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celestian
January 31st, 2020, 23:04
Notice: Currently this is a project in-development and should be considered BETA.

I've put together an extension called AudioOverseer that allows you to control sound for a higher level of immersion in your FantasyGrounds games. It should work on CoreRPG layered rulesets (I've tested with 2E and 5E). It leans heavily on the Syrinscape Fantasy & Online Player (https://syrinscape.com/) but can be used with a local player (I tested VLC for windows (https://www.videolan.org/vlc/)). If/when sound support is added into FGU directly I'll integrate that functionality.

AudioOverseer Features

Works with FGC and FGU.
Manage sounds (via links).
Filter/search all sounds (triggers and collections).
Trigger Sounds based on text that appears in a line of text but not multi-line. (set sound, linked sounds or a random sound from a list of sounds).
Collections of Sounds to play a group of sounds for a specific ambient theme.
General sounds and Collections have links that can be conveniently placed into story entries, chat or object descriptions where it can be clicked to play the audio.
Supports (with limited functionality) a local player such as VLC.
Supports Syrinscape Online & Fantasy Player.
Import options for Syrinscape link file (can be downloaded (https://www.syrinscape.com/online/master/#/))
Export all records so you can use them in other campaigns as a module.


What AO DOESN'T do.
Fantasy Grounds does not natively support playing sound files. Because of that...The system assumes you stream/push the audio to the players either using something like Syrinscape Online or VLC Stream or Cleanfeed.org.

If you would like to see even more features added to AudioOverseer, while using Syrinscape, such as the ability to adjust volume of specific sound link or looping, repeat, playback count, or random play repeat timers then visit the Syrinscape forums and request they add the ability to add those options into the API url calls (https://forum.syrinscape.com/). I've made requests for those features but they declined each of them.

Perhaps they will acquiesce to the suggestions if more folks than I request them.

The GitLab repository for the most current version of the project (Beta) can be found here: https://gitlab.com/FGProjects/public/extensions/audiooverseer

I put together and introductory video of AudioOverseer.

https://www.youtube.com/watch?v=ZygHbVCfRKA

I am hoping someone in the community can put together art assets for the buttons at least. For now there are some generic buttons of the 5e style. They can be tied to a specific ruleset type if a ruleset developer would generate a button.

Here is a short video on how to create a "Collection" using AudioOverseer.

Collections are a group of sounds that play in a persistent fashion (typically) so you can have a combination of various ambient sounds. In the example case I use, in the Elemental Plane of Air... so wind, lightning, gusts along with a bit of music that plays.

https://youtu.be/bLyS9pAeQas

Here is another short tutorial video on how I make "Sound Boards" using sound links provided in AudioOverseer.

https://www.youtube.com/watch?v=sdfk449m6M4

How I setup Triggers in AudioOverseer to play sounds based on text that appears in chat.

https://www.youtube.com/watch?v=5y8szxiqdLA

If you find any bugs or have suggestions please post them here.

Here is a image of the layout and feature locations.
https://i.imgur.com/fzco9rQ.jpg (https://i.imgur.com/fzco9rQ.jpg)
(the above is a screenshot of from within the pre-release version of FGU running AudioOverseer)

If you are using Syrinscape Online Player be sure to add your token via "/ao token XXXXX" where XXXXX is the token you get from the Syrinscape My Account page (https://www.syrinscape.com/online/cp/).

MAC/Apple users. Please review this post (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)&p=495778&viewfull=1#post495778). It might help you.

If you are using a MAC there is a optional method you can use if the above doesn't work. You'll need to set the method option via "/ao method local". This sends commands through your browser as currently the Syrinscape Online player for mac does not have that functionality.

If you are using the Syrinscape Online Player web interface to copy "sound paths" you must manually remove the "?auth_token=XXX" part of that string. It is HIGHLY recommended to not manually add sounds in this manner, download the CSV file and import them.

