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Moon Wizard
January 6th, 2022, 00:00
It allows you to still run from any URL that is not file:// or data://.

Regards,
JPG

Zarestia
January 6th, 2022, 00:46
Anyone tried setting up a local ftp- or webserver and using that?
Should work, though a bit more setup.

damned
January 6th, 2022, 01:46
https://www.ritlabs.com/en/products/tinyweb/ (60kb)
https://fenixwebserver.com/
https://www.microsoft.com/en-us/p/simple-http-server/9nt5t97khpqg?activetab=pivot:overviewtab
https://smallsrv.com/
https://github.com/cesanta/mongoose

And ofc IIS is available.

jharp
January 6th, 2022, 01:59
This may help as well. There is no restriction on custom handlers.

https://stackoverflow.com/questions/80650/how-do-i-register-a-custom-url-protocol-in-windows

Jason

mattekure
January 6th, 2022, 02:34
There is a way to trigger VLC to playback, even with the new URL limitations. Its not a particularly good solution however, as it will open a browser tab for each sound played. The functionality is already built into VLC, it just takes some understanding on how to set it up.
VLC documentation on the feature
https://wiki.videolan.org/Documentation:Modules/http_intf/#VLC_2.0.0_and_later
https://wiki.videolan.org/Control_VLC_via_a_browser/
https://wiki.videolan.org/VLC_HTTP_requests/

VLC has a browser interface built into it but it is turned off by default. You can turn it on by going to Preferences, select All to show all settings. and look for Interface->Main interfaces. Enable web. then click on Lua and put something in the password field. it doesnt matter what you use for the password, but it has to be set. once you do that, restart VLC.
https://i.imgur.com/Y9VYOfl.png
https://i.imgur.com/WDVWpZE.png

After restarting vlc, you should be able to access the web interface using the default url https://127.0.0.1:8080 you will be prompted for the password you selected. leave the username blank.
you wont be using the web interface, but at least you will know its working. It looks something like this on my browser.
https://i.imgur.com/VG8HDU9.png

To actually playback a sound, you need to create a playlist in VLC. You will want to use the same playlist each time so create one and add/remove files from the playlist as needed. The URL to being playing a sound looks like:

https://127.0.0.1:8080/requests/status.xml?command=pl_play&id=3
where id=3 is the id number of the entry on the playlist. For whatever reason, vlc playlists start counting at 3, so 3 will be the first entry on the list.
If you have trouble finding the correct id, you can use this URL

https://127.0.0.1:8080/requests/playlist.xml. each entry will have an id number assigned and the location of the file.
https://i.imgur.com/CRZJtkm.png

So with the IDs you can use the URL above to trigger playback of the files and add them to audiooverseer. I tested it and was successful in triggering playback, but as I said above, it will create a new browser window each time.

lostsanityreturned
January 6th, 2022, 16:55
You can circumvent the new tab issue (partially) via about:config in firefox, type in browser.link and set the external window option to 1. This will stop new tabs from opening but it won't stop the browser from opening/taking focus.

Having a play around imo the best option is to create playlist files (I used mediaplayerclassic) and then manually enter the file as a content type that always opens without prompt (I did this in firefox). Using a playlist results in instantaneous results and allows you to easy set up shuffled lists when necessary while not forcing you to disable html5 playback in the browser.

I recommend using loudness normalisation in whatever media player you use.

As it does kick up the browser even if it doesn't open a new tab, I recommend putting the browser window on a secondary screen and or making it smaller and setting it behind where your media player will be playing.

As for webservers, the easiest route is probably something like node.js for most folks. Especially if they want to have a server that changes root folders between games and don't want it to be constantly running.

mattekure
January 6th, 2022, 17:07
After some thought, googling and tinkering, I have found a solution that seems to work. It allows you to playback local files using VLC without creating tabs in the browser. To do this, it requires that you set up a protocol handler, and then make sure you format your path correctly.

For the Protocol Handler, I found this on github. https://github.com/stefansundin/vlc-protocol
I did my testing on windows using the supplied bat files. download the 3 bat files and copy them to the vlc install directory. on my machine with 64bit vlc, it was installed to C:\Program Files\VideoLAN\VLC if you install the 32bit version it may be different.
run the vlc-protocol-register.bat file as administrator to register the protocol handler. when you do this, it will send all calls with vlc:// to be handled by the vlc-protocol.bat file. that file just opens vlc to playback the file.

The second key part is to format your file paths correctly.
the link should looks something like this:

vlc://file:///C:/Users/John/Downloads/Sound%20Effects/Halloween_Sounds_Pack_2/6_Eerie_Flutes/Data/Eerie%20Flutes.mp3
Starts with vlc://
next add file:///
make sure that all \ are converted to /
convert any spaces " " to "%20"

if you leave any spaces in it, FG will refuse to run it.

nephranka
January 6th, 2022, 19:54
After some thought, googling and tinkering, I have found a solution that seems to work. It allows you to playback local files using VLC without creating tabs in the browser. To do this, it requires that you set up a protocol handler, and then make sure you format your path correctly.

For the Protocol Handler, I found this on github. https://github.com/stefansundin/vlc-protocol
I did my testing on windows using the supplied bat files. download the 3 bat files and copy them to the vlc install directory. on my machine with 64bit vlc, it was installed to C:\Program Files\VideoLAN\VLC if you install the 32bit version it may be different.
run the vlc-protocol-register.bat file as administrator to register the protocol handler. when you do this, it will send all calls with vlc:// to be handled by the vlc-protocol.bat file. that file just opens vlc to playback the file.

The second key part is to format your file paths correctly.
the link should looks something like this:

vlc://file:///C:/Users/John/Downloads/Sound%20Effects/Halloween_Sounds_Pack_2/6_Eerie_Flutes/Data/Eerie%20Flutes.mp3
Starts with vlc://
next add file:///
make sure that all \ are converted to /
convert any spaces " " to "%20"

if you leave any spaces in it, FG will refuse to run it.

This is really great work. You have helped me more than you know. I am able to get it up and running again! I did have to edit the db to replace all my paths but otherwise this was fairly painless. It works in Linux to boot!

Thank you!

Merecraft
January 6th, 2022, 20:31
After some thought, googling and tinkering, I have found a solution that seems to work. It allows you to playback local files using VLC without creating tabs in the browser. To do this, it requires that you set up a protocol handler, and then make sure you format your path correctly.

For the Protocol Handler, I found this on github. https://github.com/stefansundin/vlc-protocol
I did my testing on windows using the supplied bat files. download the 3 bat files and copy them to the vlc install directory. on my machine with 64bit vlc, it was installed to C:\Program Files\VideoLAN\VLC if you install the 32bit version it may be different.
run the vlc-protocol-register.bat file as administrator to register the protocol handler. when you do this, it will send all calls with vlc:// to be handled by the vlc-protocol.bat file. that file just opens vlc to playback the file.

The second key part is to format your file paths correctly.
the link should looks something like this:

vlc://file:///C:/Users/John/Downloads/Sound%20Effects/Halloween_Sounds_Pack_2/6_Eerie_Flutes/Data/Eerie%20Flutes.mp3
Starts with vlc://
next add file:///
make sure that all \ are converted to /
convert any spaces " " to "%20"

if you leave any spaces in it, FG will refuse to run it.

Thank you, thank you, thank you!

celestian
January 7th, 2022, 16:52
Based on some suggestions from Arnagus I've put together multi-line Trigger support. If you'd like to try out this version you can try it out switching to the Test channel in FGU. Let me know if it works for you or if you find any problems. Based on feedback I'll determine when to turn the out to the Live channel.

My local testing seemed to show it working as expected.

AO will now (on all triggers) be able to match across lines of chat text, not just single lines.

Notes:

Triggers should generally assume that the matches will be in close proximity in chat lines.
Once a trigger is fired, the previous match tracking will be reset.
It will not cross match multiple triggers because of the previous note.
Repeat matches within a trigger will reset tracking of a trigger.
Single line matching still works.


A sample chat output:



[Bob] Swings with a Longsword at Orc
[Bob] Hits Orc
[Bob] Does 25 damage to Orc
[Bob] Slays Orc!


A trigger could have a match of


Longsword
Hit
Slays


And when all 3 of those are found in near proximity it will trigger the configured sound.

I'd like to thank Arnagus for giving me a working idea for this. Sometimes my brain doesn't see all possible options ;)

Arnagus
January 7th, 2022, 20:30
Happy to provide a pointer into the right direction.
I can confirm that the 2.0 test version is working as expected:50836

Longsword or Greatsword (but not Shortsword) match and play the sound when [HIT]ing, the corresponding Shortsword sound is not played, neither a [MISS].

sinprime
January 7th, 2022, 21:53
This is great news! Thanks Arnagus and Celestian for the test update. I'll be sure to check it out as soon as I can :D

sinprime
January 8th, 2022, 05:54
Happy to provide a pointer into the right direction.
I can confirm that the 2.0 test version is working as expected:50836

Longsword or Greatsword (but not Shortsword) match and play the sound when [HIT]ing, the corresponding Shortsword sound is not played, neither a [MISS].

I can confirm that the extension test update appears to be working as intended. An example ...

%[CAST%]
HIT%]
Fire Bolt

The above only triggers when Fire Bolt scores a critical or standard HIT. Triggers labeled with HIT do not trigger when the attack result is a MISS.
Also, the triggered sounds only play when all the die results are outputted into chat.

Appears to be good! :)

Bolorokenpay
January 8th, 2022, 20:18
This has been giving an error in Pathfinder 2 rule set since the last rule set update.
50854

celestian
January 8th, 2022, 20:59
This has been giving an error in Pathfinder 2 rule set since the last rule set update.
50854

You are using a old version or having a conflict with some other extension. I just loaded it in PF2e and received no errors at load.

