled, Console shows no activity at all when a critical hit is rolled. When I type [CRITICAL HIT] and press Return in chat it appears in a GM speech bubble but the intended sound is indeed triggered and Console shows the following. I also tried the word Attack assuming every attack would trigger, whether a hit or miss, but it does not trigger at all with any attack dice roll. Typing the word Attack in chat and pressing Return does indeed trigger the sound.39311
Thank you for all the work you have put in and shared!
celestian
September 13th, 2020, 06:56
Celestian, this is awesome! It took me awhile to get things working on a mac with needing to create an app to kick off separate instances of VLC for each sound file in a Collection. Not ideal, but that is a Mac limitation.
I am using FGU (latest update), 5E ruleset on 2019 Macbook running macOS Catalina 10.15.4.
My issue is that I have created a simple Critical Hit trigger using %[CRITICAL HIT%], but it doesn't trigger. With debug enabled, Console shows no activity at all when a critical hit is rolled. When I type [CRITICAL HIT] and press Return in chat it appears in a GM speech bubble but the intended sound is indeed triggered and Console shows the following. I also tried the word Attack assuming every attack would trigger, whether a hit or miss, but it does not trigger at all with any attack dice roll. Typing the word Attack in chat and pressing Return does indeed trigger the sound.39311
Thank you for all the work you have put in and shared!
Make sure you have the option enabled for players to see GM rolls.
OneEyedNinja
September 13th, 2020, 15:39
GM Rolls were on, but what was happening is I was rolling a Player attack in a single GM instance, which did hide the roll as you suspected was the issue. So I started a second instance and had this second Player instance do the attack and all worked fine! Again Celestian, thanks for offering this to us! I will put this to use tomorrow night. I am running local files and I am not sure I want to ask all my players to have all the local files on their computers so I was going to just have the files on my computer and have the volume set so they will hear it through our Google Meet session.
This brings up a question: If my Player 2 rolls a Critical Hit, will my GM instance recognize and play the AO Critical Hit sound, or will the Player 2 computer since they rolled?
celestian
September 13th, 2020, 23:36
I am running local files and I am not sure I want to ask all my players to have all the local files on their computers so I was going to just have the files on my computer and have the volume set so they will hear it through our Google Meet session.
I've never tested this so not sure it would even work. The system assumes you stream/push the audio to the players either using something like Syrinscape Online or VLC Stream or Cleanfeed.org.
SanguinemUK
September 16th, 2020, 18:40
So, I am trying to use this, but, my players arent hearing the SyrinScape Ambients that I am playing. Im not sure what I am missing. Can anyone help?
celestian
September 16th, 2020, 20:34
So, I am trying to use this, but, my players arent hearing the SyrinScape Ambients that I am playing. Im not sure what I am missing. Can anyone help?
Fantasy Grounds does not natively support playing sound files. Because of that...The system assumes you stream/push the audio to the players either using something like Syrinscape Online or VLC Stream or Cleanfeed.org.
Leif
September 20th, 2020, 10:51
I cover that in the video.
Here is an example path.
file://D:\Sounds\ADnD\Creature\878b87_Godzilla_Roar_Sound _FX.mp3
Is there a way to get it to play on the client side too? I feel like having a shared audio library at the same path would be easier and more efficient than streaming with VLC.
celestian
September 20th, 2020, 21:38
Is there a way to get it to play on the client side too? I feel like having a shared audio library at the same path would be easier and more efficient than streaming with VLC.
Fantasy Grounds does not natively support playing sound files. Because of that...The system assumes you stream/push the audio to the players either using something like Syrinscape Online or VLC Stream or Cleanfeed.org.
Willot
September 21st, 2020, 21:45
I was wondering if it is possible to have one trigger call another trigger and therefore make it possible for a trigger to check across two lines of text?
celestian
September 21st, 2020, 22:22
I was wondering if it is possible to have one trigger call another trigger and therefore make it possible for a trigger to check across two lines of text?
Thats not how triggers work. They are "triggered" based on text that appears. They do not have hooks to call other triggers that then look for other text. It wouldn't be a viable way to do what you're asking. It would need to ... instead of look for text on a single line but text that appears in a certain time window. Unfortunately with how FG works those delays could be different and would not be a deterministic method to do that. Thats just me theorizing and im not even sure it would work at all because of all the others that do not trigger based on a multi-line check. More than likely it would cause a lot of false triggers or failed triggering.
Leif
September 21st, 2020, 23:30
Fantasy Grounds does not natively support playing sound files. Because of that...The system assumes you stream/push the audio to the players either using something like Syrinscape Online or VLC Stream or Cleanfeed.org.
That's not what I mean. I just want the players to get the same trigger I get that causes the file to play within my system. Obviously they would all have to have the same files at the same file-path.
celestian
September 22nd, 2020, 00:37
That's not what I mean. I just want the players to get the same trigger I get that causes the file to play within my system. Obviously they would all have to have the same files at the same file-path.
I get that, but trying to align the stars to get that to work would be a nightmare to support and is very very kludgy. Expecting players to have the exact same sound paths is a pretty high bar. If you could export sound files and reference those, that would be doable.
Leif
September 22nd, 2020, 01:46
I get that, but trying to align the stars to get that to work would be a nightmare to support and is very very kludgy. Expecting players to have the exact same sound paths is a pretty high bar. If you could export sound files and reference those, that would be doable.
I already have the file path situation sorted via cloud sharing. I just don't know enough about FG extensions to go in and modify them yet. If I could just get the same trigger to send to GM and client a like, I feel like I could figure out the rest.
dimonic
September 22nd, 2020, 02:24
I am running FGC on Linux (using wine), I have installed AudioOverSeer and I am trying to get it to play any sound. I can click in my file manager on sound files and they play just fine on a variety of installed music players (tried VLC, mplayer, aplay). I have referenced a local file (/usr/share/sounds/alsa/Front_Center.wav) as a test file and when trying to play from FGC, nothing doing.
I even unpacked the .ext and added a debugging comment after the openWindow command, repacked it and that new comment printed as expected. However, openWindow seems to do nothing at all on my setup, and I get no sound.
Tried
/usr/share/sounds/alsa/Front_Center.wav
and
file:///usr/share/sounds/alsa/Front_Center.wav
Each to no avail. What am I missing? Do I need a Windows based music player in my wine environment?
celestian
September 22nd, 2020, 03:35
I don't know much about wine under linux but I can tell you it looks like you have an extra / in the file://usr path.
skj310
September 22nd, 2020, 11:40
I am running FGC on Linux (using wine), I have installed AudioOverSeer and I am trying to get it to play any sound. I can click in my file manager on sound files and they play just fine on a variety of installed music players (tried VLC, mplayer, aplay). I have referenced a local file (/usr/share/sounds/alsa/Front_Center.wav) as a test file and when trying to play from FGC, nothing doing.