If you are still having problems:

Download the latest version and remove all "folders" of the same name of this extension in the extensions folder.
Disable ALL OTHER EXTENSIONS except AudioOverseer.
If triggering sounds is a problem, make sure GM rolls are set to SHOW in Campaign Settings.
Enable debug output "/ao debug enable"
Type "/console"
If Trigger issues: Type the text in chat of the trigger you'd like to activate and review the debug output.
If still Trigger or general sounds not playing: Click "Play" on a sound. (click a sound link)
Review that output to see why sound is not playing.
If you are still unable to resolve why your sound isn't playing copy the output from the Console.
Create a post here and paste the console output into in with your question.
Note the operating system, version of FG (FGU or FGC), ruleset and version of ruleset and exact procedure you are trying to play a sound.
NOTE THE VERSION OF FG AT THE TOP.


I still class this as a beta (for now) so make sure to backup your campaign files to make sure your data is safe.

I've included a sample module that contains some examples of triggers and collections along with the Syrinscape Online Player "Free" version sound links.

Update 1.23

Fixed Editing trigger/collection from exported module would not work as expected.
Added Option in trigger to disable.


Download here:

Eru the One
January 31st, 2020, 23:49
Nice work!

JohnQPublic
January 31st, 2020, 23:55
Yay! Thanks for putting this together. I'll start using it tonight.

Dax Doomslayer
January 31st, 2020, 23:56
Wow - this is very cool celestian. I've been concerned about this and moving over to FGU without having anything compatible. Thanks so much for doing this!

Kelrugem
January 31st, 2020, 23:56
thank you so much :)

MacDork
February 1st, 2020, 01:12
NICE!!! Thank you so much!

Three of Swords
February 1st, 2020, 02:15
I've been thinking of using sound in my game. This looks very promising.

Query: If I fireball a dozen mobs, will it play a saving throw sound for each target? Will it pause chat for each target?

Beemanpat
February 1st, 2020, 03:08
I really like the search functions and the chat triggers. Really looking forward to the syrinscape online function. I dont really like messing with the voicemeter stuff.

Dr0W
February 1st, 2020, 03:53
"You must spread some Reputation around before giving it to celestian again."

Bummer. Thanks a lot Celestian, you're godlike!

Tsriel
February 1st, 2020, 05:48
Coming up huge after a similar extension just recently died! You're my hero.

celestian
February 1st, 2020, 18:49
Update 1.03
Cleaned up issues with MoreCore and CoreRPG related to templates not present.

This should clean up any lingering issues related to rulesets layered on CoreRPG that are not and 2e/5e.

LordEntrails
February 1st, 2020, 22:33
Thanks for releasing this under the GNU GPL. Appreciate it a great deal.

Forgive me if your video covers this, but had a few questions/concerns before I commit to implementing this and hope you'll take the time to reply;

1) I'm not willing to sign up for Syrinscape (don't like subscriptions), I do have some sound files and game sound tracks and need advice on how to organize these on my computer.

2) Can this be setup so that the sound runs on a different in channel in Discord? Not too concerned with one-shot sounds, but would like to do this for background sounds/soundscapes.

3) Finally, any advice on bulk sets of sound files that we can download/import and have up and running in a relatively short time?

JohnQPublic
February 1st, 2020, 22:41
The import isn't working for me.
5e FGC. No other extensions loaded.
Copy and paste from the CSV you linked to.

COMMUNITY,fantasy,Realmsmith: The cold and the dead,rsac - The Cold and the Dead,Aprysh - Reunions,mood,,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6QXByeXNoIC0gUmV1bm lvbnM/play/,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6QXByeXNoIC0gUmV1bm lvbnM/stop/,https://www.syrinscape.com/online/frontend-api/moods/61111/play/,https://www.syrinscape.com/online/frontend-api/moods/61111/stop/
COMMUNITY,fantasy,Realmsmith: The cold and the dead,rsac - The Cold and the Dead,The Hills,mood,,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6VGhlIEhpbGxz/play/,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6VGhlIEhpbGxz/stop/,https://www.syrinscape.com/online/frontend-api/moods/61095/play/,https://www.syrinscape.com/online/frontend-api/moods/61095/stop/
COMMUNITY,fantasy,Realmsmith: The cold and the dead,rsac - The Cold and the Dead,The Barrows,mood,,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6VGhlIEJhcnJvd3M/play/,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6VGhlIEJhcnJvd3M/stop/,https://www.syrinscape.com/online/frontend-api/moods/61096/play/,https://www.syrinscape.com/online/frontend-api/moods/61096/stop/

I get "*** AudioOverseer: Import Complete."