Bolorokenpay
January 8th, 2022, 21:28
ok, only other extension on is a theme, which I took off and still get error so it must be a version thing. I thought that the extensions you get from The Forge updated automatically. Ill take a look, thanks.

I am using AudioOverseer 1.17
PF2 release 18o

celestian
January 8th, 2022, 21:57
ok, only other extension on is a theme, which I took off and still get error so it must be a version thing. I thought that the extensions you get from The Forge updated automatically. Ill take a look, thanks.

I am using AudioOverseer 1.17
PF2 release 18o

I think the latest version on Forge is 1.6. Remove any AudioOverseer.ext files or folders in extensions/* . My guess is you like about half the people have the old extension file still hanging around which overrides the forge rev.

Bolorokenpay
January 8th, 2022, 22:17
I think the latest version on Forge is 1.6. Remove any AudioOverseer.ext files or folders in extensions/* . My guess is you like about half the people have the old extension file still hanging around which overrides the forge rev.

Thanks! That was it. I deleted the file and updated. now up to 1.8

Mazzar
January 9th, 2022, 00:31
I also tested in 5E ruleset and it worked nicely with multi-line support. Funny, because I saw this after I altered the lua for the chat window to include the action label. However, this is a much better solution because I would otherwise have to deal with altering it each time they make any ruleset updates.

skj310
January 10th, 2022, 07:11
Ouch! No more local files! Then that's going to stop me from upgrading to 4.1.13. I have way too many local files that are triggered on melee, range, spells. Changing everything from DOE:sounds to this extension was complicated enough to make happen on LX. I don't wanna go through that again unless there's some new built-in audio engine with FGU.

Excellent work from @mattekure ... and i admit i did look a little into this, but then i don't "JUST" use VLC as an audio source. I use both VLC and MPLAYER. VLC for background ambiance or music and MPLAYER for sound effects like sword strikes. I use these 2 audio applications because they inherently allow using separate tracks with the LX JACK audio engine. Which is important when you want to have separate tracks for ambiance versus sound effects versus my voice versus player voices. Soooo ... in conclusion ... shoot! I saw the mention of URL corrections in the release notes and I wondered if it would affect audio overseer. Gonna be tricky to update other things without changing from v4.1.12.

Thank you to everyone that has put some effort into finding workarounds.

celestian
January 10th, 2022, 07:33
This has been released on the LIVE channel.


Based on some suggestions from Arnagus I've put together multi-line Trigger support. If you'd like to try out this version you can try it out switching to the Test channel in FGU. Let me know if it works for you or if you find any problems. Based on feedback I'll determine when to turn the out to the Live channel.

My local testing seemed to show it working as expected.

AO will now (on all triggers) be able to match across lines of chat text, not just single lines.

Notes:

Triggers should generally assume that the matches will be in close proximity in chat lines.
Once a trigger is fired, the previous match tracking will be reset.
It will not cross match multiple triggers because of the previous note.
Repeat matches within a trigger will reset tracking of a trigger.
Single line matching still works.


A sample chat output:



[Bob] Swings with a Longsword at Orc
[Bob] Hits Orc
[Bob] Does 25 damage to Orc
[Bob] Slays Orc!


A trigger could have a match of


Longsword
Hit
Slays


And when all 3 of those are found in near proximity it will trigger the configured sound.

I'd like to thank Arnagus for giving me a working idea for this. Sometimes my brain doesn't see all possible options ;)

Kayshin
January 13th, 2022, 14:42
Getting an issue with collections when i want to play it: Failed toload script buffer (audiocollection_link): [string "audiocollection_link"]:4: 'end' expected (to close 'function' at line 2) near '<eof>'. Can't play any collections because of it. Using the Forge version which should get updated every time i launch FG. 5e ruleset.

celestian
January 13th, 2022, 15:33
Getting an issue with collections when i want to play it: Failed toload script buffer (audiocollection_link): [string "audiocollection_link"]:4: 'end' expected (to close 'function' at line 2) near '<eof>'. Can't play any collections because of it. Using the Forge version which should get updated every time i launch FG. 5e ruleset.

I can reproduce this. I'll update when I've a fix out.

Kayshin
January 13th, 2022, 16:36
Could you toss a poke when you do so? Would very much appreciate it! Also love the extension since i got to use it! Works wonders! Had some issues setting up a VLC setup but some of the posts in here definately helped.

Zionmatrix
January 13th, 2022, 17:11
I can't get my triggers to see the audio section in the mod file. If I go back to where I imported the sounds, it plays. if I load the created mod file into another campaign, it creates new (blank) sounds every time I use a trigger.

celestian
January 13th, 2022, 17:18
I can reproduce this. I'll update when I've a fix out.

Found issue and resolved. Pushed it out to the Forge just now. Make sure to update if you're still having problems.

Zionmatrix
January 13th, 2022, 17:23
looks like it fixed my problem thanks

Kayshin
January 13th, 2022, 17:24
Found issue and resolved. Pushed it out to the Forge just now. Make sure to update if you're still having problems.

Bloody quick fix! Thanks a million!

TimeForAPint
January 18th, 2022, 06:33
Hiya, amazing work. This is something I just love so much! I'm just finding out about this, and this thread is literally years long, so forgive me if this is something everyone already knows - is there some way to import existing triggers, so that I don't have to create every sound effect from scratch???

celestian
January 18th, 2022, 15:53
Hiya, amazing work. This is something I just love so much! I'm just finding out about this, and this thread is literally years long, so forgive me if this is something everyone already knows - is there some way to import existing triggers, so that I don't have to create every sound effect from scratch???

You can import the links from Syrinscape via the CSV file. Triggers tho? Thats ruleset specific and since triggers link to sounds those will depend on your access to them in Syrinscape.

The way I manage my sounds is by creating a campaign that I do all my CSV imports from Syrinscape and also where I create my triggers and collections. I export that campaign and use the module in by normal games.

arcanjl
February 18th, 2022, 21:44
Issue:
I moved my FG install to another computer. Local sounds no longer work. (Syrinscape app, is fine).
I made sure the path was perfect. I even tested it: Open a sound in AudioOverseer, Copy the Source 1 path, paste it in explorer, and it plays no problem.
I have made sure that I am on Source 1.

Any clue?

Thanks!

Gabe

damned
February 18th, 2022, 23:51
Read back from here: https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=633829&viewfull=1#post633829

Local files no longer supported. You can only link to http/s url links now.
There are a bunch of lightweight webservers in those posts that may be suitable alternatives.

damned
February 18th, 2022, 23:52
I have updated Player Agency and loaded to the Forge. If anyone who was wanting to use Player Agency with Audio Overseer could check if they now work together?

arcanjl
February 19th, 2022, 04:12
Player agency?
I feel like I should know the answer - sorry

Also, sad days on the local files. TY, I should have looked in previous posts. The fact that I just moved FG to a new machine, I thought it was me, too big a variable. My bad.

skj310
February 19th, 2022, 06:46
Player agency?
I feel like I should know the answer - sorry

Also, sad days on the local files. TY, I should have looked in previous posts. The fact that I just moved FG to a new machine, I thought it was me, too big a variable. My bad.

This change came with v4.1.13 and was mentioned in the release notes. It is why i've no done an update as I depend on using local sound files. But that being said i've noticed that things seem smoother with the layered maps with LOS and Lighting with v4.1.14; although perhaps thats just me seeing things. Regardless at some point soon i'm gonna have to bite the bullet and setup a local webserver so that i can continue using my local files. It'll be a pain, but will be necessary to keep things current and not get left behind.

An audio engine within FGU will be a huge win though. Fingers crossed that's a feature that's on the roster of development. Make sure you visit https://fgapp.idea.informer.com/ to vote on the features you'd like to see come into the product.

arcanjl
February 19th, 2022, 14:31
An audio engine within FGU will be a huge win though. Fingers crossed that's a feature that's on the roster of development. Make sure you visit https://fgapp.idea.informer.com/ to vote on the features you'd like to see come into the product.

In Friday's video, Dave talked about sound :) (I found the spot for ya)
https://youtu.be/i7efcxioHQA?t=1408

damned
February 19th, 2022, 23:45
In Friday's video, Dave talked about sound :) (I found the spot for ya)
https://youtu.be/i7efcxioHQA?t=1408

That be Bryce and Doug.

arcanjl
February 20th, 2022, 05:11
That be Bryce and Doug.

/embarrassed, yeah Doug :(

BushViper
March 29th, 2022, 01:35
I've been a subscriber to Syrinscape for awhile now, but only started looking in to AO a couple days ago and just installed it today. However, before I get too deep in the weeds and waste a bunch of time, I have a question -- Can AO facilitate streaming stuff like YouTube audio through the Syrinscape online player?

celestian
March 29th, 2022, 04:16
I've been a subscriber to Syrinscape for awhile now, but only started looking in to AO a couple days ago and just installed it today. However, before I get too deep in the weeds and waste a bunch of time, I have a question -- Can AO facilitate streaming stuff like YouTube audio through the Syrinscape online player?

The actual question is can Syrinscape Online play youtube audio and I wouldn't know that answer, you or Syrinscape would.

Egheal
April 1st, 2022, 07:55
Hi, is there a way to copy the links I created in one campaign to a new campaign? (sorry if it has been already asked, I couldn't find the answer).52237

Gwydion
April 1st, 2022, 12:11
You can export the the links into a module and open it in a new campaign.