I even unpacked the .ext and added a debugging comment after the openWindow command, repacked it and that new comment printed as expected. However, openWindow seems to do nothing at all on my setup, and I get no sound.
Tried
/usr/share/sounds/alsa/Front_Center.wav
and
file:///usr/share/sounds/alsa/Front_Center.wav
Each to no avail. What am I missing? Do I need a Windows based music player in my wine environment?
Hey there @dimonic ... yup this is close to what you want in FGC. But remember FGC in linux is using WINE and therefore you can't just call a sound file as wine doesn't like that. Take a look at my post a couple pages back in this thread. In that I think there's enough hints to do what you need to do for linux + FGC + wine. It's all about calling wineconsole from a text file that you reference. wineconsole with /cmd will make sure that you are playing the files. But do note that you need to choose the audio player. I tend to use VLC as the player for ambient sounds, and mplayer for SFX. Check my post ... I think that'll help you with sound and FGC. Playing sound via FGU is do-able but i've not quite worked out how to differentiate between playing ambient vs SFX in FGU yet .... so ... good luck!
dimonic
September 23rd, 2020, 21:18
Hey there @dimonic ... yup this is close to what you want in FGC. But remember FGC in linux is using WINE and therefore you can't just call a sound file as wine doesn't like that. Take a look at my post a couple pages back in this thread. In that I think there's enough hints to do what you need to do for linux + FGC + wine. It's all about calling wineconsole from a text file that you reference. wineconsole with /cmd will make sure that you are playing the files. But do note that you need to choose the audio player. I tend to use VLC as the player for ambient sounds, and mplayer for SFX. Check my post ... I think that'll help you with sound and FGC. Playing sound via FGU is do-able but i've not quite worked out how to differentiate between playing ambient vs SFX in FGU yet .... so ... good luck!
OK - so my solution is to run a shell script (which does work). What I was able to do is make a player script, and make a special link to the player-script.sh that has the name of each sound file embedded in it.
That script then decodes the name by which it was called to get the actual sound file to play, and plays the file using whichever player is chosen. I use VLC for ambient tracks (which I can manually switch on, off etc), and mplayer for one-shots.
donbwhite
September 25th, 2020, 00:52
I'm trying this Extension out but having trouble. I'm not seeing the ability to add Matches to triggers. I saw there was an issue in this thread noted earlier so I did just go in and only have the AudioOverseer SyrinScape Supersyrin mod/extension activated but no dice. I did go to the Audio Triggers two ways though. One through Audio > Audio Triggers and then through Library > AudioOverseer Mod > Application triggers. I noticed the one trigger I created was in the former but not the later. No errors in the console. And the trigger was unlocked.
Any ideas on what I might be missing?
celestian
September 25th, 2020, 01:14
I'm not seeing the ability to add Matches to triggers.
Any ideas on what I might be missing?
Please follow the debug steps in the first post, when complete note the information there for follow ups.
Without knowing anything about your setup (the details requested in the first post) I'd guess you have an extension conflict that is blocking the options to add matches.
donbwhite
September 25th, 2020, 01:25
Checked the debug steps but there was no information there. Here's my setup.
Ruleset: MoreCore
Other Extensions: None
System: Windows 10
GM Rolls set to show: Yes
FG version: FGU
Ext version: Current (re-downloaded from post 1 today)
celestian
September 25th, 2020, 05:14
Checked the debug steps but there was no information there. Here's my setup.
Ruleset: MoreCore
Other Extensions: None
System: Windows 10
GM Rolls set to show: Yes
FG version: FGU
Ext version: Current (re-downloaded from post 1 today)
I don't run Morecore (the community ruleset) so can't speak to what it does. If someone else that does use MoreCore can speak up otherwise I'll try and look at it this weekend. If you truly have no extensions then I suspect it's a ruleset issue (meaning they are overriding CoreRPG functionality) that causes the extension to no longer work.
donbwhite
September 25th, 2020, 23:02
Yeah it look like there's a conflict in MoreCore. I checked with a CoreRPG campaign and it shows up. I'll report it over to @damned in the MoreCore ruleset thread.
Malkinere
September 26th, 2020, 18:59
Hi all, I think im doing this install correctly however I dont hear any sounds play at all, here is a Screen shot of my logs:
39726
I am running FGU v4.0.0 Ultimate (2020-09-24)
Also do I still need to format the CSV file that I download from my Syrinscape Account to remove the tabs and replace with comma's?
What I am trying to accomplish is to run my game for my players where I can use both ambient sound and triggers when they attack or cast spells, etc. I would use the Syrinscape Online Beta player
Thanks for your help, this is driving me nuts.
celestian
September 26th, 2020, 19:37
Hi all, I think im doing this install correctly however I dont hear any sounds play at all, here is a Screen shot of my logs:
39726
I am running FGU v4.0.0 Ultimate (2020-09-24)
Also do I still need to format the CSV file that I download from my Syrinscape Account to remove the tabs and replace with comma's?
What I am trying to accomplish is to run my game for my players where I can use both ambient sound and triggers when they attack or cast spells, etc. I would use the Syrinscape Online Beta player
Thanks for your help, this is driving me nuts.
If you are using Syrinscape online player, set your source in preferences to Source 2. Source 1 is for the local "Fantasy" player.
Based on your image there your source is 1.
Willot
September 28th, 2020, 00:30
Just wants to show what Ive Done with this great extension
(the music isnt done by the extension though thats piped into the game in another way)
Video of AudioOverseerer (https://drive.google.com/file/d/1eAdOI5OIe8kdzifJPesm0gjqzjJfWkH9/view?usp=sharing)
donbwhite
September 28th, 2020, 00:36
Is there any way to reduce the lag between trigger and the sound playing?
celestian
September 28th, 2020, 18:15
Is there any way to reduce the lag between trigger and the sound playing?
Latency between the online player and FG is not something the extension can help. FG triggers the sound, whatever 3rd party tool is used to trigger can be as slow or fast as it is. Personally, I've never noticed a long latency when playing and players also have a similar synchronized sound experience.
Zar
October 16th, 2020, 16:15
[10/16/2020 5:10:12 PM] s'manager_audio.lua' | s'playURL' | s'Receiving same URL to fast, sURL:' | s'syrinscape-fantasy:elements/ZXpyZW4tbWFsZS13aXphcmQ6OmV4cGVkaXRpb3VzLXJldHJlYX Q/play/'
Some sounds don't work, some do. WIN 10. FGU v. 4.0.0 Ultimate. For Example "Blade Spell" doesn't work, "Sword swoosh" do.
celestian
October 16th, 2020, 18:18
[10/16/2020 5:10:12 PM] s'manager_audio.lua' | s'playURL' | s'Receiving same URL to fast, sURL:' | s'syrinscape-fantasy:elements/ZXpyZW4tbWFsZS13aXphcmQ6OmV4cGVkaXRpb3VzLXJldHJlYX Q/play/'
Some sounds don't work, some do. WIN 10. FGU v. 4.0.0 Ultimate. For Example "Blade Spell" doesn't work, "Sword swoosh" do.
