View Full Version : AudioOverseer (Audio Management Extension)
celestian
January 17th, 2021, 07:17
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 tried to reproduce your problem but was unable too.
https://i.imgur.com/27EHQfp.png
Have you tried a completely clean campaign? Perhaps there some odd behavior with that one? From what I can see there is no reason it should not be working for you.
Gryfen
January 17th, 2021, 23:12
That was an outstanding suggestion, I hadn't thought to try that,. However when i tried another campaign i had as well as one i made just to test this... both were the same as the first.
I did look through my sound settings again, i didn't see anything off... and besides sounds play from everything but the chat.
celestian
January 18th, 2021, 01:53
That was an outstanding suggestion, I hadn't thought to try that,. However when i tried another campaign i had as well as one i made just to test this... both were the same as the first.
I did look through my sound settings again, i didn't see anything off... and besides sounds play from everything but the chat.
None of the triggers work or just this one? I thought you said it was just this one?
You dont happen to have this set? It should be set to "Enabled".
https://i.imgur.com/9knuSaw.png
daddyogreman
January 18th, 2021, 07:19
Is anyone running this on linux?
I've got it working via the source 2 approach of just directly hitting the syrinscape frontend api but the problem is every time I play a sound, chrome steals focus and opens a new tab. It's driving me nuts. I've been trying to figure out a way to override the windowclass that's called to execute a headless browser via the command line or something of the sort so that I'm not constantly having to flip back to FG from chrome every time i play a sound and so I won't have to close like a hundred new tabs hitting the syrinscape frontend api. Any help here would be appreciated.
Gryfen
January 18th, 2021, 21:54
I will check when I get home... but I'm almost positive its set to enabled. For what its worth I hope I'm wrong, You can laugh at my stupidity all you want as long as it works... Hahahahaha
Gryfen
January 19th, 2021, 00:18
No such luck... Overseer is enabled, and set to Source 1
I'm sorry if I wasn't clear.... none of the sounds work off the triggers. I was using the Hit trigger as a test.
I do appreciate you taking your time to help me figure this out.
GorinStonecleaver
January 21st, 2021, 23:25
My apologies if I am missing something but I cannot find any clear instructions on how to set up Audio Overseer in FGU. I have copied the 2 Mod files and the extensions into the appropriate extension and mod folders in FGU using the folder icon when you launch FGU but in options there is no Audio overseer in the client area to enable. The mods are in the modules to be loaded but it no way to actually enable the extension. All help appreciated.
damned
January 21st, 2021, 23:28
Extensions are selected at the time you Load Campaign. You need to select the extension there first.
Gryfen
January 26th, 2021, 23:47
None of the triggers work or just this one? I thought you said it was just this one?
You dont happen to have this set? It should be set to "Enabled".
https://i.imgur.com/9knuSaw.png
No such luck... Overseer is enabled, and set to Source 1
I'm sorry if I wasn't clear.... none of the sounds work off the triggers. I was using the Hit trigger as a test.
I do appreciate you taking your time to help me figure this out.
Jiminimonka
January 30th, 2021, 15:15
Is anyone running this on linux?
I've got it working via the source 2 approach of just directly hitting the syrinscape frontend api but the problem is every time I play a sound, chrome steals focus and opens a new tab. It's driving me nuts. I've been trying to figure out a way to override the windowclass that's called to execute a headless browser via the command line or something of the sort so that I'm not constantly having to flip back to FG from chrome every time i play a sound and so I won't have to close like a hundred new tabs hitting the syrinscape frontend api. Any help here would be appreciated.
This works with Linux but the URI triggering doesn't and until Syrinscape enable it for Linux (there is a thread on Syrinscape about it - https://forum.syrinscape.com/t/linux-uri-handling/10030/14) - but if Smiteworks implements Syrinscape support into FGU - problem solved. I made a Idea Suggestion https://fgapp.idea.informer.com/proj/fgapp?ia=135531
dimonic
January 30th, 2021, 17:41
I am running FGC in Linux, and using have used sound plugins successfully. I think the problem is that you are using chrome to play sounds. I use VLC.
Jiminimonka
January 30th, 2021, 18:04
I am running FGC in Linux, and using have used sound plugins successfully. I think the problem is that you are using chrome to play sounds. I use VLC.
Awesome, care to share the setup?
Efreet
February 17th, 2021, 10:17
Hi! First of all, thanks for this great job.
I write because I have problem importing the CSV file. I just found this exterior that seems wonderful to me but if I try to import the list it gives me an error and does not put things in their place. if I add (“) in the first field if it adds it well but forces me to do it line by line.
How can I fix it? I'm doing something wrong?
Thanks!!
Jiminimonka
February 17th, 2021, 10:23
I am running FGC in Linux, and using have used sound plugins successfully. I think the problem is that you are using chrome to play sounds. I use VLC.
Didn't see the post or don't care to share? ;)
srbongo
February 17th, 2021, 14:45
Not sure if I've thanked you for the work before - but been using the extension since it was released to great success with Syrinscape, so I really appreciate the work here.
celestian
February 18th, 2021, 00:09
Hi! First of all, thanks for this great job.
I write because I have problem importing the CSV file. I just found this exterior that seems wonderful to me but if I try to import the list it gives me an error and does not put things in their place. if I add (“) in the first field if it adds it well but forces me to do it line by line.
How can I fix it? I'm doing something wrong?
Thanks!!
If you are saying your CSV file doesn't have quotes then either Syrinscape changed the format how they are when you download the CSV files or you opened the file in Excel and it removes them. Do not use Excel ;)
Efreet
February 18th, 2021, 08:01
If you are saying your CSV file doesn't have quotes then either Syrinscape changed the format how they are when you download the CSV files or you opened the file in Excel and it removes them. Do not use Excel ;)
Thanks. I use notepad and work.
Amerisun
February 21st, 2021, 17:58
Quick question, do you guys have a link or know how I would make combat chat in one line instead of two? Right now in 5E it's in two lines and it is difficult to match the say crossbow hit and critical hits because of that? I scrolled through the many pages of this thread and didn't see anyone mention this. Maybe I missed it, because looking through the whole thread took a while.
Right now the 5E looks like this:
[ATTACK (R)] Crossbow, Light, +2
Attack [17] -> [at Troll (variant)] [HIT]
And I would rather it look like this so the triggers work:
[ATTACK (R)] Crossbow, Light, +2 Attack [17] -> [at Troll (variant)] [HIT]
Thanks ahead of time!
Lensman
February 22nd, 2021, 00:22
I am having a bit of difficulty, and need some help. I am using AudioOverseer version 1.23 in FGC.
I have created a csv file in the format suggested:
```"id","status ","category","pack","set","name","type","sub_type","genre_play_u rl","genre_stop_url","online_play_url","online_play_stop",
187,"-","Soundtrack"," DiAmorte ","The Red Opera"," Welcome to the Shadelands (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\01 - DiAmorte - Welcome to the Shadelands (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
188,"-","Soundtrack"," DiAmorte ","The Red Opera"," A Scarlet Mercy (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\02 - DiAmorte - A Scarlet Mercy (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
189,"-","Soundtrack"," DiAmorte ","The Red Opera"," The Everlasting Night (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\03 - DiAmorte - The Everlasting Night (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
190,"-","Soundtrack"," DiAmorte ","The Red Opera"," Ashes and Sorrow (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\04 - DiAmorte - Ashes and Sorrow (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
191,"-","Soundtrack"," DiAmorte ","The Red Opera"," Lovesong of the Damned (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\05 - DiAmorte - Lovesong of the Damned (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"```
Now while everything seems to import into AudioOverseer in FGC, none of the sounds, work, and in addtion, the information seems to be plugging into the wrong "spots", (For want of a better term). See picture below:
44114
THe Console log reads:
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Skipped existing:' | s'category/pack/set/type/sub_type/name'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Welcome to the Shadelands (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added A Scarlet Mercy (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added The Everlasting Night (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Ashes and Sorrow (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Lovesong of the Damned (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Interlude (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Theme of the Betrayer (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Savior Nevermore I_ The Confrontation (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Savior Nevermore II_ The Devouring Shadow (Orchestral Version).ogg/Theme: Area'
Runtime Notice: s'audio_import.lua' | s'importTextAsAudio' | s'Added Vae Victis (Orchestral Version).ogg/Theme: Area'
I'm not sure what is going wrong here, but any and all help would be appreciated.
I do have another question: In regards to the ID field, must the feild only consists of numbers, or would I be able to mix letters and numbers together within the ID Field? As an example:
"id","status ","category","pack","set","name","type","sub_type","genre_play_u rl","genre_stop_url","online_play_url","online_play_stop",
"bg12amb2,"-","Soundtrack"," DiAmorte ","The Red Opera"," Welcome to the Shadelands (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\01 - DiAmorte - Welcome to the Shadelands (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
bg23amb2,"-","Soundtrack"," DiAmorte ","The Red Opera"," A Scarlet Mercy (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\02 - DiAmorte - A Scarlet Mercy (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
bg40amb5,"-","Soundtrack"," DiAmorte ","The Red Opera"," The Everlasting Night (Orchestral Version).ogg","Theme: Area","Orchestral","E:\_RPG\Fantasy Grounds\Data\Audio\The Red Opera (Orchestral)\03 - DiAmorte - The Everlasting Night (Orchestral Version).ogg","https://localhost:8080/requests/status.xml?command=pl_stop","-","-","-"
Again, any and all help is appreciated. Thanks for reading!
Lensman
celestian
February 22nd, 2021, 03:07
If you're trying to create your own CVS file from local entries you should look at the CVS files from Syrinscape. Thats what the import tool was written for. The ID MUST be unique, thats what keeps the import tool from adding the same entries over time (when you go back and run it again). I don't think it should have a problem if it's not all numbers.
Efreet
February 22nd, 2021, 20:57
I have finally got almost everything to work correctly but I still have a small problem. How can i stop a local audio file? I add it correctly but once it starts playing it doesn't stop.
Sorry for my English but I'm using google translator
srbongo
February 23rd, 2021, 00:08
Quick question, do you guys have a link or know how I would make combat chat in one line instead of two? Right now in 5E it's in two lines and it is difficult to match the say crossbow hit and critical hits because of that? I scrolled through the many pages of this thread and didn't see anyone mention this. Maybe I missed it, because looking through the whole thread took a while.
Right now the 5E looks like this:
[ATTACK (R)] Crossbow, Light, +2
Attack [17] -> [at Troll (variant)] [HIT]
And I would rather it look like this so the triggers work:
[ATTACK (R)] Crossbow, Light, +2 Attack [17] -> [at Troll (variant)] [HIT]
Thanks ahead of time!
If you know (or want to delve into) how rulesets report things into the chatbox through the .lua code, then it is possible through an extension. I would say that it's more work than it's worth, though. I've gotten around this by getting more specific with triggers. In your example, is it possible to have a single trigger for the crossbow attack, and another for the crossbow hit?
Amerisun
February 24th, 2021, 03:15
If you know (or want to delve into) how rulesets report things into the chatbox through the .lua code, then it is possible through an extension. I would say that it's more work than it's worth, though. I've gotten around this by getting more specific with triggers. In your example, is it possible to have a single trigger for the crossbow attack, and another for the crossbow hit?
Problem is the chat doesn't tell you in one line that it's a Ranged and if it hit or not. They are in separate lines so you could tell it was ranged or melee, or a hit.. but not both together. So no way to do the missed ranged attack trigger... then the hit ranged attack.. then the critical ranged attack as three separate triggers noise (and same for melee).
So I went digging into the code and read some documentation, and I wrote this super simple extension so that I could have the triggers work right in Audio Overseer. This extension basically makes the chat change from looking like below with the details on two lines:
HIDDEN TO DM - [ATTACK (R)] Crossbow, Light, +2
PUBLIC TO ALL - Attack [17] -> [at Troll (variant)] [HIT]
To looking like below with all details on one line so that
HIDDEN TO DM - [ATTACK (R)] Crossbow, Light, +2
PUBLIC TO ALL - (R)Attack [17] -> [at Troll (variant)] [HIT]
It will only adjust the text for actors that are PC's so any other actors act as normal, keeps the monsters text unmodified. So really only shows either (M) or (R) for ranged or melee attacks.
This is my first extension, any comments are welcome, go easy on me. :-) This extension is ONLY for 5E.
srbongo
February 24th, 2021, 13:52
This is my first extension, any comments are welcome, go easy on me. :-) This extension is ONLY for 5E.
Hey, if it works, it works! And by the by, great on you for getting something working - I'll be citing this when people tell me some extension's too complicated for them to take on
Jiminimonka
February 24th, 2021, 13:58
Is anyone running this on linux?
I've got it working via the source 2 approach of just directly hitting the syrinscape frontend api but the problem is every time I play a sound, chrome steals focus and opens a new tab. It's driving me nuts. I've been trying to figure out a way to override the windowclass that's called to execute a headless browser via the command line or something of the sort so that I'm not constantly having to flip back to FG from chrome every time i play a sound and so I won't have to close like a hundred new tabs hitting the syrinscape frontend api. Any help here would be appreciated.