Step 1: type /export in chat
Step 2: select the audio records you want to export (audio, audio collections, audio triggers)
Step 3: export
Step 4: open the export module in the new campaign

https://i.gyazo.com/50a438446b87150b49aa15df976e3aad.gif

Egheal
April 1st, 2022, 19:02
Nice! Thanks a lot.

eriktedesco
April 10th, 2022, 18:48
Hi all! I'm approaching audio stuff on FGU for the first time and I'm feeling dumb as f..k!

Is it available a step-by-step guide to use AO via VLC?

Thank you very much!

Erik

stephan_
April 10th, 2022, 23:44
This post and the posts afterwards (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=634048&viewfull=1#post634048) do generally work - though the various approaches have some up- and downsides.

eriktedesco
April 11th, 2022, 07:46
After some thought, googling and tinkering, I have found a solution that seems to work. It allows you to playback local files using VLC without creating tabs in the browser. To do this, it requires that you set up a protocol handler, and then make sure you format your path correctly.

For the Protocol Handler, I found this on github. https://github.com/stefansundin/vlc-protocol
I did my testing on windows using the supplied bat files. download the 3 bat files and copy them to the vlc install directory. on my machine with 64bit vlc, it was installed to C:\Program Files\VideoLAN\VLC if you install the 32bit version it may be different.
run the vlc-protocol-register.bat file as administrator to register the protocol handler. when you do this, it will send all calls with vlc:// to be handled by the vlc-protocol.bat file. that file just opens vlc to playback the file.

The second key part is to format your file paths correctly.
the link should looks something like this:

vlc://file:///C:/Users/John/Downloads/Sound%20Effects/Halloween_Sounds_Pack_2/6_Eerie_Flutes/Data/Eerie%20Flutes.mp3
Starts with vlc://
next add file:///
make sure that all \ are converted to /
convert any spaces " " to "%20"

if you leave any spaces in it, FG will refuse to run it.

Thank you very much! I was able to hear music in FGU. Not bad at all!

Is there a way to stop the a sound INSIDE FGU? I'm not seeing a stop icon appearing when I setup a new sound.

Now, how i stream music and sounds to my players? Discord doesn't seem a good option? Any other suggestion and a brief explanation on how to do that?

Thank you very much again!

Erik

Egheal
April 11th, 2022, 09:07
When i play a link (vlc or youtube) I just close the vlc or browser window. To pass sounds via Discord you should use Kenku FM https://www.fantasygrounds.com/forums/showthread.php?73244-Kenku-FM&highlight=kenku and some virtual cables with voicemeeter banana https://vb-audio.com/Cable/index.htm?gclid=CjwKCAjwo8-SBhAlEiwAopc9Wz-La1AC-ym07NsfY3foH1BjnAM175N7VpP1VHVfwY-WWrEXw94AARoCJ-UQAvD_BwE. You will find some help here: https://www.fantasygrounds.com/forums/showthread.php?72297-Background-music&highlight=audio+pipe

stephan_
April 11th, 2022, 10:44
Syrinscape has a way to stop all sound currently playing, I don't believe VLC has (from inside FG).

Kenku is the newest way to stream, there's also RPG Sounds, though it had some issues lately.

Gwydion has posted some resources, e.g. here (https://www.fantasygrounds.com/forums/showthread.php?69433-Sending-Audio-To-your-Players-A-Resource) and here (https://www.fantasygrounds.com/forums/showthread.php?52469-Sound-Program-Overview).

eriktedesco
April 11th, 2022, 18:23
When i play a link (vlc or youtube) I just close the vlc or browser window. To pass sounds via Discord you should use Kenku FM https://www.fantasygrounds.com/forums/showthread.php?73244-Kenku-FM&highlight=kenku and some virtual cables with voicemeeter banana https://vb-audio.com/Cable/index.htm?gclid=CjwKCAjwo8-SBhAlEiwAopc9Wz-La1AC-ym07NsfY3foH1BjnAM175N7VpP1VHVfwY-WWrEXw94AARoCJ-UQAvD_BwE. You will find some help here: https://www.fantasygrounds.com/forums/showthread.php?72297-Background-music&highlight=audio+pipe

Thanks for the headup, Egheal! I got Kenku and Voicemeeter Banana and I'm going to tinker with them. But how to I connect VLC with Kenku? Apart from streaming sound, do Kenku support trigger and stuff?

eriktedesco
April 11th, 2022, 19:13
When i play a link (vlc or youtube) I just close the vlc or browser window. To pass sounds via Discord you should use Kenku FM https://www.fantasygrounds.com/forums/showthread.php?73244-Kenku-FM&highlight=kenku and some virtual cables with voicemeeter banana https://vb-audio.com/Cable/index.htm?gclid=CjwKCAjwo8-SBhAlEiwAopc9Wz-La1AC-ym07NsfY3foH1BjnAM175N7VpP1VHVfwY-WWrEXw94AARoCJ-UQAvD_BwE. You will find some help here: https://www.fantasygrounds.com/forums/showthread.php?72297-Background-music&highlight=audio+pipe

Thanks for the headup, Egheal! I got Kenku and Voicemeeter Banana and I'm going to tinker with them. But how to I connect VLC with Kenku? Apart from streaming sound, do Kenku support trigger and stuff?

As far as I have understood, VLC is not gonna pass through Kenko, and the latter is not suited to support trigger and stuff, right? So, how am I going to use VLC for trigger and stuff? Will I use VLC for triggers and Kenko for ambient sounds?

eriktedesco
April 12th, 2022, 20:53
Thanks for the headup, Egheal! I got Kenku and Voicemeeter Banana and I'm going to tinker with them. But how to I connect VLC with Kenku? Apart from streaming sound, do Kenku support trigger and stuff?

As far as I have understood, VLC is not gonna pass through Kenko, and the latter is not suited to support trigger and stuff, right? So, how am I going to use VLC for trigger and stuff? Will I use VLC for triggers and Kenko for ambient sounds?

any suggestion?

Egheal
April 12th, 2022, 21:23
You can find all your Inputs and Outputs into Kenku. If, for example, VLC is played by your "Cable-B Output (VB Audio Cable B)" then select this Cable-B Output in Kenku and the sound played by VLC will be heard into Discord.
Here is a photo of my setup, I hope it could help. 52350

eriktedesco
April 13th, 2022, 21:10
You can find all your Inputs and Outputs into Kenku. If, for example, VLC is played by your "Cable-B Output (VB Audio Cable B)" then select this Cable-B Output in Kenku and the sound played by VLC will be heard into Discord.
Here is a photo of my setup, I hope it could help. 52350

Thanks a lot! now I have an idea of what to do. I'll try to play around for a bit and see if I'm able to combine all the program in a useful way.

eriktedesco
April 19th, 2022, 19:37
You can find all your Inputs and Outputs into Kenku. If, for example, VLC is played by your "Cable-B Output (VB Audio Cable B)" then select this Cable-B Output in Kenku and the sound played by VLC will be heard into Discord.
Here is a photo of my setup, I hope it could help. 52350

Hi Egheal! I hope everything is fine on your side!

I have now a setup that is pretty much identical to yours. However, I'm experiencing a strange and irritating loop and sounds from Syringscape play like they are slowed down.

Is your proposed setup 100% correct? I'm sure that I'm missing something but I really don't know what. Any suggestion?

Thank you very much for your patience!

Dark Darth 66
May 16th, 2022, 20:19
Hi, is there somewhere I could look to find code/commands to create triggers - what I'm trying to do is setup various sounds to play when deifferent spells or attacks are made. Can anyone help a guy out.

Thanks in advance.

Mazzar
May 16th, 2022, 20:38
Hi, is there somewhere I could look to find code/commands to create triggers - what I'm trying to do is setup various sounds to play when deifferent spells or attacks are made. Can anyone help a guy out.

Thanks in advance.

Celestion gives a nice demonstration that explains the triggers in his video:

https://www.youtube.com/watch?v=ZygHbVCfRKA&t=1s

The triggers are probably somewhere 15 minutes into the video. Basically, the extension reads the last couple of lines of the chat window and will capture whatever words you tell it to look for to trigger a sound. So if you want to capture the sound of a longsword hit, then you would create the trigger, add 'attack', 'longsword' and 'hit' as words to trigger the sound. There are some wildcards like adding a '.' before or after the word. So if you want the same sound for any sword, then the word you want to have it trigger from would be ".sword". This way it will trigger with a shortsword, longsword etc. He explains all this in the video.

Dark Darth 66
May 16th, 2022, 21:54
Thanks, I'll have a play as I seem to get sounds now playing that I setup for other triggers. Have you ever had that issue? Is it my coding or is it Syrinescape?

Mazzar
May 16th, 2022, 22:37
Thanks, I'll have a play as I seem to get sounds now playing that I setup for other triggers. Have you ever had that issue? Is it my coding or is it Syrinescape?

Most likely the triggers are too general and are getting picked up with different rolls. Also, you may have to disable some if you are using the triggers that Celestion created. There is an extension I like for handling ammunition (ammunition manager). It comes with a toggle in the settings to add the item that is used to the attack roll. You don't necessarily need it because Celestion's extension reads the last couple of chat lines. So you might get the chat line with the action taken and another chat line with the results. One may have the item used and the other may tell you whether it hits. You have to make sure your triggers are unique to the action taken and don't overlap with any others. So look for unique keywords (usually the item used makes it unique and is good for determining the sound to use).

I usually set up a test campaign and load the sounds extension. Then I add a few PC's and give them a bunch of weapons and spells. Then I play with the triggers to get it right.