It could be the import sound links are not valid (the ones I use came directly from Syrinscape) or you don't own the pack (if you're using the module in this thread).
You can correct it by copying the link in the Fantasy Player and replacing the link for the sound.
Zar
October 21st, 2020, 07:18
You can correct it by copying the link in the Fantasy Player and replacing the link for the sound.
Does this mean I have to go to the Master Interface and download the control links (CSV) and replace the AudioOverSeer Syrinscape Free Links.mod and AudioOverSeer Syrinscape SuperSyrin Links.mod files that I dowloaded from this Thread??
Sorry I'm a bit confused
EDIT: I have a SuperSyrin subscription.
EDIT: problem solved. The problem was in the source (source 2 to be selected)
seanny
October 24th, 2020, 10:18
Happy User got your extension to work. Using groove Music to locally play files. No sound expert ,I tried once before and had no success trying with the 2 Syrinscape mods. But without them and just the extension alone and after watching the triggers video closely it all came together. Thanks, I only have 2 sounds ( a trumpet and a raspberry) and 2 triggers (critical hits and misses) working so far ,which is a good start , but I think I know how it all works now. I can add more sounds I am sure.
dmporocuo
October 24th, 2020, 18:09
I've combed through the first 17 pages of this forum and do apologize if this has already been answered three times over, But in order for my players to hear the sounds I'm playing do they also need to be linked up to my syrinscape through that online player link thing with syrinscapes player running in the background or should they be able to hear through FGU?
Never mind I shoulda just worked backwards found a post on page 42 where Celestian mentioned that you need to push your audio through another player. meaning for me the easiest option is to make my players sign up with the free syrinscape account and link them to my campaign through the account manager.
celestian
October 25th, 2020, 04:34
Never mind I shoulda just worked backwards found a post on page 42 where Celestian mentioned that you need to push your audio through another player. meaning for me the easiest option is to make my players sign up with the free syrinscape account and link them to my campaign through the account manager.
Correct, right now thats the "simplest" option. If/when they add native audio support within FG I'll implement some way to utilize it.
skj310
October 25th, 2020, 10:28
OK - so my solution is to run a shell script (which does work). What I was able to do is make a player script, and make a special link to the player-script.sh that has the name of each sound file embedded in it.
That script then decodes the name by which it was called to get the actual sound file to play, and plays the file using whichever player is chosen. I use VLC for ambient tracks (which I can manually switch on, off etc), and mplayer for one-shots.
Hey there @dimonic you got this to work with a shell script?!?! Can you show me the contents of the script you decided to use? I tried this but failed in my attempts. Appreciate the heads up if you can.
skj310
October 25th, 2020, 22:42
Hey there @dimonic you got this to work with a shell script?!?! Can you show me the contents of the script you decided to use? I tried this but failed in my attempts. Appreciate the heads up if you can.
Note ... am assuming that we are talking FGU vs FGC, and noting that you DID mention FGC originally ... but am hoping that you also found a means for FGU. This is where i failed, scripts via FGU.
MacDork
October 27th, 2020, 03:28
I've noticed that some of the Moods for Saltmarsh -- Danger at Dunwater's Play links aren't triggering; like Guard Pools 49-52. Other Moods from the same sound pack work (like Kitchen), so I know I have access and that my Syrinscape client is configured correctly (local player; not online). I have it set to Source 1 in the Fantasy Grounds settings, too.
Help?
celestian
October 27th, 2020, 05:05
I've noticed that some of the Moods for Saltmarsh -- Danger at Dunwater's Play links aren't triggering; like Guard Pools 49-52. Other Moods from the same sound pack work (like Kitchen), so I know I have access and that my Syrinscape client is configured correctly (local player; not online). I have it set to Source 1 in the Fantasy Grounds settings, too.
Help?
Compare the links you are trying to use to the ones the fantasy player will give you. If they dont match the problem is the CSV file from Syrinscape.
MacDork
October 27th, 2020, 12:48
Compare the links you are trying to use to the ones the fantasy player will give you. If they dont match the problem is the CSV file from Syrinscape.
I took the Syrinscape Player link out of the app, then put in the Source 1 link field on the sound sheet in AudioOverseer, and then clicked the edit/read-only lock icon to lock the sheet, and clicking the Play link on the sheet still didn't trigger the sound. Just for funsies, I clicked the Syrinscape Mood I wanted to trigger, and it played just fine, so..... *shrug* ?
I should point out that I'm using the SuperSyrin module you created to trigger the sounds, and that I did a comparison between what's in the module you provided, and the Syrinscape Mood, and they were, in fact, different (which is what led me to replace the value in the Source 1 field).
seanny
October 30th, 2020, 07:27
Is it possible for a sound to be played when a Token is moved on the Map using the arrow keys? I know normally a chat message is required ,is this the only trigger mechanism. Alternatively could a chat message be generated when a Token moves and thus a trigger could be grabbed from this chat message?
I want a sound (like footsteps) to be played when a Token is moved ,normally I use the arrow keys.
I already use your normal chat triggers and am having fun with those but I wanted this Token Movement Sound as well.
celestian
October 30th, 2020, 07:36
Is it possible for a sound to be played when a Token is moved on the Map using the arrow keys? I know normally a chat message is required ,is this the only trigger mechanism. Alternatively could a chat message be generated when a Token moves and thus a trigger could be grabbed from this chat message?
I want a sound (like footsteps) to be played when a Token is moved ,normally I use the arrow keys.
I already use your normal chat triggers and am having fun with those but I wanted this Token Movement Sound as well.
Thats a great question and a good idea. I am not sure ;) If they have hooks to capture that sorta thing then it should be doable. Since I think it's a engine feature (arrow keys moving on maps) I am fairly sure it will require some sorta event function that they create in the API for us to use. I'll look/ask around and see what I come up with.
seanny
October 30th, 2020, 09:45
Cool thanks.
I use another VTT as well where I was helped with this question, the person that helped me used a macro , maybe it could help in FGU as well, I am not familiar with how the various elements interact but here is the macro section I got elsewhere for the other VTT.
It can't hurt, maybe you can get an idea from this.
let playlistName = "Soundboard";
let soundName = "Steps";
let volume = 1;
let sounds = game.playlists.entities.find(p => p.name == playlistName).sounds;
let src = sounds.find(p => p.name == soundName).path;
let howl = new Howl({src, volume, loop: false});
Hooks.on('updateToken',(scene,data,moved)=>{
if (moved.x >0 || moved.y > 0){howl.play();}
});
celestian
October 30th, 2020, 16:19
Cool thanks.
I use another VTT as well where I was helped with this question, the person that helped me used a macro , maybe it could help in FGU as well, I am not familiar with how the various elements interact but here is the macro section I got elsewhere for the other VTT.