Let me know if you get this working - one comment in here was that you have to use VLC instead of chrome, but I can't figure it out and the poster is not forthcoming.
Vyder
February 24th, 2021, 17:03
When using the drop down menus i have no way of selecting ALL. Is there a way to add All? Or a way to clear the selection in the drop down to show all?
44233
celestian
February 24th, 2021, 17:28
When using the drop down menus i have no way of selecting ALL. Is there a way to add All? Or a way to clear the selection in the drop down to show all?
The blank line at the top of the filter drop down is "no filter" i.e. all.
Vyder
February 24th, 2021, 17:33
The blank line at the top of the filter drop down is "no filter" i.e. all.
Thanks, I didn't notice the blank line.
Noelus
February 27th, 2021, 21:06
Wonder if anyone can help. I set up lots of sound triggers a while ago which all work but I've just gone back to add some more and there is no editable box for matches. Am I missing something or has the update caused issues?
rtrevino
February 28th, 2021, 22:35
Hello,
can someone please shed some light on me...
I have a free syrinscape account, I have installed and configured AO to use the online player and everything is perfect on the GM side!!! (using the free sounds of course) now, When I try to share a link or trigger any action, my players wont hear anything but I do on my side. (players have also free accounts) My questions are: Is there a way they can hear the free sounds? Do I really need a supersyrin subscription so they can hear sounds?
Thnks for the help!
Naurthoron
February 28th, 2021, 22:52
Hello,
can someone please shed some light on me...
I have a free syrinscape account, I have installed and configured AO to use the online player and everything is perfect on the GM side!!! (using the free sounds of course) now, When I try to share a link or trigger any action, my players wont hear anything but I do on my side. (players have also free accounts) My questions are: Is there a way they can hear the free sounds? Do I really need a supersyrin subscription so they can hear sounds?
Thnks for the help!
You may avoid SuperSyrin / Syrinscape Online Player by using Virtual Audio Cable, look for the thread, there is a description on how to use. There are also many videos on Youtube explaining how to set this up.
rtrevino
February 28th, 2021, 23:20
You may avoid SuperSyrin / Syrinscape Online Player by using Virtual Audio Cable, look for the thread, there is a description on how to use. There are also many videos on Youtube explaining how to set this up.
Thanks for the tip I will look into it!
Noelus
March 1st, 2021, 14:05
As nobody has replied yet I thought I should add this screengrab to clarify the issue. The left side Empty window is a new entry and as you can see there is nowhere to enter a match string, whereas the other window is one I made a while ago which works normally, but when I open it I can only delete the match string, there is no option to add to it.
44441
44442
Update: After extensive testing I've discovered its the Player Agency extension that causes this issue. Does anyone have any idea how to resolve this? I'm happy to edit xml if someone could give me advice as to how to proceed.
Amerisun
March 1st, 2021, 14:44
Noelus, I don't have this problem. Probably your first step to debug this would be to turn off any other extensions as maybe one of them is interacting with this one and not allowing the adding of new options, if you haven't already done that. I have a few extensions, but not many. I have seen some people in here have 10-15 or more extensions and it could very well be that. Start a new test session and remove all extensions and test there. If it works fine, then adding extensions one by one until you find the one that causes the problem.
Hope that helps!
Noelus
March 9th, 2021, 19:51
I wonder if anyone has worked out how to get sound triggers to work when show GM rolls and/or show results to client are turned off. To correctly allow for certain 5e situations the players need to be unaware of the specifics of rolls but as I remember if FG is set this way then the sound triggers will not be initiated. Surely there must be a way to get round this issue as the text is clearly still being outputted, just that its only appearing in the host's chat window.
damned
March 9th, 2021, 21:33
The trigger for sound on your computer is the chart on your computer.
Use a soundboard for manual sound
Noelus
March 9th, 2021, 21:47
Apologies if I'm being dim but I don't understand your reply. I don't want manual sound, I am asking if it is possible for audio overseer to use the DM chat window to get triggers for automatic sound output, thereby bypassing the issue of hidden chat (player side) not setting off triggers.
damned
March 10th, 2021, 03:55
Audioseer pipes a Sound link to the local Operating System. It happens locally. It happens based on what your client sees in its Chat window. Your client cant see stuff that happens in the GMs chat.
daddyogreman
March 12th, 2021, 00:23
Am I missing something when it comes to adding my own triggers? The built in ones are working just fine, but when I copy one ([CAST] Fire, for example) and change it to [CAST] Sleep and then kick out text in the chat that should trigger it, the basic [CAST] trigger is fired off instead. If I delete or disable the basic [CAST] trigger, the [CAST] Sleep is never fired.
Noelus
March 12th, 2021, 10:23
I believe if you put %[CAST%] as a trigger and Sleep as a separate trigger it will respond correctly.
daddyogreman
March 12th, 2021, 10:47
I believe if you put %[CAST%] as a trigger and Sleep as a separate trigger it will respond correctly.
Yeah I did exactly that. Not triggering at all.
celestian
March 12th, 2021, 18:17
Am I missing something when it comes to adding my own triggers? The built in ones are working just fine, but when I copy one ([CAST] Fire, for example) and change it to [CAST] Sleep and then kick out text in the chat that should trigger it, the basic [CAST] trigger is fired off instead. If I delete or disable the basic [CAST] trigger, the [CAST] Sleep is never fired.
If you have a trigger for "%[CAST%]" and another for "%[CAST%] Sleep" both will trigger on your sleep text. The system triggers every sound that it finds matches for, not the first one... just FYI.
That said, without seeing the text I can't give suggestions. I would recommend following the debug process in the first post and then following up with the details. That'll make it easier for me to see whats going on.
daddyogreman
March 12th, 2021, 20:33
If you have a trigger for "%[CAST%]" and another for "%[CAST%] Sleep" both will trigger on your sleep text. The system triggers every sound that it finds matches for, not the first one... just FYI.
That said, without seeing the text I can't give suggestions. I would recommend following the debug process in the first post and then following up with the details. That'll make it easier for me to see whats going on.
Poked through the code and turned on debug and figured out my issue. It looks like it was only searching through the triggers defined in the AudoOverSeer Syrinscape SuperSyrin Links module. Even if I added a new trigger, it wasn't being searched for a match.
Even straight copying an existing working trigger wasn't working. As soon as I added my new trigger to the AudoOverSeer Syrinscape SuperSyrin Links group, they were firing off without issue. Apologies if I missed they were required to be added to this group in order to work. If that's not a requirement, apparently I'm still doing something wrong when adding my own.
celestian
March 13th, 2021, 07:02
Poked through the code and turned on debug and figured out my issue. It looks like it was only searching through the triggers defined in the AudoOverSeer Syrinscape SuperSyrin Links module. Even if I added a new trigger, it wasn't being searched for a match.
Even straight copying an existing working trigger wasn't working. As soon as I added my new trigger to the AudoOverSeer Syrinscape SuperSyrin Links group, they were firing off without issue. Apologies if I missed they were required to be added to this group in order to work. If that's not a requirement, apparently I'm still doing something wrong when adding my own.
Was the trigger firing but no sound playing? Debug will show it trying to play something but have a missing audio link/etc.
daddyogreman
March 13th, 2021, 21:17
Was the trigger firing but no sound playing? Debug will show it trying to play something but have a missing audio link/etc.
Nope. Trigger wasn't firing. Wasn't even being searched for a match.
jfos
March 21st, 2021, 22:13
Hey, great work on this!
I think I found a small issue with import:
m:54677 OFFICIAL dungeons-and-dragons Waterdeep: Dungeon of the Mad Mage Levels 7-9 SoundPack dmm level 7 Caverns mood mood syrinscape-fantasy:moods/ZG1tLTctaWlpOjpDYXZlcm5z/play/ syrinscape-fantasy:moods/ZG1tLTctaWlpOjpDYXZlcm5z/stop/ https://www.syrinscape.com/online/frontend-api/moods/54677/play/ https://www.syrinscape.com/online/frontend-api/moods/54677/stop/
Is what I'm trying to import, the error claims that there are not 9 or more variables being offered for import... Id say "It cant count well" ( I count 12 ). This is a new campaign with ONLY the AudioOverseer mod loaded. Attached logs. Appreciate any time you can give to tell me what's going awry and any way to fix it, thanks!
celestian
March 22nd, 2021, 03:10
Hey, great work on this!
I think I found a small issue with import:
m:54677 OFFICIAL dungeons-and-dragons Waterdeep: Dungeon of the Mad Mage Levels 7-9 SoundPack dmm level 7 Caverns mood mood syrinscape-fantasy:moods/ZG1tLTctaWlpOjpDYXZlcm5z/play/ syrinscape-fantasy:moods/ZG1tLTctaWlpOjpDYXZlcm5z/stop/ https://www.syrinscape.com/online/fr...ds/54677/play/ https://www.syrinscape.com/online/fr...ds/54677/stop/
Is what I'm trying to import, the error claims that there are not 9 or more variables being offered for import... Id say "It cant count well" ( I count 12 ). This is a new campaign with ONLY the AudioOverseer mod loaded. Attached logs. Appreciate any time you can give to tell me what's going awry and any way to fix it, thanks!
I don't see "quotes" around the text or commas between the values in your quoted version.
Griffonbait
April 12th, 2021, 07:06
Wow, great extension. Works brilliantly!
I use it for playing Rolemaster (FRP extension) and I imported my complete SuperSyrinscape playlist! It took well over a day to do, but now that I have all the sounds input as data (except any newly released) - 24 MB of data, I can just copy and paste directly from the FG campaign .db file to add select links to a new campaign.
Has there been a documentation update with the latest changes in the FGU interface, since there is no longer an Audio button on the RHS? For accessing Triggers etc.
Cheers
Griffonbait
April 12th, 2021, 07:13
Wow, great extension. Works brilliantly!
I use it for playing Rolemaster (FRP extension) and I imported my complete SuperSyrinscape playlist! It took well over a day to do, but now that I have all the sounds input as data (except any newly released) - 24 MB of data, I can just copy and paste directly from the FG campaign extension file to add select links to a new campaign.
Has anyone else done this and would it be worth it to share the extension-relevant text data for others to input into their own campaign .db file?
It is of no use to non-SuperSyrinscape subscribers as you need your Syrinscape ID to access. I am just unsure as to whether my links are unique for myself or if they would work for anyone.
I doubt it is copy write protected data either, as it is only links, not the sound files themselves.
damned
April 12th, 2021, 07:45
Has there been a documentation update with the latest changes in the FGU interface, since there is no longer an Audio button on the RHS? For accessing Triggers etc.
Options > Sidebar
ChrisRevocateur
April 18th, 2021, 16:06
Ran into a issue running this alongside PlayerAgency.ext.
I have tested and narrowed the error down to only happening when I load a campaign with both.
The error reads:[ERROR] Script execution error: [string "chat"]:3: attempt to call field 'onInit' (a nil value)
damned
April 18th, 2021, 22:56
Yes both extensions make a change to the same file...
There is no fix this at this time.
Noelus
April 21st, 2021, 16:22
Can anybody help with attaching sound triggers for specific character actions. Apart from a trigger for when it is a player's turn I can't get audio overseer to play triggers for specific characters. Is this because the character name is on a separate line in the chat window or am I missing something obvious?
I have included a % before the colon to no avail.
celestian
April 21st, 2021, 16:27
Can anybody help with attaching sound triggers for specific character actions. Apart from a trigger for when it is a player's turn I can't get audio overseer to play triggers for specific characters. Is this because the character name is on a separate line in the chat window or am I missing something obvious?
I have included a % before the colon to no avail.
Look at the debug output. If the character name is not in that output then it's not matching from that. If the name is not on the same line as the other matching values, that could also be the problem.
Noelus
April 21st, 2021, 16:32
Just to add I've widened both the host and client chat windows so the output is shown on one line and the trigger still doesn't work. Sorry to be dim but could you explain where I would look for debug output? Is this the equivalent of typing /console?
Noelus
April 21st, 2021, 16:38
Are character specific triggers something that anyone else has managed to get working? I have got my players to send me a whole load of mp3s for tailored triggers and now it seems like I may have to explain to them that it's all been a waste of their time, so I'd really appreciate any pointers.
celestian
April 21st, 2021, 17:03
Just to add I've widened both the host and client chat windows so the output is shown on one line and the trigger still doesn't work. Sorry to be dim but could you explain where I would look for debug output? Is this the equivalent of typing /console?
Read the first post, it explains how to get debug enabled and how to view it. Post that data here and I can get a better idea what to suggest.
Noelus
April 21st, 2021, 17:26
Firstly, thank you very much for your assistance. In response to your post I have done as requested. The sound trigger correctly plays when typed into chat with debug enabled. The images follow.
45946
45947
celestian
April 21st, 2021, 17:31
Firstly, thank you very much for your assistance. In response to your post I have done as requested. The sound trigger correctly plays when typed into chat with debug enabled. The images follow.
45946
45947
So now trigger it with a normal action and show the output... if thats not working for you.