TheLorax
May 20th, 2022, 01:28
I just started playing around with this and of course they had a big backwards compatibility breaking update to FGU. I am using Syrinscape Fantasy Player and some of the sounds work but some do not. I was able to find the excel sheet from Syrinscape and the values in the demo module are correct for the broken ones. I don't understand why some would work and some don't. For example, none of the Bugbear Battle sounds will play but Brindol Town seems to work. It seems real random as to which ones work and which ones don't.

Any ideas as to what might be going on? :confused:

TheLorax
May 20th, 2022, 05:23
Please ignore that! I actually figured it out myself. After watching tutorials and playing around with things, I figured out how to turn on 3rd Party App Integration mode in Syrinscape (you can do this by simply hitting the + key with focus in the app. esc to cancel) and the ones that aren't working seem to have different shortcuts but by copying them from the app, I have it working! Thanks for a great mod! I'm working to get this all integrated into my game. Should be fun.

Egheal
May 20th, 2022, 22:27
Hi Egheal! I hope everything is fine on your side!

I have now a setup that is pretty much identical to yours. However, I'm experiencing a strange and irritating loop and sounds from Syringscape play like they are slowed down.

Is your proposed setup 100% correct? I'm sure that I'm missing something but I really don't know what. Any suggestion?

Thank you very much for your patience!

Hi, sorry I haven't seen your question. The loop is probably caused by "this computer" selected in Kenku. Don't select it. I only have this loop when it is selected.

Rylan Storm
May 23rd, 2022, 19:44
Hey guys,

I'm really struggling here and wonder if someone can provide any support. I used AudioOverseer in FGC for years and it worked really well. I have my music stored locally in mp3 format and, for AudioOverseer, I set my sound sources to a playlist. So I'll have playlists for Peaceful or Combat or Boss etc. Inside each playlist is a bunch of tracks. Clicking on those playlists opens AIMP and plays the sound through Discord. When we went to FGU I copied over my campaigns and Audioverseer continued t work. However, after a few months break I've found it's no longer working.

If I click the individual music files through Windows Explorer, they play.
If I click the individual playlist files through Windows Explorer, a random track from that playlist plays.
If I click the audio play button within AudioOverseer, nothing happens at all. The green play arrow depresses but that's it.

I came back to the original post and wondered if there was a new update. I see it's now on Forge so I deleted the extension from my extension folder, went to the forge, "bought" it, logged out of FGU and re-ran it. I can see that it recognises the forge subscription and downloads it....where to, no idea but hey.

Same issue. I press the Audio button in game, I see all my playlists. Still, nothing plays at all. AudioOverseer is enabled. I've tried multiple sources. Any suggestions?

stephan_
May 23rd, 2022, 19:54
FGU does no longer allow direct file URLs. (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=633829&viewfull=1#post633829)

There are however some workarounds (see e.g. this post (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=634150&viewfull=1#post634150) and earlier ones).

celestian
May 23rd, 2022, 19:56
FGU does no longer allow direct file URLs. (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=633829&viewfull=1#post633829)

There are however some workarounds (see e.g. this post (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=634150&viewfull=1#post634150) and earlier ones).

Unfortunately this is the answer.

Rylan Storm
May 23rd, 2022, 20:09
Thanks guys.

Celestian, I think it might be helpful to put a big comment in the original post making this clear.

Honestly, I think this just killed FGU for me. This feels like the straw that broke the camel's back. It's no longer full screen, it no longer supports ambient lighting, the maps now have big grey areas around them, and now local music files are dead. /sad

Rylan Storm
May 23rd, 2022, 20:12
It allows you to still run from any URL that is not file:// or data://.

Regards,
JPG

Moonwizard, I understand the need for security but this is a massive blow. Can we get a rethink on this please?

Just realised it's killed all my audiofiles on my Elgato Streamdeck too.

celestian
May 23rd, 2022, 20:27
Moonwizard, I understand the need for security but this is a massive blow. Can we get a rethink on this please?

I would like to hope it's a sign they plan to have native local sound support but my feeling is purely wishful as I have no real clue.

Rylan Storm
May 23rd, 2022, 20:35
I hope you're right and that it's not a push to make us use paid services from "our friends at Syrinscape".

All I know is that all of my audio files are .streamdeck files I get for having an Elgato Streamdeck. Calling those files with triggers was amazing. I just think the answer here is to add an exception in for common audio files. Right now I just feel sick.

stephan_
May 25th, 2022, 23:06
Has anyone managed to trigger sounds off the TURN indicator recently? I thought I was able to do so a few months back but I have not been able to do so in the past sessions (manually re-dragging it into the chat window as a chat bubble triggers the text so I'm assuming it's not an issue with the coding). Thanks.

Kelrugem
May 26th, 2022, 01:38
About the link triggers: It seemingly may now work for URLs inside the FG folder if I understand the new patch notes correctly :)

[DEV] Well-formed file URLs are supported as long as they point to a location within the FG data folder.

(https://www.fantasygrounds.com/forums/showthread.php?73908-Fantasy-Ground-Unity-Release-v4-2-1&p=651468#post651468)

@Rylan Storm, so, it may be that you could use your music again, but you'd need to move it to the FG data folder (but I would test first whether it works as intended and whether AudioOverseer would need an update to cater for this)

And for the interested: Some discussion about that here: https://www.fantasygrounds.com/forums/showthread.php?73912-Security-of-file-URL&p=651533#post651533

celestian
May 26th, 2022, 06:20
About the link triggers: It seemingly may now work for URLs inside the FG folder if I understand the new patch notes correctly :)

[DEV] Well-formed file URLs are supported as long as they point to a location within the FG data folder.

(https://www.fantasygrounds.com/forums/showthread.php?73908-Fantasy-Ground-Unity-Release-v4-2-1&p=651468#post651468)

@Rylan Storm, so, it may be that you could use your music again, but you'd need to move it to the FG data folder (but I would test first whether it works as intended and whether AudioOverseer would need an update to cater for this)

And for the interested: Some discussion about that here: https://www.fantasygrounds.com/forums/showthread.php?73912-Security-of-file-URL&p=651533#post651533

Interesting, thanks for the heads up (I missed this). One could probably symlink a folder from where it actually is to the data folder, maybe. At worst, move all your files there.

Rylan Storm
May 26th, 2022, 09:45
A symbolic link is a great idea and definitely something I'll look at. However, on preliminary testing, I can tell you that I can't get it to work.

I'm not sure if it's my error, something to do with where I've put my data files etc.

Neither of these configs work.

52947

If anyone wants me to do any testing please let me know. This mod is so important to me.

Egheal
May 26th, 2022, 10:04
I'm confused, all my sound links are working, after clicking on the URL warning message, and they are not in the Data folder. 52948 I hope it will stay like this!

Rylan Storm
May 26th, 2022, 13:18
I'm confused, all my sound links are working, after clicking on the URL warning message, and they are not in the Data folder. 52948 I hope it will stay like this!

The security update prevented access to local files stored on the computer. External links still work.

jharp
May 26th, 2022, 13:28
Rylan,

If a windows platform try a junction instead. Im not home otherwise I would try.

Jason

Rylan Storm
May 26th, 2022, 13:32
Yeah. It's definitely something I'll try because I don't want 3gb of files in my FG folder.

However, there's a lot of people who won't have this knowledge.

Also, I've got 500 lines of file paths I still need to edit.

jharp
May 26th, 2022, 13:36
RegEx for the win...

celestian
May 26th, 2022, 15:31
Yeah. It's definitely something I'll try because I don't want 3gb of files in my FG folder.

However, there's a lot of people who won't have this knowledge.

Also, I've got 500 lines of file paths I still need to edit.

I use a windows tool called "Hard Link Shell" and it has some other options than just the standard windows shortcut. It's pretty good about making anything see one of it's symlink types.

https://i.imgur.com/olh3f4k.png

Rylan Storm
May 26th, 2022, 17:59
Currently, all my links in AudioOverseer point to c:\users\<username>\music\playlists\.... so Im guessin that these are the references that need to be changed.

At the moment though, I cannot call C:\Games\Fantasy Grounds Unity\Playlists\Peaceful.m3u so I'll worry about changing the links once i have a working PoC. Anyone got this working?

Egheal
May 26th, 2022, 18:10
The security update prevented access to local files stored on the computer. External links still work.

vlc://file:///c:/temp/Fire1.wav is a working link, corresponding to a file stored on my c:/ disk though. So I don't understand what is the problem.

Rylan Storm
May 26th, 2022, 18:14
vlc://file:///c:/temp/Fire1.wav is a working link, corresponding to a file stored on my c:/ disk though. So I don't understand what is the problem.

Isn't that handled by the VLC file handler though? The issue is that, until recently, you could have just called c:/temp/fire1.wav and it would have been opened in whatever application you have set as the default application associated with that file type.

Egheal
May 26th, 2022, 18:57
Ok I understand. Thanks!

shoebill
June 21st, 2022, 18:42
Hi,
I am having an issue when using audio triggers together with an imported audio list.
I had created an initial list of audio entries in campaign A. I exported this list to campaign B, which already had its own list of audio entries.
When I try to add audio entries from campaign B to a random trigger, the trigger incorrectly looks for the audio entry from campaign A. It seems like AudioOverseer gets confused when having to deal with an index coming from a module, if the same ID is present in the campaign.

Here is an example of the issue.
Audio entries in module exported from campaign A. Exported as EXP_A

Sound_A - id-0001
Sound_B - id-0002
Sound_C - id-0003

Audio entries created in campaign B

Sound_1 - id-0001
Sound_2 - id-0002
Sound_3 - id-0003

I am currently running campaign B. I will now create a trigger with Sound_C from campaign A and Sound_1 from campaign B. Here is how it looks like in the database.