It can't hurt, maybe you can get an idea from this.
let playlistName = "Soundboard";
let soundName = "Steps";
let volume = 1;
let sounds = game.playlists.entities.find(p => p.name == playlistName).sounds;
let src = sounds.find(p => p.name == soundName).path;
let howl = new Howl({src, volume, loop: false});
Hooks.on('updateToken',(scene,data,moved)=>{
if (moved.x >0 || moved.y > 0){howl.play();}
});
Unfortunately FG is a little more "sandboxed" and we only have access to things the API lets us at. I did look at the new docs site but I did not see anything that might allow capturing a move event (other than drag and I am not interested in that at the moment) such as by the arrow keys or by accepting a move (when using locked tokens). I posed the question in the FGU forums and perhaps it will get a response.
seanny
October 30th, 2020, 23:43
Ok thank you.
kinkajou
October 31st, 2020, 09:11
Hi, I have a problem with audiooverseer on FG Unity. I installed the extension and the modules, using supersyrin and seems to load all the sounds. When I try to play the sound, Windows opens a form asking me to set the application to play the link provided in the sound object. It's a syrinscape-sci-fi link. Did I miss something?
celestian
October 31st, 2020, 18:48
Hi, I have a problem with audiooverseer on FG Unity. I installed the extension and the modules, using supersyrin and seems to load all the sounds. When I try to play the sound, Windows opens a form asking me to set the application to play the link provided in the sound object. It's a syrinscape-sci-fi link. Did I miss something?
If you are using the syrinscape online player you do not have source 2 selected. That link is for the scifi-player, not the online player.
kinkajou
October 31st, 2020, 22:45
I'm using Syrinscape Scifi, with the modules designed for Call of Cthulhu.
celestian
November 1st, 2020, 01:04
I'm using Syrinscape Scifi, with the modules designed for Call of Cthulhu.
Ah, then it's a Syrinscape issue. I would suggest uninstalling and re-installing the sci-fi player. I've had the same issue (where it did not setup associations) multiple times with all 3 versions of the client (including the online player).
seanny
November 23rd, 2020, 10:00
Does Audio Overseer work with MoreCore ? i can get sound to play by creating a sound.
However when I create a trigger then the Match Box is not present so I cannot add a text trigger ;there is just no box to add anything too.
I am only experimenting with Wrath & Glory Character sheet with MoreCore ruleset , if the extension doesn't work it is not the end of the world, I use the extension well with both D&D 2e and also D&D 5e and it works really good.
I just thought I would try it with MoreCore as well .https://imgur.com/gallery/q7SH5YT
celestian
November 23rd, 2020, 19:42
Does Audio Overseer work with MoreCore ? i can get sound to play by creating a sound.
However when I create a trigger then the Match Box is not present so I cannot add a text trigger ;there is just no box to add anything too.
I am only experimenting with Wrath & Glory Character sheet with MoreCore ruleset , if the extension doesn't work it is not the end of the world, I use the extension well with both D&D 2e and also D&D 5e and it works really good.
I just thought I would try it with MoreCore as well .https://imgur.com/gallery/q7SH5YT
Have you tried it w/o any other extensions. There are some extensions from the MoreCore author that conflict with AudioOverseer. If that functionality was built directly into MoreCore that also might be the cause of the problem.
Fezzik Buttercup
November 23rd, 2020, 22:50
Hi!
I would really like sound. But I just want to make sure I understand. We need a SuperSyrinscape for this to work, right (and then have the players link to your account there) and then all the triggers/collections/misc sounds I've put together will allow them to be heard by the players (once they have the online player running that has that link active)?
I've tried just running it over the online player but I think I misunderstood how this whole push/streaming things work (I'm Old enough that the C-64 was a huge computer to have :) ) and that didn't work (I don't yet have a super script) and I think(?) the only way to pass sound is through something like that.
Thanks,
Fezzik
celestian
November 23rd, 2020, 23:39
Hi!
I would really like sound. But I just want to make sure I understand. We need a SuperSyrinscape for this to work, right (and then have the players link to your account there) and then all the triggers/collections/misc sounds I've put together will allow them to be heard by the players (once they have the online player running that has that link active)?
I've tried just running it over the online player but I think I misunderstood how this whole push/streaming things work (I'm Old enough that the C-64 was a huge computer to have :) ) and that didn't work (I don't yet have a super script) and I think(?) the only way to pass sound is through something like that.
Thanks,
Fezzik
If you are having the sounds play locally through the Online player you are mostly done. You now need to share your Syrinscape link (thats from syrinscape, not this extension) and your players need to use that link and have their own copy of Syrinscape Online player running.
Fezzik Buttercup
November 23rd, 2020, 23:49
Ok, thanks Celestian. I thought after some digging and trying to get it to work that it needed the sub, and it appears it does (since you can't get the link without the sub :) ).
I'm working with a less elegant solution, but it's still using your fabulous extension (the town in my campaign for my players will be most glorious sounding now that they can hear fire and church warning bells!)
Willot
November 24th, 2020, 01:31
I use Voicemeeter Bananna and Virtual Audio Cable to pipe through sounds and music to discord. Takes some setting up but once set up works pretty good. The Online Syrinscape option provides better sound quality I would think though.
AudioOverseer using local sounds and music (https://drive.google.com/file/d/1zEa18PC-BvYm88S5fTvVplEKQWWtINYi/view?usp=sharing)
celestian
November 24th, 2020, 01:56
I use Voicemeeter Bananna and Virtual Audio Cable to pipe through sounds and music to discord. Takes some setting up but once set up works pretty good. The Online Syrinscape option provides better sound quality I would think though.
AudioOverseer using local sounds and music (https://drive.google.com/file/d/1zEa18PC-BvYm88S5fTvVplEKQWWtINYi/view?usp=sharing)
You can do something similar with cleanfeed.org (and the virtual cable) for free. The sound quality with that method is better, latency is good as well. It's not as simple as a dicord pipe but... it works. It will require your players to have the web page loaded to head the audio and each will need to have their own unique url/invite.
seanny
November 24th, 2020, 07:44
I am not using any extensions in MoreCore ruleset ,other than Audio Overseer .Just checked again in game.
The little green + sign just does not show up in Triggers.
As per my last pic,i was not using any other extensions in that screenshot.
Does this mean More Core is partially incompatible, I can play sounds just i cannot set up Triggers?
damned
November 24th, 2020, 09:37
MoreCore makes some changes to the chat output and this is incompatible with the triggers in Audio Seer.
It is the World Builder and Investigator components that cause this.
seanny
November 24th, 2020, 09:44
Thanks for the answer.