Noelus
April 21st, 2021, 17:57
The following image shows both circumstances. In the first (genuine roll from character sheet), nothing triggers, whereas in the second (text entered into chat in debug mode) the sound trigger works as intended
45950.
In case it helps, this is the trigger dialogue
45951
celestian
April 21st, 2021, 20:08
The following image shows both circumstances. In the first (genuine roll from character sheet), nothing triggers, whereas in the second (text entered into chat in debug mode) the sound trigger works as intended
45950.
In case it helps, this is the trigger dialogue
45951
I need to see the debug from the above type situation.
Also, make sure that the players are able to see GM dice rolls. It will only trigger if players can see it.
Noelus
April 21st, 2021, 21:47
I need to see the debug from the above type situation.
Also, make sure that the players are able to see GM dice rolls. It will only trigger if players can see it.
I can confirm that GM rolls are turned on, and there are no other extensions loaded. I'm at a loss as to what you need to see from debug as there is nothing there when the trigger doesn't resolve. When it does resolve correctly (when the trigger is typed into chat via debug mode) the following appears in chat as posted previously
45954
This image shows both chat and console with trigger open.
45955
celestian
April 21st, 2021, 22:09
I can confirm that GM rolls are turned on, and there are no other extensions loaded. I'm at a loss as to what you need to see from debug as there is nothing there when the trigger doesn't resolve. When it does resolve correctly (when the trigger is typed into chat via debug mode) the following appears in chat as posted previously
45954
This image shows both chat and console with trigger open.
45955
If there is no debug output when you trigger the action/ability then it's not matching. It seems pretty clear from your SS that it's 2 lines, name on one, the action text output on another.
Noelus
April 21st, 2021, 23:06
If there is no debug output when you trigger the action/ability then it's not matching. It seems pretty clear from your SS that it's 2 lines, name on one, the action text output on another.
Agreed, but as I said earlier if I increase the width of the chat window the output is all on one line. Even in that case the trigger does not activate so I believe it is something more fundamentally related to the character name handle that isn't being picked up.
EDIT: I have also just set up a trigger which ONLY checks for a character name and this does not trigger either (and nothing in debug console) so the extension code is not seeing the character names at all. As expected, the trigger responds if the name is typed in chat in debug mode (and expected entry in console).
This is the main reason I was asking if anyone has managed to get a character name trigger to work as I believe there is a fundamental issue with this.
Noelus
April 25th, 2021, 00:55
Agreed, but as I said earlier if I increase the width of the chat window the output is all on one line. Even in that case the trigger does not activate so I believe it is something more fundamentally related to the character name handle that isn't being picked up.
EDIT: I have also just set up a trigger which ONLY checks for a character name and this does not trigger either (and nothing in debug console) so the extension code is not seeing the character names at all. As expected, the trigger responds if the name is typed in chat in debug mode (and expected entry in console).
This is the main reason I was asking if anyone has managed to get a character name trigger to work as I believe there is a fundamental issue with this.
Hi, just wondering if you'd had chance to take a look at this?
celestian
April 25th, 2021, 07:03
Agreed, but as I said earlier if I increase the width of the chat window the output is all on one line. Even in that case the trigger does not activate so I believe it is something more fundamentally related to the character name handle that isn't being picked up.
EDIT: I have also just set up a trigger which ONLY checks for a character name and this does not trigger either (and nothing in debug console) so the extension code is not seeing the character names at all. As expected, the trigger responds if the name is typed in chat in debug mode (and expected entry in console).
This is the main reason I was asking if anyone has managed to get a character name trigger to work as I believe there is a fundamental issue with this.
Making the chat window wider doesn't change that the text is output from different points in the code and making it a multiple lines or separate calls to onReceive().
I can't speak to your name match failure. I am not sure how the system you are using places that "text" of the character name. All I can tell you is that the system matches the text sent through the onReceive chat functions from CoreRPG. If the text goes through that system and matches what you've set as a trigger the logs will show the actions it's performing.
CC112
April 26th, 2021, 15:30
How do you install this modul ?
celestian
April 26th, 2021, 15:41
How do you install this modul ?
https://www.fantasygrounds.com/forums/showthread.php?19436-How-do-I-install-modules-and-extensions
CC112
April 26th, 2021, 16:44
Thanks man, but sadly it still doesn't work for me. Im not sure im doing it right at all. Cant seem to find the extensions. Is it the same ad XML files? be course they dont work for me.
Bonkon
April 26th, 2021, 18:32
Good Day CC112 :)
Can you see the MOD and EXT downloads on the first page? That is where you will download them and then place them in the appropriate folders.
If you do not see them, make sure your Forum is set to to FGResponsive in the lower left corner of the page. :)
CC112
April 26th, 2021, 18:57
YAAAHH i think it worked! Thank you so much kind sir! May love and good fortune forever come your way.
Mazzar
April 30th, 2021, 05:42
I am getting a strange problem that just surfaced (maybe on the last Test Channel patch from April 27). I am using the test version instead of live of FGU. When I open a trigger and close it, then reopen it, I see an extra blank line under where it says Matches. Each time I open a trigger and then close it, it adds a new blank line. This interferes with the trigger as it is including a blank line to search. The problem is that I cannot remove the line either. Is anyone else seeing this? I have this in its own campaign with only 1 extension to restore windows (Window Saver X). No other extensions loaded.
46220
QuirkyBirky
May 4th, 2021, 18:23
This is probably a dumb question but I'll ask it anyway. I've had a quick play with this extension with Syrinscape & VLC and like what I see. I've also got my head around streaming local sounds via Voicemeeter & Cleanfeed to another user, so feel reasonably comfortable (so far, at least). However, our group is completely new to FG, and are slowly getting to grips with things. I'm also not the one running the game so dropping this into the lap of our GM when he's still getting to grips with FGU (and the AD&D 2E FG ruleset) is probably a bit unfair (after all, the GM's learning curve is far steeper than us humble players).
So, my question is, will the chat triggers work from a player's PC, or must it be done on the GM's side of things?
celestian
May 4th, 2021, 18:41
So, my question is, will the chat triggers work from a player's PC, or must it be done on the GM's side of things?
I built the extension with the intent that the GM is the source for sounds.
You are absolutely right not dropping it onto the DM so early. The audio configuration plus Syrinscape is... not a simple process for most and learning FG at the same time? Good idea to wait till they are more proficient.
QuirkyBirky
May 4th, 2021, 19:37
I built the extension with the intent that the GM is the source for sounds.
Thanks. I thought that would probably be the case, but I had to ask.
You are absolutely right not dropping it onto the DM so early. The audio configuration plus Syrinscape is... not a simple process for most and learning FG at the same time? Good idea to wait till they are more proficient.
To be fair, the rest of the group (including the GM) are pretty savvy with all things IT, but there's quite a bit to get our heads around first. Some of us are still trying to remember the 2E rules after a 30 year hiatus!
When we do get our GM up and running with this, is there anything us players can do to help set up the triggers & links (i.e. can they be set up and exported to a mod file and then imported by the GM. That's assuming we'd be using Syrinscape rather than local sound files)?
celestian
May 4th, 2021, 20:47
When we do get our GM up and running with this, is there anything us players can do to help set up the triggers & links (i.e. can they be set up and exported to a mod file and then imported by the GM. That's assuming we'd be using Syrinscape rather than local sound files)?
Exporting triggers is a bit tricky since those exported triggers link to a sound module (generally). As long as the DM has the exact same sound module that the trigger module was generated from it should be good.
QuirkyBirky
May 4th, 2021, 22:05
Exporting triggers is a bit tricky since those exported triggers link to a sound module (generally). As long as the DM has the exact same sound module that the trigger module was generated from it should be good.
For now I guess we'd be sticking to the free Syrinscape files, at least until we're comfortable with things, so hopefully that shouldn't be an issue. Even if it is then I'll have learned a bit more about what we're doing with it all (you learn more from your failures than your successes!!).
I've had a quick look at exporting the triggers and that looks straightforward enough. Configuring any bespoke triggers will presumably be the hard part, and those should still work when imported by the GM, so if there are any problems with the links then I imagine I can just change them in FG or amend them en masse in the XML.
Thanks for your help.
Mazzar
May 15th, 2021, 04:25
I am getting a strange problem that just surfaced (maybe on the last Test Channel patch from April 27). I am using the test version instead of live of FGU. When I open a trigger and close it, then reopen it, I see an extra blank line under where it says Matches. Each time I open a trigger and then close it, it adds a new blank line. This interferes with the trigger as it is including a blank line to search. The problem is that I cannot remove the line either. Is anyone else seeing this? I have this in its own campaign with only 1 extension to restore windows (Window Saver X). No other extensions loaded.
46220
Looks like they released the new version in Live. This is an issue for me. Is anyone else having this issue with the triggers?
celestian
May 15th, 2021, 04:51
Looks like they released the new version in Live. This is an issue for me. Is anyone else having this issue with the triggers?
It's an issue with FGU reported elsewhere. I expect they'll solve it ;)
https://www.fantasygrounds.com/forums/showthread.php?68423-BUG-Blank-Lines-Created-in-Table-Rows-when-Opened-v-4-1
Patou
May 16th, 2021, 13:37
Good morning Celestian,
I currently use Groovy Bot with Spotify. A few questions please:
- Is there a way I can use this extension with Spotify (without the use of Discord) when sharing the playlist or song link?
- This plays directly out of the player's cpu as I trigger it?
- Is it compatible with the new Live Unity version?
Thank you:)
celestian
May 16th, 2021, 19:12
Good morning Celestian,
I currently use Groovy Bot with Spotify. A few questions please:
- Is there a way I can use this extension with Spotify (without the use of Discord) when sharing the playlist or song link?
- This plays directly out of the player's cpu as I trigger it?
- Is it compatible with the new Live Unity version?
Thank you:)
Sorry, no clue about spotify. Never used it.
dsaraujo
May 17th, 2021, 03:53
Not sure if this is an issue from AudioOverseer or Syrinscape. I recently (today) imported a few new moods I created from SuperSyrin Online to Audio OverSeer, and when I played my moods, it also opened a page in my default browsers with the API call URL (ex: https://syrinscape.com/online/frontend-api/moods/240990/play/). Examining the issue, it looks like the lack of www. on the URL opens this page for some reason. I manually fixed this in my moods, but it might be a recent behavior change from CSV exports of Syrinscape. Just bringing it up!
Pacal
May 19th, 2021, 23:31
I have an issue with Triggers; the + sign to add triggers is not showing...
celestian
May 19th, 2021, 23:38
Not sure if this is an issue from AudioOverseer or Syrinscape. I recently (today) imported a few new moods I created from SuperSyrin Online to Audio OverSeer, and when I played my moods, it also opened a page in my default browsers with the API call URL (ex: https://syrinscape.com/online/frontend-api/moods/240990/play/). Examining the issue, it looks like the lack of www. on the URL opens this page for some reason. I manually fixed this in my moods, but it might be a recent behavior change from CSV exports of Syrinscape. Just bringing it up!
Hopefully Syrinscape didnt change the format of the file. I'll take a look when I can.
I have an issue with Triggers; the + sign to add triggers is not showing...
Remove other extensions.
alyxvr
May 26th, 2021, 11:55
Hello, I am using this extension and it is great but I have some doubts:
1) Is it possible to identify the weapon with which it is attacking (axe, fire projectile, etc)? It is not the same sound an impact of an axe that the sound of a projectile of fire. The chat show only something like "Attack [17] -> [at Troll (variant)] [HIT]" on the second line, the weapon appears on the first line.
2) Can Audiooverseer be used to set the background music while the other combat sounds are playing?
3) Can the volume of the sounds be indicated somewhere?
Thanks.
Pacal
May 26th, 2021, 14:08
Hello, I am using this extension and it is great but I have some doubts:
1) Is it possible to identify the weapon with which it is attacking (axe, fire projectile, etc)? It is not the same sound an impact of an axe that the sound of a projectile of fire. The chat show only something like "Attack [17] -> [at Troll (variant)] [HIT]" on the second line, the weapon appears on the first line.
I use an extension that beautifies the chat output and adds the weapon, but as far as i know, the exact way you want it would only works with PCs. The way i do it is that i have a sound for the weapon swoosh (no impact), then another with a 1s delays if hit or critical or automatic miss. Different sounds for ranged and for melee.
2) Can Audiooverseer be used to set the background music while the other combat sounds are playing?
You can dj with syrenscape. You should definitively try a subscription, watch some youtube videos. The sound would not play on the client pc through Fantasy Grounds. You have to create an audio pipeline from syrinscape online player to a discord bot.
3) Can the volume of the sounds be indicated somewhere?
Syrinscape online player controls the volume. Also, if you have local sounds instead of syrinscape, you can still set a pipeline to a bot and control the volume on a local player like VLC.
See above.
celestian
May 26th, 2021, 14:57
Hello, I am using this extension and it is great but I have some doubts:
1) Is it possible to identify the weapon with which it is attacking (axe, fire projectile, etc)? It is not the same sound an impact of an axe that the sound of a projectile of fire. The chat show only something like "Attack [17] -> [at Troll (variant)] [HIT]" on the second line, the weapon appears on the first line.