<randomsoundlist>
<id-00001>
<name type="string">Sound_C</name>
<sound type="string">audio.id-00003@EXP_A</sound>
</id-00001>
<id-00002>
<name type="string">Sound_1</name>
<sound type="string">audio.id-00001</sound>
</id-00002>
</randomsoundlist>
In FGU, the random trigger list will appear to be fine. The names of each entry will be right. However, when opening each entry, or activating the trigger, here is how the list actually looks like

Sound_C
Sound_A, where it should be Sound_1

For now, the only way to avoid this issue is to get the indexes in Campaign B to be different from those in the exported module. In the example, we can avoid the issue by moving the indexes in campaign B to 4,5 and 6.

Rylan Storm
July 5th, 2022, 17:53
Did anyone manage to get this working with local files? I still haven't managed.

Lina28011
July 8th, 2022, 13:01
Doesn't work with local files anymore? Or is there a solution?

skj310
July 8th, 2022, 14:45
Did anyone manage to get this working with local files? I still haven't managed.
Hey there @Rylan

Yes I do have it working for myself again ... happy days! But note that I'm a FGU Linux user so draw from what i've done that you can. Previously I would have a trigger configured as follows:

Souce1 = /home/username/Music/spell/magicmissile-barrage.ogg

now this looks like this:

Source1 = file:///home/username/.smiteworks/fgdata/music/spell/magicmissile-barrage.ogg

skj310
July 10th, 2022, 03:40
Did anyone manage to get this working with local files? I still haven't managed.

Perhaps try something like this on windows:

file:///C:/Program%20Files/smiteworks/fgdata/Music/Ambiance/A%20Call%20to%20Battle.mp3

I don't know if this is 100% correct because I don't know where FGU installs within windows. So the above is just a guess. Make sure to replace <spaces> with %20.

Oh and one last thing ... before AudioOverseer there was DOE:sound ... here are some posts in that thread that are quasi related and might help: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=336949&viewfull=1#post336949

redba
July 10th, 2022, 07:57
Perhaps try something like this on windows:

file:///C:/Program%20Files/smiteworks/fgdata/Music/Ambiance/A%20Call%20to%20Battle.mp3

I don't know if this is 100% correct because I don't know where FGU installs within windows. So the above is just a guess. Make sure to replace <spaces> with %20.

Oh and one last thing ... before AudioOverseer there was DOE:sound ... here are some posts in that thread that are quasi related and might help: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=336949&viewfull=1#post336949

I can confirm that what suggested by @skj310 is correct and locally it works with the URI path suggested..
Well done..

amanwing
July 10th, 2022, 18:46
We just switched to AD&D 2E and I am not sure if there is a chat trigger file or if I need to do it myself. Is there such a file available?

celestian
July 10th, 2022, 18:48
We just switched to AD&D 2E and I am not sure if there is a chat trigger file or if I need to do it myself. Is there such a file available?

There is nothing specific to a ruleset. The sample module should work with it tho.

MartianXi
July 11th, 2022, 05:11
Having an issue with create triggers. When I try to create a new trigger I don't get a plus symbol or a way to add the trigger text under the matches tab. It's just not there.

Any suggestions?

Edit: Disabled another extension which fixed the issue. Now hopefully after putting the extensions back it will still work.

celestian
August 5th, 2022, 19:45
I updated the first post but...

FGU is adding support for Syrinscape in-house. This means AO will be duplicating similar work and because of that I will be phasing out AO and discontinuing updates once their system goes live.

You can see what is coming by watching the VOD of the preview on their twitch stream from 2022/08/05, https://www.twitch.tv/fantasygrounds.

Glad to see them working on sound tho I do hope they eventually allow us to untether from Syrinscape and use sound natively in FGU.

nephranka
August 6th, 2022, 12:44
That is a shame. I for one use local sounds and this is a great resource for me. Who knows how long it will be before they give us support for local sounds. I was hoping you might keep this going a bit longer.

Egheal
August 6th, 2022, 13:46
Will AO be broken or will it be usable? I use Syrinscape but I also use other sounds.

celestian
August 6th, 2022, 20:23
Will AO be broken or will it be usable? I use Syrinscape but I also use other sounds.

I dont expect there will be any issues with it continuing to work.

Rylan Storm
August 7th, 2022, 19:01
Perhaps try something like this on windows:

file:///C:/Program%20Files/smiteworks/fgdata/Music/Ambiance/A%20Call%20to%20Battle.mp3

I don't know if this is 100% correct because I don't know where FGU installs within windows. So the above is just a guess. Make sure to replace <spaces> with %20.

Oh and one last thing ... before AudioOverseer there was DOE:sound ... here are some posts in that thread that are quasi related and might help: https://www.fantasygrounds.com/forums/showthread.php?31369-DOE-Sound-Extension&p=336949&viewfull=1#post336949 I'm going to make a full post separately explaining the exact fix for Windows users but you've got me to where I need to be. The one thing that is missing is that, unlike the old file paths used, these URIs are case sensitive. Took me ages to work through it but thank you.

Rylan Storm
August 7th, 2022, 19:13
So, Windows users. Here is the full fix

Creating fully formatted URIs within Fantasy Grounds

1. Create a folder within your Fantasy Grounds Unity data directory. I have two folders as follows
C:\Games\Fantasy Grounds Unity\Playlists
C:\Games\Fantasy Grounds Unity\Music
2. Copy your music files or your playlist files to the appropriate folder. For the rest of the example I'll be using a playlist.
3. Navigate to your new folder.
4. Right-click the file you want to link.
5. Select Properties and choose the Security Tab.
6. Copy the object name from the top of the window. Mine is C:\Games\Fantasy Grounds Unity\Playlists\Magical.m3u You must copy it exactly as it is with the exact capitalization.
7. Replace all backslashes with forward slashes. (It's easier to do this in notepad where you can use Find & Replace) Your text should now look like this C:/Games/Fantasy Grounds Unity/Playlists/Magical.m3u
8. Add file:/// to the beginning of your file. It now looks like this file:///C:/Games/Fantasy Grounds Unity/Playlists/Magical.m3u
9. Replace any spaces with %20 so it now looks like this file:///C:/Games/Fantasy%20Grounds%20Unity/Playlists/Magical.m3u
10. In Fantasy Grounds, select the Audio button from the Navigation menu on the right hand side of the screen.
11. Select the ADD button.
12. Your cursor will be flashing in a text bar at the top of the new window. Im going to call mine "Magical"
13. In the field named "Source 1" enter your formatted link. file:///C:/Games/Fantasy%20Grounds%20Unity/Playlists/Magical.m3u
14. Click the padlock item.
15. Select Play Link. You will receive a warning the first time you try to access the link each time you open FGU. Select "Yes to All"

Creating Symbolic Links

To call a music file from within Fantasy Grounds, the target file must be in your Fantasy Grounds data directory. When using playlists, this is easy: the files aren't huge and the music called by the playlist doesn't actually need to be stored in the data directory. However, if you're calling individual music files, your data directory can become very large. Backing up the FGU directory then becomes very difficult. For that reason, you should consider making a junction point, or symbolic link.

A symbolic link is very similar to a shortcut. However, it also allows you to make a folder into a shortcut. If that doesn't make sense, it will do shortly. To set up a symbolic link within Windows;

1. Open your start menu, and type CMD
2. Right-click CMD and select "Run As Administrator"
3. Type in the command mklink /J <Fantasy Grounds Folder> <Your existing music folder>. For me that command is mklink /J "C:\Games\Fantasy Grounds Unity\Music" "C:\Users\Rylan\Music\D&D"

Let me explain what is happening here. This will create a new folder at "C:\Games\Fantasy Grounds Unity\Music" but, when I click on that folder (it's not really a folder), it opens my music folder at "C:\Users\Rylan\Music\D&D". This means that I can actually use the URI file:///C:/Games/Fantasy%20Grounds%20Unity/Music/Boss%20Battle.mp3 to call the file "C:\Users\Rylan\Music\D&D\Boss Battle.mp3"

I don't need to put my music in data directory and it makes backing up the directory much easier. It also means I only need to maintain one copy of my music.



Thanks to Celestian for a really good mod.
Thanks also to skj310 for helping me with the URI formatting.

Arnagus
August 9th, 2022, 13:41
AudioOverseer does not provide any library of Audio Triggers, so I started to create my own for my 3.5e campaign. It uses the Syrinscape Pathfinder player character (https://syrinscape.com/store/96-pathfinder-pc-4pack/) and D&D Spellcasters (https://syrinscape.com/store/381-dnd-spellcasters-soundpack/) SoundPack (which you obviously would need to own or be subscribed to), and it matches on all standard SRD 3.5e spells and weapons (per name in the chat action log).
The triggers are build by mapping the weapons to the ones available from the sound set (there are only very few: bow, crossbow, long- and shortsword, dagger, rapier, scimitar & staff - so the matching is rather based on the weapon and damage type, but at least you get a sound on a hit or miss), same for the spells. Spells are taken from Pathfinder (as closest to 3.5e) first, then a mapping of the 3.5e spell to its corresponding 5e version, and if there is no dedicated spell match, the default spell level sound from the sound set's spellcaster class (so a 2nd level druid spell would use a 2nd level spell sound from the druid's set) is taken. Note that there are a few (less than 5) one-off spells which are taken from CoS as they are not present in the official D&D set!

I have NOT included the actual audio references but the triggers refer to the "E:1234" Syrinscape audio file index (which is - to my knowledge - the same for every user) as I am not sure if the URLs generated from the Syrinscape export (which you need to import according to the description here (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=474252&viewfull=1#post474252)) contain the user's subscription token. Perhaps I am too careful here.