CorteSconta
November 24th, 2020, 15:45
Hi! So, it's just me or the Readme into the github files it's empty? I'm trying to figure out where to put all the files to install AO but i'm failing, miserably..
celestian
November 25th, 2020, 00:04
Hi! So, it's just me or the Readme into the github files it's empty? I'm trying to figure out where to put all the files to install AO but i'm failing, miserably..
This extension works as all other extensions generally. The doc site should have instructions for general things like that. Drop the .ext into your FG_DATA_PATH\extensions\ folder. Thats the only file that should be there. If you are using the example modules those need to be placed into FG_DATA_PATH\modules\ folder.
WeldoVonSteel
November 25th, 2020, 15:28
I'm sorry if I'm asking questions that have already been raised, but there is a lot of posts to read and I can't seem to find the answers I'm after with the 'search' function.
1. When you make 'Sound Boards' are they just 'Story' elements within FG or is there somewhere else I have to create them?
2. At the moment whenever I click on a 'play sound' button, the sound plays fine but my FG Options panel also opens, does anyone else get this and know how to stop it?
Thanks.
Craftzero
December 8th, 2020, 17:41
I use and love this extension! I do have one question - will we ever have the ability to trigger sounds even if GM rolls are hidden?
googalabosh
December 8th, 2020, 17:52
I use and love this extension! I do have one question - will we ever have the ability to trigger sounds even if GM rolls are hidden?
Agreed. It would be awesome if we could do this. I don't know how to code in FG but my guess is there is a reason this isn't possible right now.
celestian
December 8th, 2020, 17:57
I use and love this extension! I do have one question - will we ever have the ability to trigger sounds even if GM rolls are hidden?
If you don't want the players to see the dice roll, why would you want them to hear the results of the roll?
Agreed. It would be awesome if we could do this. I don't know how to code in FG but my guess is there is a reason this isn't possible right now.
There is, without additional changes in the process to capture chat text (which might cause problems with various rulesets) it's not feasible.
Craftzero
December 8th, 2020, 18:24
If you don't want the players to see the dice roll, why would you want them to hear the results of the roll?
Revealing the roll shows the players whatever bonus a particular NPC has - so if you want to keep the skill of an NPC secret, you can't.
Willot
December 9th, 2020, 09:21
Be cool if there is a way to concatenate the actor's name that triggered an event into an event itself.
For example
Tiffany:Damage [23] slashing [CRITICAL] ----- as it is atm there would be no way to trigger a specialized sound for Tiffany as Tiffany cant be picked up by the trigger.
But...
Tiffany:Tiffany's Damage [23] slashing [CRITICAL ----- could be? ([Actor->Name] + "'s " + ActionS)
Then I could have a cool sound for Tiffany getting a critical (or whoever)
Craftzero
December 9th, 2020, 10:44
Be cool if there is a way to concatenate the actor's name that triggered an event into an event itself.
For example
Tiffany:Damage [23] slashing [CRITICAL] ----- as it is atm there would be no way to trigger a specialized sound for Tiffany as Tiffany cant be picked up by the trigger.
But...
Tiffany:Tiffany's Damage [23] slashing [CRITICAL ----- could be? ([Actor->Name] + "'s " + ActionS)
Then I could have a cool sound for Tiffany getting a critical (or whoever)Yeah, I've always wanted that as well!
celestian
December 9th, 2020, 17:40
Be cool if there is a way to concatenate the actor's name that triggered an event into an event itself.
For example
Tiffany:Damage [23] slashing [CRITICAL] ----- as it is atm there would be no way to trigger a specialized sound for Tiffany as Tiffany cant be picked up by the trigger.
But...
Tiffany:Tiffany's Damage [23] slashing [CRITICAL ----- could be? ([Actor->Name] + "'s " + ActionS)
Then I could have a cool sound for Tiffany getting a critical (or whoever)
That would be specific to the ruleset and how they display chat text. I image most just show the icon/portrait of the player.
mattekure
December 9th, 2020, 19:17
That would be specific to the ruleset and how they display chat text. I image most just show the icon/portrait of the player.
I added this as an option in my ext. if the option to include the sender in the trigger text is selected, then I concatenate the msg.sender text to the beginning of the msg.text text. Then do the pattern matching against that. It seems to have worked fairly well and I have not heard any complaints from users.
Willot
December 10th, 2020, 21:17
I added this as an option in my ext. if the option to include the sender in the trigger text is selected, then I concatenate the msg.sender text to the beginning of the msg.text text. Then do the pattern matching against that. It seems to have worked fairly well and I have not heard any complaints from users.
Good to hear there's hope!
ATM I can individualize sounds for PC weapon attacks by renaming the weapons like instead of Longsword [Hit]-> etc to Tiffany's Longsword[Hit]-> etc on the individual character sheets
But be nice to be able to pickup skills and the like when they make a check (without having to rename everything manually) or even SAVE success or failure (which cannot be renamed manually)
eporrini
December 11th, 2020, 19:05
Does anyone have a reasonable configuration of a soundboard integrating with this extension that is not Syrinscape? I am looking for the sound board/Syrinscape alternative as well as the connection and sharing method. Something that integrates into Discord would be awesome.
Echomikedelta
December 18th, 2020, 03:27
I just stream my media player in Discord and have everyone join the stream for sound. I have a bunch of different sounds and ambience that isnt Syrenscape working. My only issue is in VTM 5ed the trigger window where you enter text for triggers doesnt display.
Echomikedelta
December 18th, 2020, 22:00
42134
When I try to create an Audio Trigger in Vampire The Masquerade V5, as you can see in the picture there is no place to add/enter matches. Am I missing something? I believe VTM5 is built on CoreRPG.
celestian
December 18th, 2020, 23:02
42134
When I try to create an Audio Trigger in Vampire The Masquerade V5, as you can see in the picture there is no place to add/enter matches. Am I missing something? I believe VTM5 is built on CoreRPG.
It is one of two things, either you have an extension that is manipulating a expecting template or class or the ruleset itself changes those from CoreRPG. Savageworlds does something similar.
Zionmatrix
December 19th, 2020, 16:23
Does anyone have a reasonable configuration of a soundboard integrating with this extension that is not Syrinscape? I am looking for the sound board/Syrinscape alternative as well as the connection and sharing method. Something that integrates into Discord would be awesome.
I haven't done any of the work yet, but I'm looking at adding sounds from https://tabletopaudio.com/
Zionmatrix
December 20th, 2020, 00:38
Has anyone used damage type to trigger combat sounds for 5e?
celestian
December 20th, 2020, 01:41
I haven't done any of the work yet, but I'm looking at adding sounds from https://tabletopaudio.com/
Be careful using that is you stream. You'll get hit with a DMCA alert (I did on twitch and youtube).
kerrigaj
December 21st, 2020, 12:19
Hi - I have enabled the http interface in VLC and can successfully control the player via commands from my StreamDeck. I have so far failed to pass along stop commands to VLC from Audio Overseer running in FGU however (I can start audio fine). I am using the following VLC stop command based on the very helpful mattekure post #297 (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=509311&viewfull=1#post509311) above:
https:// 127.0.0.1:8080/requests/status.xml?command=pl_stop
I receive the following webpage error:
This site can’t be reached
%20127.0.0.1’s server IP address could not be found.