2) Can Audiooverseer be used to set the background music while the other combat sounds are playing?
3) Can the volume of the sounds be indicated somewhere?
Thanks.
1) That depends on the ruleset and how it outputs the text. If it's all on one line and the name of the weapon is in there, yes.
2) The Collections are for ambient audio.
3) No, the API for Syrinscape does not allow it to be set in that manner. (I did ask them to add this support but the Syrinscape devs never responded).
alyxvr
May 27th, 2021, 08:02
1) That depends on the ruleset and how it outputs the text. If it's all on one line and the name of the weapon is in there, yes.
2) The Collections are for ambient audio.
3) No, the API for Syrinscape does not allow it to be set in that manner. (I did ask them to add this support but the Syrinscape devs never responded).
Thank you. I don't use Syrinscape, only local files (MP3), and the Ruleset D&D 5e.
Can the collections be played in parallel with the others sounds played by the triggers?
celestian
May 27th, 2021, 15:11
Thank you. I don't use Syrinscape, only local files (MP3), and the Ruleset D&D 5e.
Can the collections be played in parallel with the others sounds played by the triggers?
Depends on whatever tool you're using to play audio files. Syrinscape allows you to play multiple audio files at once. Something like VLC "might" but I've no experience with that.
arcanjl
June 6th, 2021, 16:16
are there any collections for triggers that people are offering? I am was going here to try from the paid version because you have the option to use local files, and really don't want to recreate the crap ton I already made... lol
Zionmatrix
June 6th, 2021, 16:33
He listed them in the first post, I thought.
Anyone done any sci-fi triggers yet. Going to be running star finder soon.
arcanjl
June 6th, 2021, 20:57
Thank you, if you are talking about the one that you download with the extension.
Lexi the Red
June 7th, 2021, 19:27
I've been using the Syrinscape Online Player for quite some time in all my games, and it's great. However, I want to add easier integrations with Fantasy Grounds, so I'm giving this extension a try. I'm not doing anything fancy with Syrinscape, all my players also download the online player, so that part is pretty cut and dried, nothing weird going on. I installed the extension, and set my token in FG. I've got Syrinscape Online Player up and running. However, no sounds play when I click on a play link (I'm using the links you included in the mods, and yes, I'm a SuperSyrin subscriber.)
So, what am I doing wrong? One thing I noted is that I downloaded the version from here, which is 1.23, and I see on GitHub the current version is 1.28, but I don't see the actual extension anywhere? Sorry for a newb question, but what am I missing there, is it the version that is creating the issue?
I'm using Fantasy Grounds Unity, with all the latest updates, on a Windows 10 machine. Any help would be appreciated.
47416
celestian
June 7th, 2021, 19:39
I've been using the Syrinscape Online Player for quite some time in all my games, and it's great. However, I want to add easier integrations with Fantasy Grounds, so I'm giving this extension a try. I'm not doing anything fancy with Syrinscape, all my players also download the online player, so that part is pretty cut and dried, nothing weird going on. I installed the extension, and set my token in FG. I've got Syrinscape Online Player up and running. However, no sounds play when I click on a play link (I'm using the links you included in the mods, and yes, I'm a SuperSyrin subscriber.)
So, what am I doing wrong? One thing I noted is that I downloaded the version from here, which is 1.23, and I see on GitHub the current version is 1.28, but I don't see the actual extension anywhere? Sorry for a newb question, but what am I missing there, is it the version that is creating the issue?
I'm using Fantasy Grounds Unity, with all the latest updates, on a Windows 10 machine. Any help would be appreciated.
47416
Github is for developers, dont download that. use the one on the forum post here.
I had a similar issue where Syrinscape was not registering it's uri for applications. I had to remove and reinstall Syrinscape to get it to do so. You might try that.
If that doesn't work then...I would suggest going through the debug process listed in the first post (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=474252&viewfull=1#post474252) and then post the logs/details if that does not resolve your issue.
arcanjl
June 7th, 2021, 19:47
If it is the sci-fi app (not online) Syrinscape plans on fixing it this week.(?) I have been writing them for about 6 weeks now.
Lexi the Red
June 7th, 2021, 19:54
No luck uninstalling Syrinscape, unfortunately. I'm testing in a completely clean campaign and Audio Overseer is the only extension loaded. Running Fantasy Grounds Unity v4.1.3 on Windows 10 Pro 64, version 10.0.19041. D&D 5e ruleset. I haven't tried any triggers, I'm just trying to play a sound by clicking on the sound link. I've tried multiple sounds. I've attached (again) results from the Console, it doesn't tell me anything about why the sounds aren't playing. Any ideas? Knowing me, I'm missing something obvious.
47418
celestian
June 7th, 2021, 20:23
No luck uninstalling Syrinscape, unfortunately. I'm testing in a completely clean campaign and Audio Overseer is the only extension loaded. Running Fantasy Grounds Unity v4.1.3 on Windows 10 Pro 64, version 10.0.19041. D&D 5e ruleset. I haven't tried any triggers, I'm just trying to play a sound by clicking on the sound link. I've tried multiple sounds. I've attached (again) results from the Console, it doesn't tell me anything about why the sounds aren't playing. Any ideas? Knowing me, I'm missing something obvious.
47418
Have you walked through the debug steps yet?
Are you trying to play through the online player or a fantasy player?
Lexi the Red
June 7th, 2021, 21:19
Yes, I walked through the debug steps. I'm using the online player.
damned
June 7th, 2021, 22:06
And you have set the options in options on both GM and Player instances of FGU?
celestian
June 8th, 2021, 16:37
Yes, I walked through the debug steps. I'm using the online player.
Based on your output im pretty sure you're using source 1, not source 2 (noted in the debug steps). Source 2 is for the online player.
Lexi the Red
June 8th, 2021, 18:02
Gods bless me. I told you I was missing something obvious. I read your instructions over and over again and I would have sworn that I'd done everything. I somehow missed changing the Source option. :sigh: Thank you for your help, sorry to take up so much of your time. Works great, now to figure out triggers! :)
Theodar
July 7th, 2021, 14:56
Hi,
I would like to assign separate sounds to an intelligent weapon, is that possible somehow? I have the feeling that the Overseer does´t respond to the actual dice text but only to the result series. But in the dice text is the name of the weapon.
Theodar
July 7th, 2021, 18:22
Hi,
I would like to assign separate sounds to an intelligent weapon, is that possible somehow? I have the feeling that the Overseer does´t respond to the actual dice text but only to the result series. But in the dice text is the name of the weapon.
Ok, the weapon is talking now.
But he only talks the same sentences. It would be nice if the weapon talks different sentences for Hit, Miss, Fußball, and Crit.
How can I connect the overseer search in the Chat over two or three Chatlines?
Is that possible?
SmokeMeowt
July 22nd, 2021, 18:15
Hey there, finally got around to actually using this beast and upgrading to SuperSyrin. I transitioned from using your pre-made audio module, to actually importing the sounds I downloaded from the official Control Links (csv) from the Syrinscape website. After the long import process, the tags and everything were formatted perfectly and the links are correct.
The only difference is, coming from "Source 2", when I play a sound, it opens a webpage each time that looks like it's trying to show me to code/inner workings of the Syrinscape website, but the sound still activates.
The difference I notice is, in your module, the Source 2 links begin with "syrinscape-online:", where the links from the official website start with "http:" so the distinction may lie there. This may not even be a bug, just wanted to give a report and a thank you for this amazing extension.
SmokeMeowt
July 22nd, 2021, 18:17
Not sure if this is an issue from AudioOverseer or Syrinscape. I recently (today) imported a few new moods I created from SuperSyrin Online to Audio OverSeer, and when I played my moods, it also opened a page in my default browsers with the API call URL (ex: https://syrinscape.com/online/frontend-api/moods/240990/play/). Examining the issue, it looks like the lack of www. on the URL opens this page for some reason. I manually fixed this in my moods, but it might be a recent behavior change from CSV exports of Syrinscape. Just bringing it up!
I didn't see this pervious post despite looking through 20+ pages, glad I'm not alone in this.
celestian
July 22nd, 2021, 18:49
Hey there, finally got around to actually using this beast and upgrading to SuperSyrin. I transitioned from using your pre-made audio module, to actually importing the sounds I downloaded from the official Control Links (csv) from the Syrinscape website. After the long import process, the tags and everything were formatted perfectly and the links are correct.
The only difference is, coming from "Source 2", when I play a sound, it opens a webpage each time that looks like it's trying to show me to code/inner workings of the Syrinscape website, but the sound still activates.
The difference I notice is, in your module, the Source 2 links begin with "syrinscape-online:", where the links from the official website start with "http:" so the distinction may lie there. This may not even be a bug, just wanted to give a report and a thank you for this amazing extension.
It does look like they changed their CVS format in the url. I'll update AO to cope with it. I'll be using the Forge (https://forge.fantasygrounds.com/)once I get this resolved if you'd like to keep updated. The Forge site should be active next week but it open for "testing" now.
celestian
July 22nd, 2021, 19:12
Something I've noted since I've been using FGU. When importing records in FGU I was able to up the number of records to 100 at a wack. Before FGU would die at 50. I believe the reason I was able to do this is because I closed the Audio records window after I brought up the import window. I think what was happening before with it opened is it was refreshing as records imported and it used a lot of system resources and/or database just couldn't cope with it.
So, if you import your own records from Syrinescape, be sure to close the Audio records window once you've got the import window opened.
https://i.imgur.com/TJv7hND.png
SmokeMeowt
July 23rd, 2021, 04:27
Something I've noted since I've been using FGU. When importing records in FGU I was able to up the number of records to 100 at a wack. Before FGU would die at 50. I believe the reason I was able to do this is because I closed the Audio records window after I brought up the import window. I think what was happening before with it opened is it was refreshing as records imported and it used a lot of system resources and/or database just couldn't cope with it.
So, if you import your own records from Syrinescape, be sure to close the Audio records window once you've got the import window opened.
https://i.imgur.com/TJv7hND.png
I had to learn this myself today, wonderful advice. If you do end up updating it would be fantastic, I've resolved to just set up my audio scenes as needed, keep FGU on top of all windows, and close the excess pop up tabs at the end.
Another question/problem I've run into, is when exporting Audio Collections, none of the Audio records are actually linked, it attempts to make a new record. I exported again, duplicating all the sounds I used in the collections and exported those as well, still nothing. Not sure if this is a common thing.
celestian
July 24th, 2021, 19:39
The new version, on the Forge, should work with the newer URLs that Syrinscape is now using in the CVS files.
Once the forge system goes live I will link it in the first post and remove the "older" download links.
celestian
July 27th, 2021, 21:07
I've removed the download links in favor of using the forge system moving forward.
kronovan
July 28th, 2021, 01:41
I started to explore AudioOverseer last night, but got no where with it. TBH I'm not very knowledgeable about music and sound apps, because I have 2 sons that are savvy with them and usually defer to them. They're out of town the Summer though - c'est la vie. I watched the youtube on the 1st page and tried to follow along in 1 of my FGU campaigns, but couldn't even figure out how to drag & drop a sound file into the Audio Overseer window. It didn't help that that video is old and the GUI elements in its AO windows don't much resemlble those I have.
I was trying to drag & drop some MP3s from Windows Explorer, but it became quickly apparent from the fobidden icon that it doesn't support that. My goal is to use the streaming feature of the VLC client and the online client for Syncriscape, since unlike the desktop edition, the latter offers some freebie SciFi-themed libraries. I'm more interested in AO collections and hope to be able to stream some song MP3s together with some background enviro sounds. Triggers would be nice, but not as much of a priority. I read about how to get my Syncriscape online token and how to register it in FGU, which I did. Nothing in the video I watched though, showed how to actually drag & drop sound files, which both the Trigger and Collection windows are prompting me to do.
Is it that I instead have to drag & drop sounds from some list in the VLC Streaming window or some list in Syncriscape Online?.
mwfantasygrounds
August 10th, 2021, 22:43
Hi! I tried looking thru the thread for a solution (not sure if I can search thru a thread using the search feature). I have the extension installed thru Forge. I am running SyrinScape Online Player and am connected to the Syrinscape Online Control Panel. When I manually play a sound by clicking the 'Play Sound' button in Fantasy Grounds Audio Overseer window, it plays just fine. When I type the triggering text into the chat, nothing plays. The AO console says it doesn't match. I am running the latest version of FGU, using the PF2e Ruleset. No other extensions enabled. GM rolls set to 'on'. Source set to Source 2. Screenshot below:
https://imgur.com/a/UmoB0Nb
Gwydion
August 16th, 2021, 02:47
I am having the exact same issue that mwfantasygrounds has. I have the latest files for sure and I am running the Syrinscape Genre player. I can manually trigger but none of my triggers work in text chage and the output in the console is similar to the OP above. I'm use A&D ruleset with no other extensions active.