So all you need to do is place the attached module in the Fantasy Ground's module folder (where all your data resides, usually FGU\modules) and import your personal Syrinscape audio, then activate/load the module. Let me know if something does not work for you.

Side note: I have a mapping of the 5e spell names to dedicated/default spell level audio files as a side product. As I do not play 5e (yet?), and don't know the chat message format, I did not generate a 5e trigger library, but this would be a 5 min task, if someone is interested and provides me with the format strings for casting spells or using weapons.

hedrondesign
August 25th, 2022, 23:10
When I click to import audio records it does the first few batches of 100 fast but then each batch seems to get longer and longer and now it is adding up to several hours of importing. Am I missing something that is causing this or a way to "fix" it?

celestian
August 26th, 2022, 00:02
When I click to import audio records it does the first few batches of 100 fast but then each batch seems to get longer and longer and now it is adding up to several hours of importing. Am I missing something that is causing this or a way to "fix" it?

Thats entirely normal for FGU for this process unfortunately. You can get some 1000 or so done and if it's to slow, save what you have, make sure you copy the remaining data and close and restart FGU.

hedrondesign
August 26th, 2022, 02:26
Thank you. Also, Can I copy imported records from one campaign to another one? Or do I need to process them all over again in the second campaign?

celestian
August 26th, 2022, 06:08
Thank you. Also, Can I copy imported records from one campaign to another one? Or do I need to process them all over again in the second campaign?

Export them and use them as a module.

I create a campaign specific for this purpose, do all my audio imports/builds there, export to module and then load that module where ever I need it.

Nyarlathtp63
August 29th, 2022, 00:50
For some reason for me the import function is not working. I copy the full line from Syrinscape excel file, I click on the import + , then click on import from clipboard FGU says "*** AudioOverseer: Imported 0 records. Work Complete. " I have tried copying from the excel file and converting it to CSV first and then copying. It doesn't matter, same message every time.

I have no other mods running at this time.
54139

I'm pretty sure I am doing something wrong, I watched the video but it is an older version of Audio Overseer that allows you to paste in the import window first. I am at a loss.... please help!!!

Thanks!!

celestian
August 29th, 2022, 18:12
For some reason for me the import function is not working. I copy the full line from Syrinscape excel file, I click on the import + , then click on import from clipboard FGU says "*** AudioOverseer: Imported 0 records. Work Complete. " I have tried copying from the excel file and converting it to CSV first and then copying. It doesn't matter, same message every time.

I have no other mods running at this time.
54139

I'm pretty sure I am doing something wrong, I watched the video but it is an older version of Audio Overseer that allows you to paste in the import window first. I am at a loss.... please help!!!

Thanks!!

All of those entries should have "" around them. If you read the notes on this in the first posts (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=475072&viewfull=1#post475072) you'll see I mention specifically a issue with using excel to open that cvs file.

AuronDragonsbane
October 1st, 2022, 23:05
Sorry if I am just having trouble finding this. I feel like I have listened to all the videos and missing something obvious. I can play the sounds individually from them being linked but I unable to have them trigger. Can anyone let me know what I am doing incorrectly for this to work? I have no other extensions working. 54560

stephan_
October 1st, 2022, 23:40
Looking at the error code, do you have another trigger that ends on a %?

celestian
October 2nd, 2022, 00:29
Looking at the error code, do you have another trigger that ends on a %?

That would be my guess also. Looking at the code that section is flipping through all the things to match (so all your triggers).

AuronDragonsbane
October 2nd, 2022, 03:54
Yup I found the error in one of the triggers. I knew it was something right in front of my face I was just missing it. I appreciate the help! Thanks so much for the awesome extension I can't wait to show it off in my game!

cas206
November 6th, 2022, 19:05
Links in optional pack (free or paid) for online player, source 2, are not working for me. I added my token. The link that is sent to my browser (firefox and edge attempted) is https://www.syrinscape.com/online/frontend-api/moods/1206/play/?auth_token=<redacted>. This opens up an a Django REST framework page showing an error. This occurs in both Linux and Windows 10. For the paid items, the "Elements" field on the Django page is given in red and is showing no value. Free links show a different error, Playlist.

kruschevv
November 29th, 2022, 01:45
I don't know why, but it seems that I don't have any free sound

DeDiceManCometh
December 22nd, 2022, 02:47
New Audio Overseer user. I got several things working, but I have two issues that I can't seem to solve. I am using latest FGU on Windows. Also using Syrinscape Online. Source is set to Local 2.
All the Syrinscape sounds fire just fine from the [play] button on the sound's panel. Triggers work. Collections work. But...

(1) Drag and drop to chat doesn't fire a sound (but "Show GM Chat Rolls" option is on)
(2) Sounds saved on my PC don't fire. Even when hitting the [play] button. Using the file:///[drive-and-path] destination (both .wav files and .mp3 are set to Windows Media player by file type. They play fine in Media Player if I open them in Windows, just not within FGU.)

Does this combination of issues ring a bell for anyone? Is there a thread for this specific situation that my Search skills have failed to find?

Thanks, in advance!

cas206
December 22nd, 2022, 03:54
(2) Sounds saved on my PC don't fire. Even when hitting the [play] button. Using the file:///[drive-and-path] destination (both .wav files and .mp3 are set to Windows Media player by file type. They play fine in Media Player if I open them in Windows, just not within FGU.)


I'm a new user as well. Most browsers don't allow file system access due to potential security issues. From what I gather, when I read the thread, is that when Fantasy Grounds added the ability to send links outside of FG for action, it originally worked for accessing local files using URL notation. But like the browsers, they closed down the ability to access local files that way.

celestian
December 22nd, 2022, 06:47
New Audio Overseer user. I got several things working, but I have two issues that I can't seem to solve. I am using latest FGU on Windows. Also using Syrinscape Online. Source is set to Local 2.
All the Syrinscape sounds fire just fine from the [play] button on the sound's panel. Triggers work. Collections work. But...

(1) Drag and drop to chat doesn't fire a sound (but "Show GM Chat Rolls" option is on)
(2) Sounds saved on my PC don't fire. Even when hitting the [play] button. Using the file:///[drive-and-path] destination (both .wav files and .mp3 are set to Windows Media player by file type. They play fine in Media Player if I open them in Windows, just not within FGU.)

Does this combination of issues ring a bell for anyone? Is there a thread for this specific situation that my Search skills have failed to find?

Thanks, in advance!

Drag/drop what to chat, text? Did you turn on debug (see first post) and see if it was actually making AO check for a trigger when you performed the action you're trying to get trigger from?

FGU stopped allowing local files executed a while back. There was some talk about re-enabling it but I dont recall if that is the case or not. Far as I know it was a change made for security reasons.

DeDiceManCometh
December 22nd, 2022, 18:03
Drag/drop what to chat, text? Did you turn on debug (see first post) and see if it was actually making AO check for a trigger when you performed the action you're trying to get trigger from?
I upgraded my Syrinscape sub to super, reinstalled FGU, opened the test campaign and added the token again. Now I can't get anything to sound. Here is the log:


[12/22/2022 12:47:02 PM] FGU: v4.3.2 ULTIMATE (2022-12-11)
[12/22/2022 12:47:02 PM] OS: Windows 11 (10.0.22000) 64bit
[12/22/2022 12:47:02 PM] GRAPHICS: Intel(R) Iris(R) Xe Graphics : 8113
[12/22/2022 12:47:02 PM] UI SCALE: 1
[12/22/2022 12:47:02 PM] USER: DeDiceManCometh
[12/22/2022 12:47:02 PM] Launcher scene starting.
[12/22/2022 12:47:14 PM] Starting cloud server mode. [DeDiceManCometh]
[12/22/2022 12:47:16 PM] Game server started. [64.225.48.148:65489]
[12/22/2022 12:47:16 PM] Launcher scene exiting.
[12/22/2022 12:47:16 PM] Tabletop scene starting.
[12/22/2022 12:47:16 PM] CAMPAIGN: Intro2
[12/22/2022 12:47:16 PM] RULESET: 5E
[12/22/2022 12:47:16 PM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[12/22/2022 12:47:16 PM] Match successfully created on lobby.
[12/22/2022 12:47:23 PM] MEASURE: RULESETS LOAD - 7.4207224 - 5E
[12/22/2022 12:47:23 PM] MEASURE: EXTENSIONS LOAD - 0.0257324 - 1
[12/22/2022 12:47:26 PM] MEASURE: MODULE LIST BUILD - 2.6984483 - 74
[12/22/2022 12:47:26 PM] MEASURE: REFRESH IMAGE ASSETS - 0.0392684
[12/22/2022 12:47:26 PM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0030261
[12/22/2022 12:47:26 PM] MEASURE: REFRESH TOKEN ASSETS - 0.0563471
[12/22/2022 12:47:26 PM] MEASURE: ASSET LIST BUILD - 0.1006599
[12/22/2022 12:47:27 PM] MEASURE: LOAD - PART 1 - 11.4808449
[12/22/2022 12:47:28 PM] MEASURE: MODULE LOAD - 0.026995 - AudioOverSeer Syrinscape Free Links
[12/22/2022 12:47:30 PM] MEASURE: MODULE LOAD - 2.0632454 - D&D Dungeon Master's Guide
[12/22/2022 12:47:30 PM] MEASURE: MODULE LOAD - 0.5864598 - D&D Monster Manual
[12/22/2022 12:47:31 PM] MEASURE: MODULE LOAD - 0.7747143 - D&D Player's Handbook
[12/22/2022 12:47:31 PM] MEASURE: MODULE LOAD - 0.0009999 - Death Indicator Tokens
[12/22/2022 12:47:31 PM] MEASURE: MODULE LOAD - 0.001085 - Letter Tokens
[12/22/2022 12:47:33 PM] MEASURE: MODULE LOAD - 1.3444773 - Red Star Rising Chapter 1 The Darkest Dream
[12/22/2022 12:47:34 PM] MEASURE: LOAD - PART 2 - 6.5756533
[12/22/2022 12:50:08 PM] s'link_record_header_id template - DEPRECATED - 2022-07-12 - Use link_record_header'
[12/22/2022 12:50:43 PM] s'[12/22/22 12:50:43]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Arrow in flesh'
[12/22/2022 12:50:43 PM] s'[12/22/22 12:50:43]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-online://syrinscape.com/online/frontend-api/elements/112577/play/?auth_token=ASPN7-H6LL4-YRWW0-BWKU2-TDRU2'
[12/22/2022 12:51:10 PM] s'[12/22/22 12:51:10]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Arrow in flesh'
[12/22/2022 12:51:10 PM] s'[12/22/22 12:51:10]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-online://syrinscape.com/online/frontend-api/elements/112577/play/?auth_token=ASPN7-H6LL4-YRWW0-BWKU2-TDRU2'
[12/22/2022 12:51:28 PM] s'[12/22/22 12:51:28]' | s'manager_audio' | s'onReceive' | s'Checking line of text ========>' | s'Audio: Arrow in flesh'
[12/22/2022 12:51:35 PM] s'[12/22/22 12:51:35]' | s'manager_audio' | s'onReceive' | s'Checking line of text ========>' | s'Arrow in flesh'
[12/22/2022 12:51:38 PM] s'[12/22/22 12:51:38]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Arrow in flesh'
[12/22/2022 12:51:38 PM] s'[12/22/22 12:51:38]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-online://syrinscape.com/online/frontend-api/elements/112577/play/?auth_token=ASPN7-H6LL4-YRWW0-BWKU2-TDRU2'
[12/22/2022 12:52:10 PM] s'[12/22/22 12:52:10]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Arrow in flesh'
[12/22/2022 12:52:10 PM] s'[12/22/22 12:52:10]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-online://syrinscape.com/online/frontend-api/elements/112577/play/?auth_token=ASPN7-H6LL4-YRWW0-BWKU2-TDRU2'
[12/22/2022 12:52:34 PM] Campaign saved. (0.1s)