Nothing shows up in Triggers, Collections, or the main Audio window.

Version 1.03 btw

celestian
February 1st, 2020, 23:05
The import isn't working for me.
5e FGC. No other extensions loaded.
Copy and paste from the CSV you linked to.

COMMUNITY,fantasy,Realmsmith: The cold and the dead,rsac - The Cold and the Dead,Aprysh - Reunions,mood,,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6QXByeXNoIC0gUmV1bm lvbnM/play/,syrinscape-fantasy:moods/Q29sZC1hbmQtdGhlLURlYWQtMjI4Nzo6QXByeXNoIC0gUmV1bm lvbnM/stop/,https://www.syrinscape.com/online/frontend-api/moods/61111/play/,https://www.syrinscape.com/online/frontend-api/moods/61111/stop/

I get "*** AudioOverseer: Import Complete."

Nothing shows up in Triggers, Collections, or the main Audio window.

Version 1.03 btw

Open up the console by typing /console and see what is there after you try and import. The console must be up before you import. You'll note that your sounds all have commas in them giving an unexpected count of values.

You've got 2 URLs listed there. IT's only expecting one. It also looks like the name of the sound also has a comma. The number of commas is really specific and must match the values listed on the import window.

I open the CSV file in excel, copy the columns I want, paste into text editor, remove all commas (some descriptions had commas), replace tab with commas and then paste it all.

Format expected:


status, subcategory, product_or_pack, soundset, name, type, sub_type, genre_players_play_url




OFFICIAL, dungeons-and-dragons, Ghosts of Saltmarsh: Tammeraut‚€™s Fate, gos Tammeraut‚€™s Fate i, Road to Uskarn, mood, , syrinscape-fantasy:moods/Z29zLXRhbW1lcmF1dHMtZmF0ZS1pOjpSb2FkIHRvIFVza2Fybg/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Drinking time, mood, , syrinscape-fantasy:moods/ZnJpZW5kbHktdGF2ZXJuOjpEcmlua2luZyB0aW1l/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, A quiet corner near the fire, mood, , syrinscape-fantasy:moods/ZnJpZW5kbHktdGF2ZXJuOjpBIHF1aWV0IGNvcm5lciBuZWFyIH RoZSBmaXJl/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Almost everyone's gone home, mood, , syrinscape-fantasy:moods/ZnJpZW5kbHktdGF2ZXJuOjpBbG1vc3QgZXZlcnlvbmUncyBnb2 5lIGhvbWU/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Crowded and thrumming, mood, , syrinscape-fantasy:moods/ZnJpZW5kbHktdGF2ZXJuOjpDcm93ZGVkIGFuZCB0aHJ1bW1pbm c/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Musicians play for mead, element, music, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1tdXNpY2lhbnMtYmVlcg/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Burps, element, oneshot, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1idXJwcw/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Kira laughs, element, oneshot, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1raXJhLWxhdWdocw/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Sandar laughs, element, oneshot, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1zYW5kYXItbGF1Z2hz/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Mead glasses clinking, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1tZWFkLWdsYXNzZXMtY2xpbm tpbmc/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Kira laughing, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1raXJhLWxhdWdoaW5n/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Sandar laughing, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1zYW5kYXItbGF1Z2hpbmc/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Happy rich murmuring, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1oYXBweS1yaWNoLW11cm11cm luZw/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Bright rowdiness, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1icmlnaHQtcm93ZGluZXNz/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Echoing happiness, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1lY2hvaW5nLWhhcHBpbmVzcw/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Manly men, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1tYW5seS1tZW4/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Fireplace, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjo1LWZpcmVwbGFjZQ/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Coins and other stuff, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1jb2lucy1hbmQtb3RoZXItc3 R1ZmY/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Burps and drink noises, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1idXJwcy1hbmQtZHJpbmstbm 9pc2Vz/play/
OFFICIAL, general-fantasy, Friendly tavern - Free with Syrinscape Fantasy Player, Friendly Tavern, Chairs and bumps, element, sfx, syrinscape-fantasy:elements/ZnJpZW5kbHktdGF2ZXJuOjoxNy1jaGFpcnMtYW5kLWJ1bXBz/play/

Dr0W
February 2nd, 2020, 02:56
Thanks for releasing this under the GNU GPL. Appreciate it a great deal.