48713
Gwydion
August 16th, 2021, 12:59
One more update. I did notice that the "CAST" trigger that comes pre-loaded does work, but that is the only one. The other triggers that came don't work and the ones I create won't work. I did notice that some of the "pre-loaded" triggers are pointed to the boardgame player sounds which I don't use but that should just affect that specific trigger. Strange.
celestian
August 16th, 2021, 15:39
I am having the exact same issue that mwfantasygrounds has. I have the latest files for sure and I am running the Syrinscape Genre player. I can manually trigger but none of my triggers work in text chage and the output in the console is similar to the OP above. I'm use A&D ruleset with no other extensions active.
I need a step by step list of what you do to reproduce this. Including if you're using custom sound link modules, how you made them or if this is all within the same campaign.
Gwydion
August 16th, 2021, 18:10
I need a step by step list of what you do to reproduce this. Including if you're using custom sound link modules, how you made them or if this is all within the same campaign.
Will do as soon as I have a chance.
Gwydion
August 17th, 2021, 01:28
Hey, Celestian. I created a video to show what I'm doing and the issues. Let me know what else I can provide. I'm sure its user error!
https://www.dropbox.com/s/98rv3i2t811rcom/2021-08-16%2018-18-33.mp4?dl=0
celestian
August 17th, 2021, 15:39
If you created a module and in that module you had sound links and triggers, the triggers would have a simple path to the id like id-010101... where as if you dropped in a module it would be
[email protected]. So the way it works is it uses the source path of the trigger/collection entry and looks for the sound link there.
So, when you are editing the existing trigger, it's looking in whatever that module is from. Its complicated but, the key is, you need to build the trigger/collections either in the same campaign and then export OR make a new trigger in your active campaign you're playing and then use the sounds from the module in that new trigger. The trigger or collection need to either be from the live campaign you're running or they need to be in the campaign you exported from together, not mixed.
You should be able to make new triggers in your live campaign and in those use sounds from your module (I do this all the time). Just don't edit existing exported triggers. Make entirely new ones.
Gwydion
August 17th, 2021, 16:25
Thanks for replying, Celestian. I'll keep dabbling but what is confusing me is that I'm creating brand new campaigns and creating the triggers in that same campaign. I guess its possible something I'm doing with uploading the CSV data for syrinscape is messing something up? I'll try everything again and delete the trigger that come with the audio overseer module and start everything from scratch. Again, appreciate all your efforts.
Wait... now I think I get it and I think I was editing some of the entries. Thanks. I'll report back after I try again...
celestian
August 17th, 2021, 16:40
Wait... now I think I get it and I think I was editing some of the entries. Thanks. I'll report back after I try again...
The screenshot showed module triggers with edit flags, so I believe you had. Let me know how it goes.
Gwydion
August 19th, 2021, 12:28
Ok, I deleted all the triggers, even the ones that came in the mod and just starting setting all my triggers up from scratch. So far they are all working. Thanks so much, Celestian. I'm going to slowly build these out. Much appreciated.
Gwydion
August 22nd, 2021, 00:53
Hey everyone. I recorded a livestream today of a tutorial of audio overseer. It is set to premier in about an hour on YouTube if anyone is interested. You can see it here:
https://youtu.be/GARUiFaBpF8
Stargrove
August 25th, 2021, 23:26
With regards to the pattern matching. In the PF2e ruleset attacks are shown on two different lines. One shows Character_Name: [ATTACK (M)] Weapon_Name and the second line is Attack [##] ->[Creature Attacked] [HIT]. Is there any plans to incorporate multi-line pattern matching, if it is even possible?
Edit: I was thinking more about it and AO could even gather all the text within a short period of time (fixed or definable in the Options menu) rather than each line since the two lines that show up for a single attack happen rather quickly. I could be an option to enable this type of parsing rather that the single line parsing.
Stargrove
August 25th, 2021, 23:27
This video is the second half of this recipe. Thank you very much fellow Coloradan!
Gwydion
August 26th, 2021, 16:25
This video is the second half of this recipe. Thank you very much fellow Coloradan!
Glad it was helpful! I know it was long and I attempted to input an index to at least help a bit cut to the chase.....
dendarii
August 28th, 2021, 13:31
Hi Celestian,
My STOP Fantasy Player isn't stopping sounds.
FGU, latest update. Syrinscape Fantasy Player, latest update. No other extensions loaded. I checked that I have the Custom Mood soundset downloaded, where the Silence sound is.
I downloaded the CSV and imported some spell sounds, and set up a few triggers - all working well (my players are going to love this).
If I open the sound and click the Play link(1), then the Stop link on the sound (2) , the sound does not finish, as expected.
However if I click the Play link on the sound (3) and use the STOP Fantasy Player stop link (3) , the sound continues to the end.
48911
What am I missing?
Thanks.
Gwydion
August 28th, 2021, 13:56
Hi Celestian,
My STOP Fantasy Player isn't stopping sounds.
FGU, latest update. Syrinscape Fantasy Player, latest update. No other extensions loaded. I checked that I have the Custom Mood soundset downloaded, where the Silence sound is.
I downloaded the CSV and imported some spell sounds, and set up a few triggers - all working well (my players are going to love this).
If I open the sound and click the Play link(1), then the Stop link on the sound (2) , the sound does not finish, as expected.
However if I click the Play link on the sound (3) and use the STOP Fantasy Player stop link (3) , the sound continues to the end.
48911
What am I missing?
Thanks.
I could be wrong, but I think the "all stop" button stops moods and elements that continue unless stopped, whereas the sound file you show in your image is a oneshot. I could be wrong, but that is my guess.
dendarii
August 28th, 2021, 14:13
Reasonable suggestion. Thanks, Gwydion (your video was what prompted me to try out this extension)
I tried STOP on some music. It did eventually work, but it didn't work if I click STOP within the first 17 seconds of the sound.
It could be that my 9th level spell sound was just too short for the STOP to kick in.
celestian
August 28th, 2021, 19:53
Reasonable suggestion. Thanks, Gwydion (your video was what prompted me to try out this extension)
I tried STOP on some music. It did eventually work, but it didn't work if I click STOP within the first 17 seconds of the sound.
It could be that my 9th level spell sound was just too short for the STOP to kick in.
The shorter one shot sounds I don't think stop, or at least very well. It's not something specific to AO but how Syrinscape works with those particular sounds.
Music should stop. How quickly I cannot say as that depends on Syrinscapes api response time.
dendarii
August 29th, 2021, 10:05
Thanks, Celestian.
SnoodNoodles
August 30th, 2021, 19:55
Edit: Im using FGU and this is the only extension I have enabled.
Im having a problem. I load the extension via forge but I dont see an audio button on the side. I made sure to enable it in the options while in the campaign.
The module that adds sounds in works fine as it plays through the online player when pressed. I just dont see the audio button to create new audio.
MrDDT
August 30th, 2021, 20:29
Edit: Im using FGU and this is the only extension I have enabled.
Im having a problem. I load the extension via forge but I dont see an audio button on the side. I made sure to enable it in the options while in the campaign.
The module that adds sounds in works fine as it plays through the online player when pressed. I just dont see the audio button to create new audio.
Did you check the box for it to be seen in the sidebar in the options?
SnoodNoodles
August 30th, 2021, 20:32
Well that fixed that... I didnt even know that was a thing. New to fantasy grounds haha. Though it has made alot of things so much easier and streamedlined.
SnoodNoodles
August 30th, 2021, 22:35
One more thing. How do I set up sounds to be played through the online player. I see some example sounds have been set to but I have no idea how to go about doing it myself haha.
dendarii
August 31st, 2021, 11:40
In FG, set Audio Overseer to Source 2 in Options.
Install the Syrinscape online player, if you haven't already, and open it. Make sure that the online player is linked to your Syrinscape account.
Set the Audio Overseer token as described by Celestian in the first post in this discussion.
That worked for me.
celestian
August 31st, 2021, 17:18
One more thing. How do I set up sounds to be played through the online player. I see some example sounds have been set to but I have no idea how to go about doing it myself haha.
I would recommend watching the videos linked in the first post. It will go a long way to explaining how to use it.
Li7hium
September 2nd, 2021, 06:59
Hi guys,
I apologise in advance.
In order for this extension to work, and assuming that I am using the SyrinScape Online player, do I firstly have to be a SuperSubcriber and then add my players as connections to that before they will hear the sounds in FGU?
If not, what do my players need to have loaded to enjoy this?
Gwydion
September 2nd, 2021, 12:23
Hi guys,
I apologise in advance.
In order for this extension to work, and assuming that I am using the SyrinScape Online player, do I firstly have to be a SuperSubcriber and then add my players as connections to that before they will hear the sounds in FGU?
If not, what do my players need to have loaded to enjoy this?
If you are using the Online player then yes, players need to be connected to your player and they will hear the sounds throught he player.
Frodie
October 15th, 2021, 02:31
Where do I add the audio token. I have been looking and can't find where that is imported
arcanjl
October 29th, 2021, 01:06
Is there a way we can add the PC's name to a chat trigger (so I can have a female and a male voice depending on whois casting)?
arcanjl
October 29th, 2021, 01:13
Where do I add the audio token. I have been looking and can't find where that is imported
In the text area...
If you are using Syrinscape Online Player be sure to add your token via "/ao token XXXXX" where XXXXX
arcanjl
October 29th, 2021, 13:51
Is there a way we can add the PC's name to a chat trigger (so I can have a female and a male voice depending on who is casting)?
Also, when I create a trigger I can only have one match - what am I missing?
Thanks!
49708
celestian
October 29th, 2021, 16:09
Is there a way we can add the PC's name to a chat trigger (so I can have a female and a male voice depending on who is casting)?
Also, when I create a trigger I can only have one match - what am I missing?
Thanks!
49708
You have an extension that is breaking AO. Which one I cannot say.
arcanjl
October 29th, 2021, 17:57
Great. I will check one I get home. :)
Is there a way to see the pcs name in triggers?
celestian
October 29th, 2021, 19:50
Great. I will check one I get home. :)
Is there a way to see the pcs name in triggers?
What you can filter on in the chat text is purely up to the ruleset. If the ruleset has the name in the same line as the text you're looking for, yes. Every ruleset is different. So just show icons.
arcanjl
October 29th, 2021, 23:42
Thank you, removing all the addons fixed it (I will figure out which it was later).
I have switched to your audio manager because I have so many local sounds I want to use - so thank you VERY much for that.
I play in 5e.
1) It looks like that even if the character's name is shown, it does not see it, I assume that is normal? (red)
2) Can it work with 2 lines? My first line says "(M)" (For melee) and my second line says hit or miss, can I incorporate the two, or not?
Thanks!
49720
celestian
October 30th, 2021, 00:18
Thank you, removing all the addons fixed it (I will figure out which it was later).
I have switched to your audio manager because I have so many local sounds I want to use - so thank you VERY much for that.
I play in 5e.
1) It looks like that even if the character's name is shown, it does not see it, I assume that is normal? (red)
2) Can it work with 2 lines? My first line says "(M)" (For melee) and my second line says hit or miss, can I incorporate the two, or not?
Thanks!
49720
Based on that screen shot, unless there isn't something hinky going on, it should work as they "look" like they are on the same line. You can use the debug method described in the first post and see for sure how it looks in the chat text.
arcanjl
October 30th, 2021, 14:52
thank you. I guess I am SOL.
It looks like that it can't see both lines, so I can't Combine Melee with a Hit/Miss. I have to choose to make the sound for one or the other.
Also, it looks like it does not see the actor - it only shows a "'s" for whatever that is - a variable.
49726
Thanks for your help, back to brainstorming :)
arcanjl
October 30th, 2021, 19:22
Ok, another q.
I love the random! I have so many that I am setting up, However, I can't figure out how to use the delay feature with it. Is there a way to allow the random to go off with a delay, or can I only have one choice if I want a delay?
49731
celestian
October 30th, 2021, 20:19
Ok, another q.
I love the random! I have so many that I am setting up, However, I can't figure out how to use the delay feature with it. Is there a way to allow the random to go off with a delay, or can I only have one choice if I want a delay?
49731
The delay is... quite finicky. Since FGU doesn't have a API non-blocking timer hook so I had to create a "work-a-round" and you need to keep delays VERY short. like 0.5. The original intent of the delay was to have 2 sounds for one action, such as a crit having a bit hit sound followed by cheering or the like. Trying to delay it more than that will cause your system to "pause" while it waits for the time to expire.
It's unfortunate but for now thats all I'd use it for. Trying to delay 30 seconds will not work ;(
But, not sure that answers your question (I'm remote right now on phone). I'll review the UI when I get home. If I remember correctly you can only have 2 sounds with a delay and when the trigger fires it will work through those sounds with delay and the random list will be picked and played immediately.
arcanjl
October 30th, 2021, 21:58
I have it set to .75 seems to be working well
I just want it to pick from the random selection, not the Sounds section.
I guess I could create an empty sound to set as the main one with the timer...?
macDsinfo
October 31st, 2021, 04:05
does this work with pathfinder for savage worlds? thx, in advance.
celestian
October 31st, 2021, 04:23
does this work with pathfinder for savage worlds? thx, in advance.