Try:
Running Windows Network Diagnostics
Changing DNS over HTTPS settings
DNS_PROBE_FINISHED_NXDOMAIN
Please can someone who has successfully passed stop commands to VLC advise on what I am doing wrong. Thanks in advance!
celestian
December 21st, 2020, 17:49
Hi - I have enabled the http interface in VLC and can successfully control the player via commands from my StreamDeck. I have so far failed to pass along stop commands to VLC from Audio Overseer running in FGU however (I can start audio fine). I am using the following VLC stop command based on the very helpful mattekure post #297 (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=509311&viewfull=1#post509311) above:
I receive the following webpage error:
Please can someone who has successfully passed stop commands to VLC advise on what I am doing wrong. Thanks in advance!
It looks like you have a space between https:// and the start of 127.0.0.1.
This site can’t be reached
%20127.0.0.1’s server IP address could not be found.
That bold bit indicates it as well.
If thats not it try using localhost instead of 127.0.0.1 and see if that helps.
kerrigaj
December 23rd, 2020, 01:16
Audio Files Overwritten During Batch Import
Hi Celestian - thank you for the response above,
I have been setting up your excellent Audio Overseer extension but run into an import problem.
What Works
1. I tested Audio Overseer triggering a flac file stored on my NAS using VLC and it works fine
2. I tested a stop command based on help from mattekure in the FG Discord channels and it stops the audio fine
What doesn't Work
I set up a CSV file of 300 ambient audio flac files from Michael Ghelfi and, after a few attempts to configure it correctly produced the following CSV file (note that I needed to play with the output a bit to ensure the CSV file could produce the " needed for each field), I was able to use the Audio Overseer batch import feature to import up to 100/300 audio links into Audio Overseer. Whenever I tried to do more than that (eg all 300) each new batch overwrote an older batch regardless of the settings I used. This was the same when I tried limiting the import to a batch size of 100 or less too.
Not sure if this is a bug, or if I am doing something wrong. I hope you can advise. Thanks in advance!
Best, John
Structure of import file
I do not see anything wrong with the structure I used (see 10 of the files below):
Code:
id,status ,category,pack,set,name,type,sub_type,genre_play_u rl,genre_stop_url,online_play_url,online_play_stop
"101","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Alchemy Laboratory","Settlements","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\01 Alchemy Laboratory.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"102","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Back Alley Tavern","Settlements","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\02 Back Alley Tavern.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"103","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Black Market","Settlements","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\03 Black Market.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"104","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Blizzard Campfire","Campfires","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\04 Blizzard Campfire.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"105","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Blizzard","Cold Arctic","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\05 Blizzard.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"106","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Campfire at Dusk","Campfires","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\06 Campfire at Dusk.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"107","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Campfire in Woods","Campfires","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\07 Campfire in Woods.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"108","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Cozy Library","Settlements","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\08 Cozy Library.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"109","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Crystal Cave","Caves","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\09 Crystal Cave.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
"110","-","Ambience","Michael Ghelfi","RPG Ambiences Vol 1","Dark Humid Cave","Caves","-","H:\RPG\Audio\Michael Ghelfi\RPG Ambiences Vol. 1 (Short loops)\10 Dark Humid Cave.flac","https://localhost:8080/requests/status.xml?command=pl_stop","-","-"
celestian
December 23rd, 2020, 01:45
The core identifier for a sound entry is the ID, if the ID is the same and you've used the setting to replace (and not update) it will overwrite.
kerrigaj
December 23rd, 2020, 13:03
The core identifier for a sound entry is the ID, if the ID is the same and you've used the setting to replace (and not update) it will overwrite.
Hi - thanks for the comment. I produced a unique ID for each track - based on audio pack and track number - eg Audio Pack 3, track 37 = 337. They are all unique, but not contiguous. Would it help if I named the IDs 1-300?
There is a work around, however. One can set up audio tracks in batches on anything <100 and save them as a module. Adding a new batch overwrites the first, but can also be saved. When the modules are all loaded, all tracks are available.
kerrigaj
December 23rd, 2020, 13:08
One final question, which is probably not going to find an answer. I run an Adventures in Middle Earth campaign based on the 5E ruleset in FGU. Audio triggers do not work in that campaign, even if I strip out all extensions except the AiME ruleset and Audio Overseer. Strangely, I set up a new 5E campaign with just those two extensions loaded and triggers work fine...
celestian
December 23rd, 2020, 20:48
Hi - thanks for the comment. I produced a unique ID for each track - based on audio pack and track number - eg Audio Pack 3, track 37 = 337. They are all unique, but not contiguous. Would it help if I named the IDs 1-300?
There is a work around, however. One can set up audio tracks in batches on anything <100 and save them as a module. Adding a new batch overwrites the first, but can also be saved. When the modules are all loaded, all tracks are available.
I'm not entirely clear on your statement above but... those ids MUST be unique.
One final question, which is probably not going to find an answer. I run an Adventures in Middle Earth campaign based on the 5E ruleset in FGU. Audio triggers do not work in that campaign, even if I strip out all extensions except the AiME ruleset and Audio Overseer. Strangely, I set up a new 5E campaign with just those two extensions loaded and triggers work fine...
More than likely that extension manipulates chat in some fashion and changes the behavior. AO assumes a CoreRPG chat based system.
kerrigaj
December 23rd, 2020, 21:14
I'm not entirely clear on your statement above but... those ids MUST be unique.
Thanks and sorry for the lack of clarity.
1. IDs are unique
2. "not contiguous": the IDs are in blocks of fifty 101-150, 201-250, 301-350, 401-450, 501-550, 601-650
More than likely that extension manipulates chat in some fashion and changes the behavior. AO assumes a CoreRPG chat based system.
I worked out what was going wrong with this - user error on my behalf. Somewhere down the line I had set AO triggers to Trigger 2 in settings. Trigger 1 works fine.
Great extension and thanks for troubleshooting.
celestian
December 24th, 2020, 00:17
Thanks and sorry for the lack of clarity.
1. IDs are unique
2. "not contiguous": the IDs are in blocks of fifty 101-150, 201-250, 301-350, 401-450, 501-550, 601-650
They do not need to be contiguous. Only unique. As long as nothing else uses the same IDs they should not replace/over write unless you select the option to do so. By default it will only add "new" entries.
LaoclesJarkin
December 26th, 2020, 18:57
Hey everyone, I have watched the videos, I am having some trouble with getting the button on the right to show up, If I go to library it shows up, but there isn't a button and It also won't allow me to add...basically the videos i have watched I can't do anything.