Forgive me if your video covers this, but had a few questions/concerns before I commit to implementing this and hope you'll take the time to reply;

1) I'm not willing to sign up for Syrinscape (don't like subscriptions), I do have some sound files and game sound tracks and need advice on how to organize these on my computer.

2) Can this be setup so that the sound runs on a different in channel in Discord? Not too concerned with one-shot sounds, but would like to do this for background sounds/soundscapes.

3) Finally, any advice on bulk sets of sound files that we can download/import and have up and running in a relatively short time?

Hello! Got some answers.
1) the video covers this, but yes, you can use vlc player to play sounds which you can play through your mic using some player that plays through your mic or on a different channel. It can be done, but the video doesn't cover how.

2) the solution I use is running two discord accounts on my pc and playing my sounds through a virtual audio output. So have my second account to use that as sound input.

3) I'm not a big fan of subscriptions either, but you can also just purchase sound packs on syrinscape and use that instead of paying for subs. I just got a few I really liked.

Now some honest opinion if you plan to use discord for background music : it really lowers the quality of sounds that are played for over 10 seconds to minimize network usage. Some music can get really crappy, if you use a different channel you will notice the quality dropping after a few seconds. Maybe if you pay for that discord plus or something, but then again...subscriptions.

celestian
February 2nd, 2020, 06:14
Thanks for releasing this under the GNU GPL. Appreciate it a great deal.

Forgive me if your video covers this, but had a few questions/concerns before I commit to implementing this and hope you'll take the time to reply;

1) I'm not willing to sign up for Syrinscape (don't like subscriptions), I do have some sound files and game sound tracks and need advice on how to organize these on my computer.

2) Can this be setup so that the sound runs on a different in channel in Discord? Not too concerned with one-shot sounds, but would like to do this for background sounds/soundscapes.

3) Finally, any advice on bulk sets of sound files that we can download/import and have up and running in a relatively short time?

In the video I mention and show how to configure a VLC local file. I don't use them a lot mostly because the mechanics of that is pretty limited. You are basically just opening a file in windows with whatever default app is set to open up *.wav or *.mp3. So, it's really only useful for 1 shots.

VLC allows you to set the output sound device. You should be able to use cleanfeed (free) or point it at a secondary copy of discord. As Dr0w says tho, discord sound quality is horrible and if you use it to play ambient music it'll sound like a string and tin cans.

As far as controls within FG for sound, there are none. Can't set anything related to sound devices, only that the string is pushed out via a URL and something else handles it 100%. If you can find a sound program that utilizes urls other than Syrinscape I'll take a look and see if it can be setup to work.

madman
February 2nd, 2020, 06:22
And to be fair, a Syrinscape subscription gives you all the products you are subed to for the months you are subed. I have thousands of sounds that are mine to use without a sub at this point.

LordEntrails
February 2nd, 2020, 16:19
Thanks DrOW and Celestian. I've been playing around as I already have a few dozen local sound files. Thanks for the info on Discord. I'm more interested in one-shot sounds, but figured ambient would be nice too. I'm not opposed to Teamspeak, but already using Discord for most things.

I like all the fields in the sounds, but I'm not sure what should go into each field. Does anyone have a short paragraph or few sentences with examples of what goes best in each one? For instance, what do people put in a "Pack" vs a "Set"? Or "Category" and "Type"?

31442


And to be fair, a Syrinscape subscription gives you all the products you are subed to for the months you are subed. I have thousands of sounds that are mine to use without a sub at this point.
I'm not sure I understand... are you saying that you get copies of the Syrinscape sound files? So that if you subscribe for a month or two you can then get/download a bunch of sound files?

Also on Syrinscape, so I can do a one-time purchases of sound packs and then just use a 'free' account or such going forward?

notrealdan
February 2nd, 2020, 16:38
I'm not sure I understand... are you saying that you get copies of the Syrinscape sound files? So that if you subscribe for a month or two you can then get/download a bunch of sound files?

Also on Syrinscape, so I can do a one-time purchases of sound packs and then just use a 'free' account or such going forward?