I am pretty sure it doesn't work with the Savage Worlds Ruleset, if those are the same. That ruleset has diverged a lot from CoreRPG and the functionality is not the same.
macDsinfo
October 31st, 2021, 06:35
I am pretty sure it doesn't work with the Savage Worlds Ruleset, if those are the same. That ruleset has diverged a lot from CoreRPG and the functionality is not the same.
thanks for the reply. and, of course, thanks for all the hard work!
arcanjl
November 1st, 2021, 13:23
I can't pin it down.
Scenario 1) I have one sound in the main section, and 5+ more in the random. I put the one in the main section so I can set a delay of .5 sec. Result: Sometimes it plays both the sound in the main and a sound from the random on top of each other. Sometimes, not.
Scenario 2) I then created a sound with no sound in it. Used as a kind of a token so I can get the .5 sec delay in. I put that in the main sound with a .5 sec delay, and the 5+ other randoms. Obviously in this scenario, the sounds never overlap (or that I can tell, cause one is silent) - but sometimes I get no sound at all as if it picked ONLY the main sound and none of the random. So... 2+2 is not equalling 4, and I am confused as heck.
49761
celestian
November 1st, 2021, 16:07
I can't pin it down.
Scenario 1) I have one sound in the main section, and 5+ more in the random. I put the one in the main section so I can set a delay of .5 sec. Result: Sometimes it plays both the sound in the main and a sound from the random on top of each other. Sometimes, not.
Scenario 2) I then created a sound with no sound in it. Used as a kind of a token so I can get the .5 sec delay in. I put that in the main sound with a .5 sec delay, and the 5+ other randoms. Obviously in this scenario, the sounds never overlap (or that I can tell, cause one is silent) - but sometimes I get no sound at all as if it picked ONLY the main sound and none of the random. So... 2+2 is not equalling 4, and I am confused as heck.
49761
So as I said, FGU does not have a non-blocking timer API. That means that if a delay is used it waits, causing FGU to pause processes. So, when you have a delay sound and a random set of sounds it's going to just wait 0.5 seconds before it does anything, after which it plays the sound and the random sounds. The only real use of the delay is to have 2 sounds that you want to delay between because of the way FGU is right now. If FGU had a non-blocking timer API you could trigger the sounds all at once, the ones with timers would go off after the expired time and the others would trigger immediately.
arcanjl
November 1st, 2021, 17:30
The timer works great (probably cause I keep it at .5 sec, just to go off another triggered sound, so I don't notice the delay in-game). (Swing... then a miss. Or Swing... and a hit)
The issue is I have to have a main sound to set off the timer, so that way random sounds delay as well. I don't want the main sound at all, but I have to. (The weird thing is that when I have a main sound to set the delay, it sometimes goes off and sometimes it doesn't - but that is just gremlins in the pipes I think)
Would it be hard to put the delay setting next to the trigger, so it is not attached to the primary sound? Just curious.
Right now I am just using a silent filler for the delay, and sometimes I hear nothing. That's fine, better than the overlapping.
Bolorokenpay
November 1st, 2021, 19:27
How often is the Supersyrin link mod updated? Or does it need to be updated?
celestian
November 1st, 2021, 22:38
How often is the Supersyrin link mod updated? Or does it need to be updated?
The super module was done as an example. If you subscribe to the top end version from Syrinscape you can download the CVS file and create your own module by importing it in AO.... and update said module whenever you get new sounds added to the package.
Tritoxin
November 3rd, 2021, 02:24
So I am having a similar issue to arcanjl, the whole missing the add line button on audio triggers thing. Figured out, as you had surmised, that it was one of my extensions doing that; "Player Agency" to be specific. So I guess my question is, how would I go about rectifying that? Really just asking for a direction to look in on making these work together since they don't seem to. Which is a shame because I really like both extensions. Any help would be appreciated, thank you.
celestian
November 3rd, 2021, 03:16
So I am having a similar issue to arcanjl, the whole missing the add line button on audio triggers thing. Figured out, as you had surmised, that it was one of my extensions doing that; "Player Agency" to be specific. So I guess my question is, how would I go about rectifying that? Really just asking for a direction to look in on making these work together since they don't seem to. Which is a shame because I really like both extensions. Any help would be appreciated, thank you.
He's intercepting chat code, same as I do. You can only have one. What FG needs is a proper hook so more than one extension can get at it. If there was an easy fix I'd have done it ;)
Tritoxin
November 3rd, 2021, 08:27
He's intercepting chat code, same as I do. You can only have one. What FG needs is a proper hook so more than one extension can get at it. If there was an easy fix I'd have done it ;)
Thanks for the info, guess I'll pick up this extension later whenever they're compatible.
celestian
November 3rd, 2021, 18:34
He's intercepting chat code, same as I do. You can only have one. What FG needs is a proper hook so more than one extension can get at it. If there was an easy fix I'd have done it ;)
Looks like JPG is going to add some hooks that might resolve this ;)
https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension&p=625698&viewfull=1#post625698
Not sure when it will come in but if it's in the current beta it'll be a bit before the extension can be updated.
amanwing
November 7th, 2021, 14:54
Does this work when I want to stream the sound to discord using this guide? https://www.youtube.com/watch?v=lZ1FlHRjthc&t=1s
I want to use cast effects in the chatwindow and so on but my players should not need to download more software. So I would like to use all the features here with discord. Does it work?
arcanjl
November 7th, 2021, 15:20
Does this work when I want to stream the sound to discord using this guide? https://www.youtube.com/watch?v=lZ1FlHRjthc&t=1s
I want to use cast effects in the chatwindow and so on but my players should not need to download more software. So I would like to use all the features here with discord. Does it work?
Yes that will work. I used that for years. But now we moved to zoom and I just share my sound. Super easy and I get to see my players :-)
amanwing
November 7th, 2021, 18:21
Yes that will work. I used that for years. But now we moved to zoom and I just share my sound. Super easy and I get to see my players :-)
Great! I just installed everything and want to test it but there is no audo button or something like that in my button list of the dnd module. I have characters, notes, images, etc. but in all tutorial videos there is also an audio button. What did I do wrong? I have audio overseer in the options menu.
arcanjl
November 7th, 2021, 18:35
Great! I just installed everything and want to test it but there is no audo button or something like that in my button list of the dnd module. I have characters, notes, images, etc. but in all tutorial videos there is also an audio button. What did I do wrong? I have audio overseer in the options menu.
Ha! That is the most common asked question :)
Go to options - sidebar - and turn that baby on :)
amanwing
November 7th, 2021, 18:42
Ha! That is the most common asked question :)
Go to options - sidebar - and turn that baby on :)
Thank you! So much to learn
amanwing
November 7th, 2021, 19:47
Now I can't get the link in FG to work. When I copy paste it to a browser the sound plays. I am running a lokal syrinscape fantasy player linked to my discord.
syrinscape-fantasy:elements/ .....
celestian
November 9th, 2021, 20:00
Test channel has the AudioOVerseer v1.5 with the updates CoreRPG chat hooks. Should alleviate the conflicts with the other extensions that interact with chat also. Please feel free to test it out. I'll push it to live once the big CoreRPG update is released.
mattekure
November 12th, 2021, 17:52
Linux Users - It is now possible to use linux with FG and Syrinscape. As you may be aware, the Linux Syrinscape players do not support URI handlers, so getting FG to trigger links in Syrinscape was impossible. There are now two options, one for Syrinscape Online, and one for the Fantasy/Sci-fi players.
Syrinscape Online URI handler
Source code and files available at https://github.com/mattekure/Syrinscape-Online-URI-Handler/releases
Developed and tested only on Ubuntu, so no guarantees about other versions. But its pretty basic. Just run the install.sh script (not as root!). It will ask for root access to install the handler, but the rest of the installer script needs to run as the user.
Syrinscape Fantasy/Sci-fi URI handler
Check out this post on the Syrinscape forums. https://forum.syrinscape.com/t/linux-uri-handling/10030/28
micael
November 15th, 2021, 23:45
Hi Saint,
a really fine acomplishment this tool, but can I use also "RPG Sounds" (a free steam app) to play sounds from fantasy grounds unity directly to my fellow rpg players with your tool and how? Why RPG sounds and not syrinscape? Because I can invite my players online through a link into one virtual sound room without having to force them download a local player and an account for syrinscape.
Thanks for your information
Micael Germany
celestian
November 16th, 2021, 05:56
Hi Saint,
a really fine acomplishment this tool, but can I use also "RPG Sounds" (a free steam app) to play sounds from fantasy grounds unity directly to my fellow rpg players with your tool and how? Why RPG sounds and not syrinscape? Because I can invite my players online through a link into one virtual sound room without having to force them download a local player and an account for syrinscape.
Thanks for your information
Micael Germany
If they add an API to talk to it similar to how Syrinscape works I'd be happy to make it work. Unfortunately I don't believe they do. I love RPG Sounds.
arcanjl
November 26th, 2021, 16:43
Help. 2+2 not equalling 4
Campain one: core rules and AudioOverseer only installed. --> Swing and a Hit. When a "Hit" appears in the chat, I get the sound.
Campain two: core rules and AudioOverseer only installed. --> Swing and a Hit. When a "Hit" appears in the chat, I get NO sound.
When turning on debugging I see: " s'NO MATCH FOR:' | s'Hit'"
??'
Should I try your beta to see if that fixes it?
celestian
November 26th, 2021, 19:15
Help. 2+2 not equalling 4
Campain one: core rules and AudioOverseer only installed. --> Swing and a Hit. When a "Hit" appears in the chat, I get the sound.
Campain two: core rules and AudioOverseer only installed. --> Swing and a Hit. When a "Hit" appears in the chat, I get NO sound.
When turning on debugging I see: " s'NO MATCH FOR:' | s'Hit'"
??'
Should I try your beta to see if that fixes it?
Show your trigger.
Show your log of the line from chat.
Then I'll be able to offer a solution.
Zionmatrix
November 26th, 2021, 19:35
I recently had to redo sound effects do to bad/old mappings. I don't know if was a ext change or a syrinscape change.
arcanjl
November 26th, 2021, 20:56
Here you go (I hope this is what you were wanting)
celestian
November 27th, 2021, 06:02
Here you go (I hope this is what you were wanting)
My only guess is you have a space at the end of your match text.
arcanjl
November 27th, 2021, 13:30
Nope, no space. I am so... perplexed. :)
Thank you for looking
So I created a new campaign and copied one section over at a time. It all work until I got to the db.xml. Then it stopped working. So it is something in there... and there is now way I can go though that :(
celestian
November 27th, 2021, 19:34
Nope, no space. I am so... perplexed. :)
Thank you for looking
So I created a new campaign and copied one section over at a time. It all work until I got to the db.xml. Then it stopped working. So it is something in there... and there is now way I can go though that :(
Yeah, that's odd. I dunno whats going on but sounds like a symptom rather than the problem. What that could be tho I am not sure.
arcanjl
November 27th, 2021, 21:20
Test channel has the AudioOVerseer v1.5 with the updates CoreRPG chat hooks. Should alleviate the conflicts with the other extensions that interact with chat also. Please feel free to test it out. I'll push it to live once the big CoreRPG update is released.
Has this happened yet? (the release)
Zionmatrix
November 28th, 2021, 15:32
Ok I still can't get hit to work either.
I had it working then critical stopped working.
5e it's not seeing the trigger. I've rebuilt a couple of times. Might be something to with both hit and critical having hit... nope I removed hit from the critical trigger, still nothing. It's like fgu has some hidden character in the line.
I've tried just HIT %[HIT %[HIT%]
BTW both critical and miss work without the closing %]
arcanjl
November 28th, 2021, 16:01
Wow! I will try that now
No, my crit won't work.
Tried
%[CRITICAL HIT%]
%[CRITICAL HIT
CRITICAL HIT
------
Just tried Test build just to see if it would work - nope
celestian
November 28th, 2021, 20:24
Ok I still can't get hit to work either.
I had it working then critical stopped working.
5e it's not seeing the trigger. I've rebuilt a couple of times. Might be something to with both hit and critical having hit... nope I removed hit from the critical trigger, still nothing. It's like fgu has some hidden character in the line.
I've tried just HIT %[HIT %[HIT%]
BTW both critical and miss work without the closing %]
I've not changed any code for AO in a good while. The only recent change is on test and it's using the new chat based hooks.
I've done some looking and it appears that one of the DB API calls does something differently in FGU than it did in FGC. So since the move to FGU this has been an issue but no one has noticed.
I've made some changes to the code and you can see if it works for you on the Test channel. This version will go live whenever Smiteworks releases the new Core updates (next week or so?).
If you want to test it there, copy your campaign to somewhere around there: FGU\data\channels\Test\campaigns\ and switch to the Test channel and see if it works for you. My local testing indicates it's working there.
arcanjl
November 28th, 2021, 21:16
IT'S WORKING!
:cool:
Zionmatrix
November 28th, 2021, 23:40
Sweet, thanks celestain!
I won't be able to test for a day or so, but I will double check it as well
Valyar
December 12th, 2021, 08:35
Is there a way to prevent opening of the default browser on macOS when using the extension?
celestian
December 12th, 2021, 16:50
Is there a way to prevent opening of the default browser on macOS when using the extension?