I have tried to find some instructions on setting it up, but can't find anything...can someone help out with this?
celestian
December 26th, 2020, 19:43
Hey everyone, I have watched the videos, I am having some trouble with getting the button on the right to show up, If I go to library it shows up, but there isn't a button and It also won't allow me to add...basically the videos i have watched I can't do anything.
I have tried to find some instructions on setting it up, but can't find anything...can someone help out with this?
Need more details. See debug steps and follow up.
Gryfen
January 9th, 2021, 02:52
First of all, Celestian. Thank you for all your work on this extension and the accompanying mod file. Sounds in FG really enhance the experience for me and my players and this really will fill the void left by loss of the other extension.
I am having issues with triggers.
The sounds play as expected from my local Syrinscape Fantasy Player, both from the Audio entry and the Audio Trigger entry, but no sound is played from expected chat triggers.
The console is strangely blank when dice are rolled that would trigger a sound.
I have enabled the /ao debug on and the console shows sounds when manually played, but nothing when the dice are rolled.
AudioOverseer - CoreRPG version 1.26.
Fantasy Grounds Unity v4.0.6 ULTIMATE
No other extensions enabled, except AudioOverseer
Chat: Show GM rolls is set to ON
AudioOverseer is set to Enabled and source is Source 1
Console results of manually clicking the play link in the Audio and Audio Trigger entries:
[1/8/2021 6:51:34 PM] s'[01/08/21 18:51:34]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Whip Crack'
[1/8/2021 6:51:34 PM] s'[01/08/21 18:51:34]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/dW50aXRsZWQtc291bmRzZXQtMjIzMjctY3VzdG9tLTE6OnVudG l0bGVkLWVsZW1lbnQtNzI1OTk/play/'
[1/8/2021 6:51:36 PM] s'[01/08/21 18:51:36]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/8/2021 6:51:36 PM] s'[01/08/21 18:51:36]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
[1/8/2021 6:54:32 PM] s'[01/08/21 18:54:32]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Whip Crack'
[1/8/2021 6:54:32 PM] s'[01/08/21 18:54:32]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/dW50aXRsZWQtc291bmRzZXQtMjIzMjctY3VzdG9tLTE6OnVudG l0bGVkLWVsZW1lbnQtNzI1OTk/play/'
[1/8/2021 6:54:40 PM] s'[01/08/21 18:54:40]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/8/2021 6:54:40 PM] s'[01/08/21 18:54:40]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
I do see this error in the console... If it has any bearing.
[WARNING] Frame tabs contains out-of-range values in BottomLeft.
Gryfen
January 12th, 2021, 18:43
Wow... does my breath stink? or am I Posting in the wrong place?
Myrdin Potter
January 12th, 2021, 19:25
Celestian has a day job that spikes in requirements. It is not uncommon that it takes a week for him to circle back and answer questions.
celestian
January 12th, 2021, 21:09
Celestian has a day job that spikes in requirements. It is not uncommon that it takes a week for him to circle back and answer questions.
Very true... and sometimes I miss posts entirely like this one.
First of all, Celestian. Thank you for all your work on this extension and the accompanying mod file. Sounds in FG really enhance the experience for me and my players and this really will fill the void left by loss of the other extension.
I am having issues with triggers.
The sounds play as expected from my local Syrinscape Fantasy Player, both from the Audio entry and the Audio Trigger entry, but no sound is played from expected chat triggers.
The console is strangely blank when dice are rolled that would trigger a sound.
I have enabled the /ao debug on and the console shows sounds when manually played, but nothing when the dice are rolled.
AudioOverseer - CoreRPG version 1.26.
Fantasy Grounds Unity v4.0.6 ULTIMATE
No other extensions enabled, except AudioOverseer
Chat: Show GM rolls is set to ON
AudioOverseer is set to Enabled and source is Source 1
Console results of manually clicking the play link in the Audio and Audio Trigger entries:
[1/8/2021 6:51:34 PM] s'[01/08/21 18:51:34]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Whip Crack'
[1/8/2021 6:51:34 PM] s'[01/08/21 18:51:34]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/dW50aXRsZWQtc291bmRzZXQtMjIzMjctY3VzdG9tLTE6OnVudG l0bGVkLWVsZW1lbnQtNzI1OTk/play/'
[1/8/2021 6:51:36 PM] s'[01/08/21 18:51:36]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/8/2021 6:51:36 PM] s'[01/08/21 18:51:36]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
[1/8/2021 6:54:32 PM] s'[01/08/21 18:54:32]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Whip Crack'
[1/8/2021 6:54:32 PM] s'[01/08/21 18:54:32]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/dW50aXRsZWQtc291bmRzZXQtMjIzMjctY3VzdG9tLTE6OnVudG l0bGVkLWVsZW1lbnQtNzI1OTk/play/'
[1/8/2021 6:54:40 PM] s'[01/08/21 18:54:40]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/8/2021 6:54:40 PM] s'[01/08/21 18:54:40]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
I do see this error in the console... If it has any bearing.
[WARNING] Frame tabs contains out-of-range values in BottomLeft.
If you're not seeing any log entries for the trigger the trigger isn't firing. If the trigger isn't firing then it's not coming close to matching and will need to see the match string you are looking for.
This is an example of what we're looking for in the debug log.
Runtime Notice: s'[01/12/21 15:07:39]' | s'manager_audio' | s'onReceive' | s'Name of Trigger:' | s'Attack Miss'
Runtime Notice: s'[01/12/21 15:07:39]' | s'manager_audio' | s'onReceive' | s'Root of Sound Record:' | s'audio.e1041@AudioOverSeer Syrinscape Free Links'
Runtime Notice: s'[01/12/21 15:07:39]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Sword swoosh'
Runtime Notice: s'[01/12/21 15:07:39]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjQzLXN3b3JkLXN3b29zaC0w/play/'
The match string for the above is %[MISS%]
Gryfen
January 13th, 2021, 00:23
Sorry I wasn't trying to be rude... I genuinely thought i was in error, and Sarcasm is just one of my many gifts :)
I am using the "Attack hit" that came with the program, the original sound didnt fire... so i created a new sound in Audio, and attached it to the Attack hit... it plays from the trigger window, and from the audio
The Match sound is.... %[HIT%]
The line in the chat when I swing is... Attack [23] -> [at Unidentified Creature 2] [HIT]
Am I missing something? (Usually the case when i ask for help)
Thanks for your help.
PS. I don't see a way to upload a screen cap... but i have one that shows everything, if there's somewhere i can make it available to you.
celestian
January 13th, 2021, 01:54
I am using the "Attack hit" that came with the program, the original sound didnt fire... so i created a new sound in Audio, and attached it to the Attack hit... it plays from the trigger window, and from the audio
The Match sound is.... %[HIT%]
The line in the chat when I swing is... Attack [23] -> [at Unidentified Creature 2] [HIT]
Am I missing something? (Usually the case when i ask for help)
There is a step by step process listed to debug these sorta things on the first post... for this case, turn on debug mode, open the console window, trigger the effect. If nothing is showing up in the console window then either something is blocking the extension from that functionality or the trigger text did not appear.