I believe how it works is you own all soundpacks that come out during your subscription, in addition to any you outright purchase. So, for example, if you subscribe during Jan, Feb, and March, and then cancel, you own and can still use soundpacks released during those months, but lose access to ones from Dec and earlier, unless you buy those separately. The Syrinscape program itself is free to use.

mattekure
February 2nd, 2020, 16:58
For syrinscape sounds you own, if you use the Fantasy or Sci-Fi players, it will download the audio files to disk. But they are not in a really helpful format. You have to find the Syrinscape data store in your appdata folder, and none of them are stored with any recognizable names. You would have to find and rename all the sounds yourself.

celestian
February 3rd, 2020, 01:55
I like all the fields in the sounds, but I'm not sure what should go into each field. Does anyone have a short paragraph or few sentences with examples of what goes best in each one? For instance, what do people put in a "Pack" vs a "Set"? Or "Category" and "Type"?


All those fields I used because Syrinscape had them and I wanted to be able to filter on each.


Category = "dungeons-dragons"
Pack = "Ghost of Saltmarsh"
Sound Set = "gos Tammerautae's Fate I"
Sub-Type = "music","oneshot", "sfx"
Type = "element", "mood"

Most are self explanatory but some might be less evident. "element" is like a persistence ambient sound. Like a bird chirping randomly, or someone banging on a anvil. Moods are a collection of elements with music.

Benjamin Loomes
February 3rd, 2020, 03:14
Heya all,

Ben, the CEO and creator of Syrinscape here = so ask me questions. :-)

Some specific info to answer some of the questions of people...

* yes, you can download and try out Syrinscape for free. It comes with 10+ free SoundSets that you can use without even registering
* to use the Online Player for local play, you'll need an account in order to connect the player with the Online (in Browser) UI
* You can still use the free stuff there
* you can then buy stuff one by one if you prefer
* you can control anything you own using Fantasy Grounds integrations
* you can also subscribe to unlock absolutely everything to use (like Netflix) (currently more than USD 2500 worth of stuff)
* yes, (unlike Netflix) anything we release during the period of your active sub, you gain permanent ownership of as if you just bought it
* yes the samples are in a cache, but they are of little use without the amazing Syrinscape machine, to: time; position; add reverb; mix; balance; automate etc
* NOTE: to run games with your remote players following your sounds and hearing everything you trigger (either from the Syrinscape UI or Fantasy Grounds integrations) JUST ONE PERSON will need a SuperSyrin sub.

All sense makes?

Let me know what isn't clear and I shall endeavour to explain better-er. :-)

Most of all: THANK YOU to the people working to make Syrinscape EASY to use in Fantasy Grounds = your efforts are GREATLY appreciated!

Ben

Dr0W
February 3rd, 2020, 03:35
Hey Ben! Welcome to the Fantasy Grounds forums!

Thanks a lot for Syrinscape, and thanks for showing up for some questions!

What are the chances we can get a Fantasy Grounds to work with the Online Player? Right now we're only able to play sounds using links from the desktop player. Will we be able to do that in the future for the online player too? Having to stream the sound often comes with the cost of a low sound quality for our players.

mattekure
February 3rd, 2020, 03:41
Hey Ben! Welcome to the Fantasy Grounds forums!

Thanks a lot for Syrinscape, and thanks for showing up for some questions!

What are the chances we can get a Fantasy Grounds to work with the Online Player? Right now we're only able to play sounds using links from the desktop player. Will we be able to do that in the future for the online player too? Having to stream the sound often comes with the cost of a low sound quality for our players.

There are several of us community members working on that. Obviously Celestian is doing amazing work on this. My efforts are over in this thread https://www.fantasygrounds.com/forums/showthread.php?53459-MK-Syrinscape-Sound-Links-module I currently do have a method which allows you to trigger and use syrinscape online links in FG. I am making progress on adding features and such, but the links do work for now.

celestian
February 3rd, 2020, 03:46
Open up the console by typing /console and see what is there after you try and import. The console must be up before you import. You'll note that your sounds all have commas in them giving an unexpected count of values.

You've got 2 URLs listed there. IT's only expecting one. It also looks like the name of the sound also has a comma. The number of commas is really specific and must match the values listed on the import window.



Related to this, im going to change how import work.