See notes on MAC in first post.
Valyar
December 12th, 2021, 16:56
I am using the Online player and the proposed solutions does not work unfortunately. I don't think I will be disabling any security mechanism on the OS. I guess I will continue running games on Windows + Elgato Streamdeck.
celestian
December 12th, 2021, 17:32
I am using the Online player and the proposed solutions does not work unfortunately. I don't think I will be disabling any security mechanism on the OS. I guess I will continue running games on Windows + Elgato Streamdeck.
I'm not able to test on a MAC so cannot say, sorry ;( Sure would be nice if we have such features native in FGU!
Plunger
December 14th, 2021, 15:08
How would I go about deleting the sounds currently stored in Audio without having to manually delete each one? Is that a database file I can remove? Thanks in advance.
50324
Nevermind, figured it out. Open the respective campaign DB.xml and delete all entries between <audio></audio> tags.
Egheal
December 17th, 2021, 20:43
Where can i found the updated supersyrin links? (sorry i cannot find the info with the search engine, it probably has been requested a lot though...). Thanks for this awesome extension.
celestian
December 18th, 2021, 21:05
Where can i found the updated supersyrin links? (sorry i cannot find the info with the search engine, it probably has been requested a lot though...). Thanks for this awesome extension.
It's still on the first post. As it's quite large and I did not want to confuse people without that package I do not include it in the default AO forge. I also don't maintain it with the most current updates from Syrinscape.
arcanjl
December 18th, 2021, 22:23
I've not changed any code for AO in a good while. The only recent change is on test and it's using the new chat based hooks.
I've done some looking and it appears that one of the DB API calls does something differently in FGU than it did in FGC. So since the move to FGU this has been an issue but no one has noticed.
I've made some changes to the code and you can see if it works for you on the Test channel. This version will go live whenever Smiteworks releases the new Core updates (next week or so?).
If you want to test it there, copy your campaign to somewhere around there: FGU\data\channels\Test\campaigns\ and switch to the Test channel and see if it works for you. My local testing indicates it's working there.
The second HIT, Crit, etc is not working, I thought it did in the test, but it isn't now. Weird that it is the second part, cause the first plays perfectly
celestian
December 19th, 2021, 03:53
The second HIT, Crit, etc is not working, I thought it did in the test, but it isn't now. Weird that it is the second part, cause the first plays perfectly
Not sure what you mean "second" hit/crit not working. Testing locally it works same as it did in test for me... i.e. [HIT] triggers a sound, or multiple sounds if it has more than one.
Keep in mind that AO will not trigger the same sound url immediately after another (around 1 second is needed between each). This is to keep you from getting spammed with save alerts for 20 orcs (if you do such a thing).
arcanjl
December 19th, 2021, 05:33
Sorry, "second" was bad wording.
Here is an example:
https://youtu.be/0vnDq8kxOCk
PS - when I tested it on the TEST before it worked.
celestian
December 19th, 2021, 05:45
Sorry, "second" was bad wording.
Here is an example:
https://youtu.be/0vnDq8kxOCk
PS - when I tested it on the TEST before it worked.
What does your console window show during that [CRITICAL HIT] text.
I created and tested the trigger you have and it works for my setup.
arcanjl
December 19th, 2021, 14:29
Here it is, looks like it found it?
(This is with no ext too - but the strange thing? If I create a new campaign, no issues (which I might do even though this baby has been running for a year + :))
celestian
December 19th, 2021, 17:35
Here it is, looks like it found it?
(This is with no ext too - but the strange thing? If I create a new campaign, no issues (which I might do even though this baby has been running for a year + :))
[12/19/2021 7:23:32 AM] s'[12/19/21 07:23:32]' | s'manager_audio' | s'onReceive' | s'Name of Trigger:' | s'Critical Hit'
[12/19/2021 7:23:32 AM] s'[12/19/21 07:23:32]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s''
Please turn on /ao debug on and send me more output.
It "looks like" you are mixing the exported version from the example module with custom sounds. Make a new trigger and use those settings and sounds. The way sounds are exported require that if you are exporting triggers you should not also customize. This is something I've mentioned before and I suspect why it's not working now.
When trying to find a sound for a trigger that is from a module it pre-pends the @module where the trigger is found when looking for the sound.
I've been trying to come up with a good method to get around this issue but nothing yet. It would help more seeing the full debug output.
That said, I cannot replicate the problem even trying the above (for me it works) so I suspect you are doing something else.
celestian
December 19th, 2021, 18:44
Update, 1.7.
Should make customization of exported triggers more forgiving (using local sounds in exported triggers).
arcanjl
December 19th, 2021, 19:07
Well that was quick! Will I need to do anything? I won’t be able to test it until this evening.
But as to what you were saying earlier, if I export sounds I cannot edit them later in a different campaign? Just trying to understand the gist of it :-)
Thank you so much for your help
celestian
December 19th, 2021, 19:12
Well that was quick! Will I need to do anything? I won’t be able to test it until this evening.
But as to what you were saying earlier, if I export sounds I cannot edit them later in a different campaign? Just trying to understand the gist of it :-)
Thank you so much for your help
Try it out and see if it works for you. I am not really sure what your issue is without the ao debug output. I hope it works for ya ;)
arcanjl
December 20th, 2021, 00:02
I did turn On The ao debug for you
arcanjl
December 22nd, 2021, 14:52
Sorry for the delay. Finally back home.
I created a hit sound in my campaign. I also unloaded my imported sounds just to be sure. Still did not work.
I believe that this time I actually turned *on* the debug and exported it. :)
celestian
December 22nd, 2021, 20:41
Sorry for the delay. Finally back home.
I created a hit sound in my campaign. I also unloaded my imported sounds just to be sure. Still did not work.
I believe that this time I actually turned *on* the debug and exported it. :)
You have a large number of extensions. My first suggestion is to disable them all except AO as I am unable to replicate your problem.
arcanjl
December 22nd, 2021, 22:55
Why would it sometimes say this:
[12/22/2021 3:40:53 PM] s'[12/22/21 15:40:53]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s''
and sometimes
[12/22/2021 3:41:27 PM] s'[12/22/21 15:41:27]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'quarterstaff-mat_flesh-Critical"'
[12/22/2021 3:41:27 PM] s'[12/22/21 15:41:27]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'D:\Dropbox\Software\SoundsFX\Temple of Elemental Evil\Temple of Elemental Evil\dynamic\hitsounds\WT_quarterstaff-mat_flesh-Critical.WAV'
arcanjl
December 23rd, 2021, 16:53
I created a new campaign, loaded my chats. The 'hit' worked, but others did not. I then edited and re-added the search for terms, changing nothing. And it worked. Is this what you were talking about? Is there a way I can just 'flatten' my chats so they will work?
arcanjl
December 23rd, 2021, 17:04
Here is a new one lol.
When testing the sound on my melee Attack Dagger, it would just create a new sound until I replaced it.
https://www.youtube.com/watch?v=ASGLMlMXzGA
DolfCarg
December 23rd, 2021, 21:04
Hello celestian, I love Audio Overseer, it's a great addition to our game! I use the online player and the background flavor music works great, but for some reason the in game triggers have stopped working. I can open the triggers and play them manually and everyone can hear, but it's just not reading the chat. I get one error when I open the game:
[12/23/2021 2:32:11 PM] [ERROR] Script execution error: [string "chat"]:3: attempt to call field 'onInit' (a nil value)
I've deactivated all other extensions, rebooted, FG completely updated, AO version 1.23
Any help?
celestian
December 23rd, 2021, 22:35
Hello celestian, I love Audio Overseer, it's a great addition to our game! I use the online player and the background flavor music works great, but for some reason the in game triggers have stopped working. I can open the triggers and play them manually and everyone can hear, but it's just not reading the chat. I get one error when I open the game:
[12/23/2021 2:32:11 PM] [ERROR] Script execution error: [string "chat"]:3: attempt to call field 'onInit' (a nil value)
I've deactivated all other extensions, rebooted, FG completely updated, AO version 1.23
Any help?
1.23 is not the current version. Subscribe to the forge (see first post) version and you should get version 1.8. The recent Core update required a few changes to continue working.
DolfCarg
December 24th, 2021, 00:12
Thank you, that did it. The first post said something about update 1.23 so I thought I was on the latest.
arcanjl
December 24th, 2021, 21:23
It appears that the "no triggers" is the same as disabled.
celestian
December 24th, 2021, 23:02
It appears that the "no triggers" is the same as disabled.
No triggers disables triggers. Disabled disables all sounds including collections or even audio link.
Arnagus
December 26th, 2021, 10:21
Hey Celestian,
First - thanks for this great module. I got everything working and sounds piped via the Syrinscape Online Player into Discord. As you expect, next stop were the sound triggers, which work great if you read and understand your first post and the videos ;-) especially when you import the CSV properly. Really great work.
When failing to do what every one else also tried (matching a trigger over multiple lines - yes, I understand the constrains) I was wondering if we cannot tackle the problem from another side. Most automation systems work with a TRIGGER - CONDITION - ACTION sequence. You "just" use TRIGGER - ACTION. It would be great if the condition of the current character/object could influence the sound selection, e.g. any effect on the character. You would need two rules, one with trigger A and condition B leading to sound X and another with trigger A and condition C leading to sound Y.
If this would be possible, one condition might be - the last successful trigger match. Thinking about saving it to an object "last.match" ( sorry, no clue about LUA, just expressing my thoughts) and setting up something like trigger A, no condition, no sound; trigger B, condition: last.match = A, sound for A+B; trigger C, condition: last.match=A, sound for A+C.
This way, the weapon string ( trigger A ) will result into two different sounds FOR THAT WEAPON on HIT ( trigger B) or MISS ( trigger C).
Would this be possible? Thanks for thinking about my idea :-D
celestian
December 26th, 2021, 19:52
Hey Celestian,
First - thanks for this great module. I got everything working and sounds piped via the Syrinscape Online Player into Discord. As you expect, next stop were the sound triggers, which work great if you read and understand your first post and the videos ;-) especially when you import the CSV properly. Really great work.
When failing to do what every one else also tried (matching a trigger over multiple lines - yes, I understand the constrains) I was wondering if we cannot tackle the problem from another side. Most automation systems work with a TRIGGER - CONDITION - ACTION sequence. You "just" use TRIGGER - ACTION. It would be great if the condition of the current character/object could influence the sound selection, e.g. any effect on the character. You would need two rules, one with trigger A and condition B leading to sound X and another with trigger A and condition C leading to sound Y.
If this would be possible, one condition might be - the last successful trigger match. Thinking about saving it to an object "last.match" ( sorry, no clue about LUA, just expressing my thoughts) and setting up something like trigger A, no condition, no sound; trigger B, condition: last.match = A, sound for A+B; trigger C, condition: last.match=A, sound for A+C.
This way, the weapon string ( trigger A ) will result into two different sounds FOR THAT WEAPON on HIT ( trigger B) or MISS ( trigger C).
Would this be possible? Thanks for thinking about my idea :-D
Attaching sounds to objects (item, sword, dagger/etc or spells) is doable. The problem is that gets into the guts of the rulesets. Doing that would limit it to very specific rulesets in some cases. It's even more variable than chat output as some systems don't even pass weapon/spell objects (AD&D 2E does for various reasons) to the damage/attack code so I'd have to do it myself and that would me overriding a lot of code that I'd have to review every time they updated.
Right now im hoping they will just add native sound in FG and start considering these sorta things to make it easier. Wishful thinking but right now that's all I've got.
Arnagus
December 26th, 2021, 21:42
Sorry for being unclear - I was speaking of the character as an " object" (in programming terms). "Actor" would likely be the more correct way to express it. I am thinking about "effects" being the condition of an "object" (not sure if FGU works that way).
So if a character is e.g. "Helpless", the trigger (match to the Chat line) will check the "condition" and select the sound accordingly.
However - as a starting point, saving the name (ID) of the "Sound Trigger" where the last line matched and adding a condition to match this variable to some additional " condition" to be setup for each " Sound Trigger" was the idea of a starting point to remember the previous match for a two-line matching.
Looking into the code, I guess the if case calling the "matchesFound" function (from manager_audio.lua) could be the right place to save the name of the matching trigger (nodeTrigger?) in a global variable. An additional condition field in each trigger can compare the name (if set) and would only continue if either there is no condition defined, or the condition matches the name. As said - I don't know LUA (the condition must somehow be entered where the matches are set in the audio-trigger record), but if we can get this input somehow, I guess we can use it to compare here.
celestian
December 26th, 2021, 22:33
Sorry for being unclear - I was speaking of the character as an " object" (in programming terms). "Actor" would likely be the more correct way to express it. I am thinking about "effects" being the condition of an "object" (not sure if FGU works that way).
So if a character is e.g. "Helpless", the trigger (match to the Chat line) will check the "condition" and select the sound accordingly.
However - as a starting point, saving the name (ID) of the "Sound Trigger" where the last line matched and adding a condition to match this variable to some additional " condition" to be setup for each " Sound Trigger" was the idea of a starting point to remember the previous match for a two-line matching.