FGU stopped allowing local files executed a while back. There was some talk about re-enabling it but I dont recall if that is the case or not. Far as I know it was a change made for security reasons.Well, that explains that.

celestian
December 22nd, 2022, 21:29
I upgraded my Syrinscape sub to super, reinstalled FGU, opened the test campaign and added the token again. Now I can't get anything to sound. Here is the log:




It looks like it is doing what it's suppose to. Thats sending the correct commands. My guess is your SS client isnt properly configured to open that URI.

Also, you posted your token id in the log so you might wanna change that.

Does it play sound when you use the play buttons or just not triggers? If it doesnt work with the play buttons either its definitely a SS issue.

DeDiceManCometh
December 23rd, 2022, 00:58
It looks like it is doing what it's suppose to. Thats sending the correct commands. My guess is your SS client isnt properly configured to open that URI.

Also, you posted your token id in the log so you might wanna change that.

Does it play sound when you use the play buttons or just not triggers? If it doesnt work with the play buttons either its definitely a SS issue.
Play buttons on the SS web page work fine. The play buttons in the diaglog panel that opens up for the sound in FGU... now none of those work. Originally they used to work with a direct click, but not when I grabbed the play button and dragged it to chat. Also did not work when I dragged the little handle for the dialog box to chat. But, again, now those don't even work. WIll get a new token ASAP.

celestian
December 23rd, 2022, 05:50
Play buttons on the SS web page work fine. The play buttons in the diaglog panel that opens up for the sound in FGU... now none of those work. Originally they used to work with a direct click, but not when I grabbed the play button and dragged it to chat. Also did not work when I dragged the little handle for the dialog box to chat. But, again, now those don't even work. WIll get a new token ASAP.

If the play buttons in FGU dont work (not the web ones from SS) then its the URI not being recognized based on that log. I had the same issue when I first installed SS and had to uninstall/reinstall. Not sure that'll fix your issue but I'd give it a try. If not then poke the SS folks for support to figure out how to make sure it's setting up Windows to play when the URI is triggered.

DeDiceManCometh
January 6th, 2023, 19:37
I got it working by obliteration my entire install of FGU, including settings, etc. And starting from scratch again... loading bare minimum of things (D&D Theme, basically). Source 2 --- works with both a web page Syrinscape and the standalone Online App. Thanks!

TheBluePsion
January 21st, 2023, 21:39
Drag/drop what to chat, text? Did you turn on debug (see first post) and see if it was actually making AO check for a trigger when you performed the action you're trying to get trigger from?

FGU stopped allowing local files executed a while back. There was some talk about re-enabling it but I dont recall if that is the case or not. Far as I know it was a change made for security reasons.

I assume this includes the local files inside Syrinscape Player (local, not online) using "Source 1". That would explain why I couldn't get that to work, but did get the Online Player version "Source 2" working today.

Would it make sense to include this change in the FORGE extension page? Would have saved me a ton of time trying to get Source 1 to work.

celestian
January 21st, 2023, 21:56
I assume this includes the local files inside Syrinscape Player (local, not online) using "Source 1". That would explain why I couldn't get that to work, but did get the Online Player version "Source 2" working today.

Would it make sense to include this change in the FORGE extension page? Would have saved me a ton of time trying to get Source 1 to work.

I am not sure the standalone players are still a thing for Syrinscape but if they are they are not an "local execution" issue. They capture the call through URI commands from FG, not local triggered "open with" mechanic.

Nobiledruen
January 22nd, 2023, 00:09
Hello @celestian, I am desperately trying to use your module, but I am unable to reproduce any sounds....I do have a regular subscription to Syrinscape Online, but the links do not seem to work....any thoughts please? Thanks a lot

celestian
January 22nd, 2023, 05:39
Hello @celestian, I am desperately trying to use your module, but I am unable to reproduce any sounds....I do have a regular subscription to Syrinscape Online, but the links do not seem to work....any thoughts please? Thanks a lot

See the first post and provide details/debug/logs to view.

TheBluePsion
January 22nd, 2023, 18:29
ok well in either case, when I signed up for Syrinscape I got two download options: the Windows Fantasy Player (which didn't work), and the Online Player (which worked instantly). Maybe it's just me...or I set something up wrong. But it's all working now and it's fantastic!

Nobiledruen
January 22nd, 2023, 19:25
Maybe it's because I do not have a Supersyrin subscription, but only a D&D one?

JesusDH
January 27th, 2023, 12:56
Hi. Very nice extension I just discovered. However, I have a problem. When I try to play a link, and after clicking Yes or Yes to all in the Open URL window, a new Windows 10 window appear asking me to select a new app for syrinscape-online links. The only option is Serach in Windows store, which renders 0 results. probably this was discussed previously but I couldn't find out the solution. Thanks.

Zionmatrix
January 28th, 2023, 00:32
to use the fantasy player you need to switch to Source 1 in the options once the FGU campaign is loaded

JesusDH - do you have a player installed on your pc? If not you need them syrinscape.com (either the online one with a subscription or the fantasy player with the free sound sets), then you need some way to stream it.

I've been running this AWESOME and FREE extension for a couple of years.

celestian
January 28th, 2023, 05:37
Hi. Very nice extension I just discovered. However, I have a problem. When I try to play a link, and after clicking Yes or Yes to all in the Open URL window, a new Windows 10 window appear asking me to select a new app for syrinscape-online links. The only option is Serach in Windows store, which renders 0 results. probably this was discussed previously but I couldn't find out the solution. Thanks.

I would suggest going to the first post anf following the list of things to try and providing information listed there if it does not.

ekmule
March 12th, 2023, 11:47
Hello Celestian,

I hope to try your extension for FG classic but i didnt found a link to dl the file. When you are with FG classic you can't use the forge.

Thx for your hard work

celestian
March 12th, 2023, 22:13
Hello Celestian,

I hope to try your extension for FG classic but i didnt found a link to dl the file. When you are with FG classic you can't use the forge.

Thx for your hard work

I discontinued support for FGC once FGU was set as official release.

ekmule
March 13th, 2023, 09:41
Thx for your quick answer :)

CosmicGopnik
March 15th, 2023, 01:31
Hi Celestian :)

I have the latest version of FGU in the 5e Ruleset, using Syrinscape Online Player, so set to Source 2. All plays okay.
I'm having an issue setting up triggers though; the green plus icon isn't appearing for me.
I've disabled all extensions other than Audio Overseer and it still doesn't show up.
When I open a trigger to edit, and have the console open, this gets dumped out:

[3/15/2023 12:21:30 AM] [WARNING] template: Could not find template (link_record_header_id) in class (audiotriggers_header)
[3/15/2023 12:21:31 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/15/2023 12:21:31 AM] [WARNING] Frame reference-section contains out-of-range values in Middle.

Any ideas? :D

celestian
March 15th, 2023, 04:33
Hi Celestian :)

I have the latest version of FGU in the 5e Ruleset, using Syrinscape Online Player, so set to Source 2. All plays okay.
I'm having an issue setting up triggers though; the green plus icon isn't appearing for me.
I've disabled all extensions other than Audio Overseer and it still doesn't show up.
When I open a trigger to edit, and have the console open, this gets dumped out:

[3/15/2023 12:21:30 AM] [WARNING] template: Could not find template (link_record_header_id) in class (audiotriggers_header)
[3/15/2023 12:21:31 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/15/2023 12:21:31 AM] [WARNING] Frame reference-section contains out-of-range values in Middle.