Based on what you said im leaning towards some extension you have loaded is the cause but, that's a guess based on given details.
kerrigaj
January 13th, 2021, 11:22
Hi Celestian. I created a few modules containing hundreds of sound triggers that all work in a 5E environment on FGU. The modules do not show up as library options when I wish to use them in a different FGU ruleset based on CoreRPG (Rolemaster Classic).
Is there anything I need to do to tweak the module XML for them to show up and be usable in different rulesets?
Thanks in advance for any help!
celestian
January 13th, 2021, 14:59
Hi Celestian. I created a few modules containing hundreds of sound triggers that all work in a 5E environment on FGU. The modules do not show up as library options when I wish to use them in a different FGU ruleset based on CoreRPG (Rolemaster Classic).
Is there anything I need to do to tweak the module XML for them to show up and be usable in different rulesets?
Thanks in advance for any help!
Exported modules in FG default to being set to use for that ruleset. You'll need to edit the .mod file, change the definition.xml file to reflect the <ruleset> you want it to be able to open in.
Gryfen
January 17th, 2021, 03:30
Its me again, ... I waited untill i had a chance to sit down and thoroughly test everything again. Sorry for the long post below... but i wanted to make sure i come with all the info from the step by step process... i would really like to get this sorted out.... My Tuesday night game isn't the same without sound.(We just switched from FGC to FGU, and thus to AO)
I Even removed all Extensions from the extension folder
Its empty except for
audiooverseer.xml
record_audio.xml
record_audiocollections.xml
record_audiotriggers.xml
I have uninstalled and reinstalled Syrinscape.
There is still nothing in the console after rolling off the character sheet.
I am using an attack hit Trigger.
The Weapon Impact sound created in the audio window,
The sound plays when clicked on the audio, and trigger panes.
The Match script is %[HIT%]
The Text in the chat after rolling is
Attack [17] -> [at Unidentified Creature] [HIT]
If you are still having problems:
Download the latest version and remove all "folders" of the same name of this extension in the extensions folder. CHECK
Disable ALL OTHER EXTENSIONS except AudioOverseer.CHECK
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.CHECK
Enable debug output "/ao debug enable" CHECK
Type "/console"CHECK
If Trigger issues: Type the text in chat of the trigger you'd like to activate and review the debug output.CHECK No Sound, no text in console
If still Trigger or general sounds not playing: Click "Play" on a sound. (click a sound link) CHECK Sound plays on both trigger page, and audio page
Review that output to see why sound is not playing.
See Log Below
[1/14/2021 6:37:06 PM] FGU: v4.0.6 ULTIMATE (2020-12-23)
[1/14/2021 6:37:06 PM] OS: Windows 10 (10.0.0) 64bit
[1/14/2021 6:37:06 PM] GRAPHICS: NVIDIA GeForce GTX 1080 : 8079
[1/14/2021 6:37:06 PM] UI SCALE: 1
[1/14/2021 6:37:06 PM] USER: Gryfen
[1/14/2021 6:37:06 PM] Launcher scene starting.
[1/14/2021 6:37:42 PM] Daily session backup created.
[1/14/2021 6:37:42 PM] Starting cloud server mode. [Gryfen]
[1/14/2021 6:37:47 PM] Game server started. [161.35.236.97:62598]
[1/14/2021 6:37:47 PM] Launcher scene exiting.
[1/14/2021 6:37:47 PM] Match successfully created on lobby.
[1/14/2021 6:37:47 PM] Tabletop scene starting.
[1/14/2021 6:37:47 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PUBLIC]
[1/14/2021 6:37:55 PM] MEASURE: RULESETS LOAD - 8.1384459 - 5E
[1/14/2021 6:37:56 PM] MEASURE: EXTENSIONS LOAD - 0.6375367 - 1
[1/14/2021 6:38:03 PM] MEASURE: MODULE LIST BUILD - 6.7835723 - 93
[1/14/2021 6:38:03 PM] MEASURE: REFRESH IMAGE ASSETS - 0.1947887
[1/14/2021 6:38:03 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0623172
[1/14/2021 6:38:03 PM] MEASURE: REFRESH TOKEN ASSETS - 0.1423123
[1/14/2021 6:38:03 PM] MEASURE: ASSET LIST BUILD - 0.4004339
[1/14/2021 6:38:06 PM] MEASURE: LOAD - PART 1 - 19.0605991
[1/14/2021 6:38:07 PM] MEASURE: MODULE LOAD - 0.1256403 - AudioOverSeer Syrinscape Free Links
[1/14/2021 6:39:13 PM] RULESET: Dungeons and Dragons (5E) ruleset v3.3.12 for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
[1/14/2021 6:39:13 PM] RULESET: Core RPG ruleset v3.3.12A for Fantasy Grounds
Copyright 2019 Smiteworks USA, LLC
[1/14/2021 6:39:13 PM] EXTENSION: AudioOverseer - CoreRPG version 1.26.\rby Celestian, 2020
[1/14/2021 6:39:13 PM] MEASURE: LOAD - PART 2 - 67.061244
[1/14/2021 6:44:14 PM] Campaign saved.
[1/14/2021 6:49:15 PM] Campaign saved.
[1/14/2021 6:50:20 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[1/14/2021 6:50:55 PM] s'[01/14/21 18:50:55]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/14/2021 6:50:55 PM] s'[01/14/21 18:50:55]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
[1/14/2021 6:51:01 PM] s'[01/14/21 18:51:01]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/14/2021 6:51:01 PM] s'[01/14/21 18:51:01]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
[1/14/2021 6:54:16 PM] Campaign saved.
[1/14/2021 6:54:46 PM] s'[01/14/21 18:54:46]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/14/2021 6:54:46 PM] s'[01/14/21 18:54:46]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
[1/14/2021 6:54:54 PM] s'[01/14/21 18:54:54]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Weapon Impact'
[1/14/2021 6:54:54 PM] s'[01/14/21 18:54:54]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjY4LXdlYXBvbi1pbXBhY3RzLTAtY2 9weQ/play/'
If you are still unable to resolve why your sound isn't playing copy the output from the Console.CHECK
Create a post here and paste the console output into in with your question. CHECK
Note the operating system, version of FG (FGU or FGC), ruleset and version of ruleset and exact procedure you are trying to play a sound.
NOTE THE VERSION OF FG AT THE TOP.
[1/14/2021 6:37:06 PM] FGU: v4.0.6 ULTIMATE (2020-12-23)
[1/14/2021 6:37:06 PM] OS: Windows 10 (10.0.0) 64bit
D&D 5th ed. Ruleset.
AudioOverseer is set to Enabled and source is Source 1
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