Looking into the code, I guess the if case calling the "matchesFound" function (from manager_audio.lua) could be the right place to save the name of the matching trigger (nodeTrigger?) in a global variable. An additional condition field in each trigger can compare the name (if set) and would only continue if either there is no condition defined, or the condition matches the name. As said - I don't know LUA (the condition must somehow be entered where the matches are set in the audio-trigger record), but if we can get this input somehow, I guess we can use it to compare here.
I guess I am still not understanding what you're suggesting.
I can say, "the last successful trigger match" code would be quite messy and the only way to also traverse single lines of text. It's why I've not done it. You'd need to add timers and FG just doesn't do timers very easily. The rate limiter uses a timer but chat text is less consistent and w/o some form of non-blocking API timer it would be ugly.
Having multiple points of reference to apply a trigger that occur at different times (even if milliseconds apart) can be inconsistent.
Arnagus
December 26th, 2021, 22:51
As said - not sure if this is possible in LUA: I suggest to save the name of the last audio-trigger record which has played a sound in a global variable. Then, all records get an optional condition field, which can contain the name of another record (or nothing). If it is set, this must be the last triggered audio-trigger record before the current one (basically another prerequisite).
sinprime
January 1st, 2022, 03:03
Minor Extension Conflict
While running this extension and the Player Agency Extension (https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension), the (+) button to add additional "Matches" listed under "Triggers" is being removed. This prevents the ability to add additional "Matches" to all "Triggers".
The button is visible again when the Player Agency ext is turned off.
Is there anyway this can be resolved so both Extensions play nice together? Thanks!
damned
January 1st, 2022, 03:27
It is infact a major conflict :(
Moon Wizard was looking at some CoreRPG changes that would allow both of us to make the changes we needed but I dont think it has happened as yet...?
celestian
January 1st, 2022, 06:40
It is infact a major conflict :(
Moon Wizard was looking at some CoreRPG changes that would allow both of us to make the changes we needed but I dont think it has happened as yet...?
Only conflict im aware of is the chat output with the new version (came out with the big Core update). I no longer use the override method and use the new hooks. Outside of that there shouldn't be any other issues.
sinprime
January 1st, 2022, 08:06
Minor Extension Conflict
While running this extension and the Player Agency Extension (https://www.fantasygrounds.com/forums/showthread.php?54284-Player-Agency-Extension), the (+) button to add additional "Matches" listed under "Triggers" is being removed. This prevents the ability to add additional "Matches" to all "Triggers".
The button is visible again when the Player Agency ext is turned off.
Is there anyway this can be resolved so both Extensions play nice together? Thanks!
Well is there something I'm doing incorrectly? With both extensions running the above conflict persists. I have the latest version of both extensions installed as well.
celestian
January 1st, 2022, 08:20
Well is there something I'm doing incorrectly? With both extensions running the above conflict persists. I have the latest version of both extensions installed as well.
Nothing I can do about it. I think this is something damned will have to resolve. To be clear tho, this is just the nature of the beast. Authors do various things with their extensions and sometimes you simply can't use it with others and they both work.
damned
January 1st, 2022, 10:06
Im looking into the new code Celestian pointed me towards.
sinprime
January 1st, 2022, 13:32
I appreciate the time and consideration from both parties, even if there is no "fix". Thanks for the replies Damned & Celestian!
Arnagus
January 2nd, 2022, 15:58
Hey Celestian,
** Updated 2022-01-05, introducing logical OR when more than one Condition starting with "." is present in the match list ***
-> tinkering around with your LUA code, so please excuse the very crude approach. This is rather a "proof of concept".
I was able to implement multi-line matching (meaning MATCH1 must succeed on one chat line, MATCH2 must succeed on successive chat line) to trigger "Audio Trigger" records. As I have no clue how to add an additional input field into the "Audio Trigger" screen, I had to reuse the "match" lines. I introduced a special match line starting with "." which will consider the rest of the line as the *exact* string of the name of the last previously triggered "Audio Trigger" record.
With this, you now can build chained triggers. Example:
50665
Here, you have two chat lines (from 3.5e rule set). First line is showing the ATTACK with a Mace, second that it is HITting successfully.
You can now define two "Audio Triggers"
First one (MATCH1) to match the Attack:
50666
Second one (MATCH2) to match the HIT *plus* (new!) the successful matching of the first "Audio Trigger":
50667
The second trigger called "Test" has the new condition in the first line. It contains the "." plus the name of the "Attack Mace" trigger.
What will happen: on the first chat line, the "Attack Mace" trigger will match (and play any sound if it is associated with one - I have omitted this). On the second chat line, the "[HIT]" will match, but it will also match the ".Attack Mace" (name of the first trigger plus ".") and thus play the sound "Weapon hits chainmail". On a miss, the "[HIT]" will not match - no sound. On any other weapon used (for the first chat line), the "Attack Mace" will not be the last (previous) matching trigger name - no sound.
You now can define different "hit", "miss" and "critical" sounds for each weapon. You can chain triggers for spells and successful/failed saving throws.
** Update **
If the second "Audio Trigger" Record contains more than one line starting with ".", then any of those listed "Audio Trigger" names will work. This allows to play the "Weapon hits chainmail" sound when either "Audio Trigger" Record is previously matching: the "Attack Mace" or the "Multiattack Mace" (see Test2 below):
50763
50764
CAVEAT - the code is based on version 1.6 of the code (last version on GIT (https://gitlab.com/FGProjects/public/extensions/audiooverseer/-/blob/master/scripts/manager_audio.lua) ). A separate list of conditions (similar to the list of matches) is preferred - this is XHTML coding of Celestian's "record_audiotriggers" I am not capable of. I have included the updated manager_audio.lua(.txt) plus a diff file against the 1.6 version on GIT (manager_audio.diff.txt). I cannot promise that Celestian is including this into his code as it still requires some (extensive) work to clean up and make it proper.
Installation: download the extension (as an archive) from GIT (https://gitlab.com/FGProjects/public/extensions/audiooverseer/-/tree/master/), and put the extracted folder "AudioOverseer" into your extension folder (wherever your Fantasy Grounds data resides). Replace the scripts/manager_audio.lua file in this folder with the attached one (rename the file to remove the ".txt").
*** Code Attachments moved to post #747 (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=633975&viewfull=1#post633975)
Use at own risk - it is really "proof of concept" maturity!
celestian
January 3rd, 2022, 15:20
I will look over this and see how you have it working. That said, vacation is over, day job has started up and I also have 2 projects of my own I'm working on so it will take time.
damned
January 3rd, 2022, 21:29
Nothing I can do about it. I think this is something damned will have to resolve. To be clear tho, this is just the nature of the beast. Authors do various things with their extensions and sometimes you simply can't use it with others and they both work.
The current codebase changes do not yet support non conflicting changes to that chatwindow_step. Moon Wizard has said he will try to incorporate into the next round of updates.
celestian
January 3rd, 2022, 21:56
The current codebase changes do not yet support non conflicting changes to that chatwindow_step. Moon Wizard has said he will try to incorporate into the next round of updates.
Where is that related to the conflict? I dont use basicchatwindow anymore. The new hook replaced the need for that.
damned
January 3rd, 2022, 22:07
Then I dont know why they dont work together... to the best of my knowledge that was where they were overlapping.
nephranka
January 5th, 2022, 01:19
I noticed that after this last update, simply clicking "play link" and having the source point (via path) to an mp3 no longer brings up VLC and plays the file. It has been working fine. Might this be affected by the URL blocking FG referred to in the notes? Thanks!
Edit: I assume it is this bullet: "The following URL types called via APIs or user chat will be blocked automatically: non-well-formed URLs, file/data scheme URLs, relative URLs."
Merecraft
January 5th, 2022, 12:49
I can confirm that local files will no longer play. Is there any chance this can be fixed? This awesome extension that I've used in every session for two years just became useless to me if not.
nephranka
January 5th, 2022, 12:50
I can confirm that local files will no longer play. Is there any chance this can be fixed? This awesome extension that I've used in every session for two years just became useless to me if not.
Same here. It has been a part of my sessions for a very long time!
sinprime
January 5th, 2022, 14:16
The extension still works for me as of today's update.
I received a notification from FGs yesterday asking to allow URLs to be accessed when I tried triggering Syrinscape. I granted it access and it still works.
EDIT: That said, be sure you swap Syrinscapes' Output audio in Windows Settings from Audio Cable to something else then back to the Audio Cable. I also, noticed inside syrinscape, if you change the audio from Stereo to something else and back to stereo, that also fixes things for me. Bug with syrinscape perhaps?
Merecraft
January 5th, 2022, 14:23
The extension still works for me as of today's update.
I received a notification from FGs yesterday asking to allow URLs to be accessed when I tried triggering Syrinscape. I granted it access and it still works.
EDIT: That said, be sure you swap Syrinscapes' Output audio in Windows Settings from Audio Cable to something else then back to the Audio Cable. I also, noticed inside syrinscape, if you change the audio from Stereo to something else and back to stereo, that also fixes things for me. Bug with syrinscape perhaps?
Yes, it's local files that no longer play. Not syrinscape files.
celestian
January 5th, 2022, 15:35
Yes, it's local files that no longer play. Not syrinscape files.
I'll review this tonight but if Smiteworks changed URL functionality there is probably not much I can do. I am not sure why they would as this was something thats worked since FGC and simply instructs the OS to open a file you have associated with the extension.
jharp
January 5th, 2022, 17:22
I'll review this tonight but if Smiteworks changed URL functionality there is probably not much I can do. I am not sure why they would as this was something thats worked since FGC and simply instructs the OS to open a file you have associated with the extension.
It was a security fix.
celestian
January 5th, 2022, 17:49
It was a security fix.
I know what they were fixing but they also seem to have broken functionality thats been in since FGC. If there is a security risk with opening a file the user put on the machine with a windows app configured by the user then we're all doomed.
Merecraft
January 5th, 2022, 17:57
Yes, looks like the proverbial sledgehammer to crack a nut. Hopefully they can review the situation or add exemptions for MP3 and waves.
nephranka
January 5th, 2022, 18:23
I would take the popup "yes to all" option the others have at this point.
celestian
January 5th, 2022, 18:25
I would take the popup "yes to all" option the others have at this point.
That's what I was expecting but when I tested during a work break it just... does nothing. I did get the prompt for the Syrinscape URLs tho.
jharp
January 5th, 2022, 18:32
An audio api would always be nice.
nephranka
January 5th, 2022, 18:33
That's what I was expecting but when I tested during a work break it just... does nothing. I did get the prompt for the Syrinscape URLs tho.
It is clear by the bullet: "The following URL types called via APIs or user chat will be blocked automatically: non-well-formed URLs, file/data scheme URLs, relative URLs."
They mean to stop all local calls but allow the others with permission. Not sure why we can't have all ask for permission?
celestian
January 5th, 2022, 18:51
An audio api would always be nice.
Yes, I'd much rather have a native system. One less extension I'd have to manage.
jharp
January 5th, 2022, 19:07
Maybe the Unity engine will add an audio feature someday and we can have that.
Jason
celestian
January 5th, 2022, 19:13
Maybe the Unity engine will add an audio feature someday and we can have that.
Jason
There are already all kinds of store assets for such things in addition to the audio tools in Unity native. Not much experience with either tho so im sure there are caviats.
Arnagus
January 5th, 2022, 20:18
Updated Attachments for Post #726 (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=633373&viewfull=1#post633373)
celestian
January 5th, 2022, 20:36
I'll review this tonight but if Smiteworks changed URL functionality there is probably not much I can do. I am not sure why they would as this was something thats worked since FGC and simply instructs the OS to open a file you have associated with the extension.
Based on this response from Moon/JPG (https://www.fantasygrounds.com/forums/showthread.php?71976-URL-API-changes-disables-functionality-working-since-FGC&p=633980&viewfull=1#post633980) this functionality is gone for good.
I'll remove local file from the notes/instructions at some point just incase they change their mind... but as it stands now, the api wont let me use it this way any longer.
nephranka
January 5th, 2022, 21:17
Based on this response from Moon/JPG (https://www.fantasygrounds.com/forums/showthread.php?71976-URL-API-changes-disables-functionality-working-since-FGC&p=633980&viewfull=1#post633980) this functionality is gone for good.
I'll remove local file from the notes/instructions at some point just incase they change their mind... but as it stands now, the api wont let me use it this way any longer.
That sucks.
lostsanityreturned
January 5th, 2022, 23:17
Based on this response from Moon/JPG (https://www.fantasygrounds.com/forums/showthread.php?71976-URL-API-changes-disables-functionality-working-since-FGC&p=633980&viewfull=1#post633980) this functionality is gone for good.
I'll remove local file from the notes/instructions at some point just incase they change their mind... but as it stands now, the api wont let me use it this way any longer.
Not much you can do sadly, a shame as I was just coming back here from foundry to run a 5e game and was happy I wasn't going to have to lose ALL audio functionality... Turns out I will be after all RiP.
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