Any ideas? :D

Latest version being?

Either you have an old version or you have an extension loaded you're not aware of is best I can say. I tested locally with new campaign...

https://i.imgur.com/vGlVFmF.png

Jiminimonka
March 15th, 2023, 08:16
Hi Celestian :)

I have the latest version of FGU in the 5e Ruleset, using Syrinscape Online Player, so set to Source 2. All plays okay.
I'm having an issue setting up triggers though; the green plus icon isn't appearing for me.
I've disabled all extensions other than Audio Overseer and it still doesn't show up.
When I open a trigger to edit, and have the console open, this gets dumped out:

[3/15/2023 12:21:30 AM] [WARNING] template: Could not find template (link_record_header_id) in class (audiotriggers_header)
[3/15/2023 12:21:31 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/15/2023 12:21:31 AM] [WARNING] Frame reference-section contains out-of-range values in Middle.

Any ideas? :D

Those Warnings look like theme errors.

Chivalrous1
March 18th, 2023, 14:40
I have downloaded the extension from the forge link. I can get it to work locally, but my connected players do not hear the sounds. Also, I cannot add/import etc.
56761

Rylan Storm
March 18th, 2023, 14:43
I have downloaded the extension from the forge link. I can get it to work locally, but my connected players do not hear the sounds. Also, I cannot add/import etc.
56761

AudioOverseer isn't a music player and it doesn't stream your sounds to other players. It's just a way of controlling audio with in game triggers.

You'll still need a music player and you'll need a way to output that to some form of streaming platform.

Chivalrous1
March 18th, 2023, 14:46
AudioOverseer isn't a music player and it doesn't stream your sounds to other players. It's just a way of controlling audio with in game triggers.

You'll still need a music player and you'll need a way to output that to some form of streaming platform.

Thanks for that, but what about importing / adding?

cas206
March 18th, 2023, 15:05
It looks like you opened the panels from the Module activation button. Usually that isn't editable content. Instead look for the Audio button on the right hand side.

Chivalrous1
March 18th, 2023, 15:06
It looks like you opened the panels from the Module activation button. Usually that isn't editable content. Instead look for the Audio button on the right hand side.

Just as you were replying, I found the Audio button under Campaign. Now to figure the rest of it out. I am old and slow. It takes me a while to get the hang of things.

cas206
March 18th, 2023, 15:38
If you have a SuperSyrin monthly membership, then you open the Syrinscape Master Interface on your end, get the player link, and each player uses the link to open the player on their end. The module sends URL's to your open web browser to control the sounds.

For use with discord, check out this video: https://www.youtube.com/watch?v=ATdnf-KqbKg

Rylan Storm
March 18th, 2023, 17:46
I wish there was a way I could send all my group my music folder and when I trigger the music on my side, it triggered the music on their side.

Probably would be seen as a remote execution though.

Sharing music via Discord is pretty crap. It's just a shame nobody had really figured this out. And I'm not paying a fortune for Syrinscape, especially considering the music isn't actually very good.

celestian
March 18th, 2023, 20:16
I wish there was a way I could send all my group my music folder and when I trigger the music on my side, it triggered the music on their side.

Probably would be seen as a remote execution though.

Sharing music via Discord is pretty crap. It's just a shame nobody had really figured this out. And I'm not paying a fortune for Syrinscape, especially considering the music isn't actually very good.

Keep requesting native audio support from Smiteworks, it's all we can do. I've been asking for it since I've been around.

Griffonbait
April 2nd, 2023, 00:50
Hi Celestian,

Are AudioOverseer extension files saved in the Vault folder now, or are they still in Extensions? If they are in the vault, can you supply the file name?

Cheers.

celestian
April 3rd, 2023, 15:57
Keep requesting native audio support from Smiteworks, it's all we can do. I've been asking for it since I've been around.

They use the vault now with the new Forge setup.

scoot138
April 10th, 2023, 21:00
I wish there was a way I could send all my group my music folder and when I trigger the music on my side, it triggered the music on their side.

Probably would be seen as a remote execution though.

Sharing music via Discord is pretty crap. It's just a shame nobody had really figured this out. And I'm not paying a fortune for Syrinscape, especially considering the music isn't actually very good.


Check https://www.kenku.fm/
makes playing music/sounds through discord a lot nicer.

PaulChatterton
May 7th, 2023, 22:44
Looking forward to using this. Is there any way to configure how many records get imported at a time, though? There are about 57,000 records in the Syrinscape download, it it seems I have to import them 100 records at a time, so that's 570 imports.

celestian
May 10th, 2023, 18:30
Looking forward to using this. Is there any way to configure how many records get imported at a time, though? There are about 57,000 records in the Syrinscape download, it it seems I have to import them 100 records at a time, so that's 570 imports.

The problem is FGU will flat die if you do more. 100 was the max I could get to work consistently. Even after doing 100 for a while it will choke. I think around 4-5k? It's really annoying but I don't have a good choice if I want to import within FGU.

PaulChatterton
May 10th, 2023, 20:46
The problem is FGU will flat die if you do more. 100 was the max I could get to work consistently. Even after doing 100 for a while it will choke. I think around 4-5k? It's really annoying but I don't have a good choice if I want to import within FGU.

I managed about 10k in my first attempt with all 57,000 records in the buffer. Now I am copying 1k records at a time to the buffer, restarting FGU after each 1k. I am getting there slowly but my patience runs out for the day after about 4k records this way, so it is going to take me days to import the whole set.

celestian
May 13th, 2023, 07:36
I managed about 10k in my first attempt with all 57,000 records in the buffer. Now I am copying 1k records at a time to the buffer, restarting FGU after each 1k. I am getting there slowly but my patience runs out for the day after about 4k records this way, so it is going to take me days to import the whole set.

The best way to resolve this, if FGU doesn't get better at dealing with data, is to write something that converts the file outside of FGU. I really don't like having external dependencies. It's possible but no longer on my todo list since FGU has their own framework for Syrinscape. It's unfortunate they didnt go with native sound but it is what it is ;(

celestian
June 17th, 2023, 01:55
I've been tinkering with the built in audio system that Smiteworks has added and it seems to have the bulk of the features that AO does in addition to the import tool working amazingly fast.

I would direct folks to start migrating to that system as I will be decommissioning the extension eventually. There are certainly some features I like in AO that I'd like to see and hope Smiteworks will add it.

Zionmatrix
June 17th, 2023, 02:11
I might be wrong but I don't think it works with the offline syrinscape players.

It only works with the online one.
Also does the new play local media like yours?

I love using AO. Thanks for all you hard work over the years

bayne7400
June 17th, 2023, 02:53
I might be wrong but I don't think it works with the offline syrinscape players.

It only works with the online one.
Also does the new play local media like yours?

I love using AO. Thanks for all you hard work over the years

Zion best way to play local media is to do something like this.
https://www.youtube.com/watch?v=B7He9AazqMc&lc=UgweQENtbDLaIxp9uMt4AaABAg

celestian
June 17th, 2023, 06:53
I might be wrong but I don't think it works with the offline syrinscape players.

It only works with the online one.
Also does the new play local media like yours?

I love using AO. Thanks for all you hard work over the years

It does work with local files. I am not sure about the fantasy player.

Trenloe
June 17th, 2023, 09:46
I might be wrong but I don't think it works with the offline syrinscape players.

It only works with the online one.
Also does the new play local media like yours?

I love using AO. Thanks for all you hard work over the years


It does work with local files. I am not sure about the fantasy player.

EDIT: Discussion about using the local Syrinscape player has been moved to a stand alone thread here: https://www.fantasygrounds.com/forums/showthread.php?78170-How-to-use-local-URLs-(including-the-local-Syrinscape-player)-with-v4-4-sound

Tru3Legend
October 8th, 2023, 13:02
i downloaded overseer and am trying to use free pack of syrinscape
i have syrinscape online on
and when i click play on any sound
in the console it says URL is not well-formed

----
nevermind i solved it i was writing the token like this [token]
am stupid i didn't remove the brackets

celestian
October 9th, 2023, 05:31
i downloaded overseer and am trying to use free pack of syrinscape
i have syrinscape online on
and when i click play on any sound
in the console it says URL is not well-formed

----
nevermind i solved it i was writing the token like this [token]
am stupid i didn't remove the brackets

FGU through CoreRPG has a Syrinscape functionality with much better import tools now with API features added.

Eldarc
November 11th, 2023, 12:42
Does this ruleset still work with local mp3s? I can't make them sound. It seems not to give the order to my computer mp3 player.

Thank you

Edit: I prefer your extension over FG native sound setup.

Arnagus
November 11th, 2023, 19:34
You might want to try this extension which uses the native FGU sound framework but with VLC: https://forge.fantasygrounds.com/shop/items/1227/view

Eldarc
November 11th, 2023, 19:43
You might want to try this extension which uses the native FGU sound framework but with VLC: https://forge.fantasygrounds.com/shop/items/1227/view

I don't understand. I am already using native FGU sound framework with vlc without that extension.

In any case, what I want is to disable native FGU sound framework and use AOS only.

celestian
November 12th, 2023, 07:48
I don't understand. I am already using native FGU sound framework with vlc without that extension.

In any case, what I want is to disable native FGU sound framework and use AOS only.

To be clear I do not plan to maintain this extension as FGU has its own now that does most of what mine did. I do hope someday it supports native files directly so folks can use their own audio files.