I will have it accept at least 8+ value (require 8) but not "fail" if you have more. This way you can just import the entire CSV file. I'm also adding in options to store those extra values (related to Syrinscape ones) so they can be used once those features are supported.



I've also been talking with Syrinscape (Ben is one of the kind folks in the thread) in hopes we can make this process easier ... i.e. getting your sound links more easily into FG.

Benjamin Loomes
February 3rd, 2020, 03:53
In my very humble opinion, if you can avoid it, I don't think ANYONE should be using the Fantasy Player and routing the sound through anything for remote play. We specifically made the Online Player for that situation, and there are many many advantages to doing it this way... including:
1) Players can trigger their own spells sounds (and things) and have these sounds integrated into the streamed sound
2) Samples are automatically downloaded and Cached (for future use) as required (so no need for anyone to pre-install content)
3) better auto quality with LESS bandwidth use
4) sounds are NOT interrupted when voice-talk software hits bumps (we've been noticing this a LOT in our team game.. it's lovely, even when Discord glitches, Syrinscape keeps that ambience going).
5) and FG integrations that can work with the Fantasy Player should be able to work with the Online Player LINKS too
6) Other things I can't think of now. :-D

And, yes, the Syrinscape dev team can help to make the CSV that a user downloads perfect for direct import into these integrations - so users can get the LATEST up to date links for their specific account (which will include any of their user made content AND customisations they have made to ours)

[edits for typos]

Dr0W
February 3rd, 2020, 04:14
Yes, the Online Player is the best solution in every single way. Except if it works right now and I'm unaware of, is that it was impossible to integrate FG with the Online player, since I use lots of automated sounds like attacks and spells triggering sounds.

If that can happen, I'll be really happy. Thanks a lot!

celestian
February 3rd, 2020, 05:38
Yes, the Online Player is the best solution in every single way. Except if it works right now and I'm unaware of, is that it was impossible to integrate FG with the Online player, since I use lots of automated sounds like attacks and spells triggering sounds.

If that can happen, I'll be really happy. Thanks a lot!

I have the Syrinscape Online Player working in my current test build. I'm going to wait publishing it until the discussion in the email has a chance to work itself out as the methods might need to be updated. As it stands now the CSV will need to be re-imported and sounds re-applied to triggers/collections. New version will let you select which source to use (fantasy player or online player)... or if you're using local application like VLC you just leave it at Source 1 and only set that path.

I've been a user of the Fantasy Player since 2018 and just started trying out SOP myself so I don't have a lot of experience with it. I did learn you need the "SuperSyrin Subscriber" to be able to allow your players to hear triggered audio through the system.

Beemanpat
February 3rd, 2020, 05:44
Yes, the Online Player is the best solution in every single way. Except if it works right now and I'm unaware of, is that it was impossible to integrate FG with the Online player, since I use lots of automated sounds like attacks and spells triggering sounds.

If that can happen, I'll be really happy. Thanks a lot!

I believe mattekure has gotten it to work with Syrin Online. Though his mod/ext doesn't trigger from the chat like celestians does; last I know he said it's on his to do list. Celestians ext doesn't work with Syrin Online but plans try to figure it out as stated at post #1. Both are awesome. Thank you celestian and mattekure for your efforts. It's amazing how fast yall work.

Please correct me if I'm wrong about your works capabilities.

JohnQPublic
February 4th, 2020, 02:11
Will we eventually be able to import triggers too?

celestian
February 4th, 2020, 02:17
Will we eventually be able to import triggers too?

Where would you import triggers from?

Currently "triggers" are things that play sounds when a certain text pattern is found in chat.

Those can be exported, along with Audio and Collections, as a module and used anywhere. I've actually been putting together the "free" sound links for Syrinscape Online and sample trigger/collection module to post with the next update.

Beemanpat
February 4th, 2020, 02:26
That's great news. Looking forward to it.

JohnQPublic
February 4th, 2020, 02:48
Where would you import triggers from?

Currently "triggers" are things that play sounds when a certain text pattern is found in chat.

Those can be exported, along with Audio and Collections, as a module and used anywhere. I've actually been putting together the "free" sound links for Syrinscape Online and sample trigger/collection module to post with the next update.

From a csv. I just find it easier to work in a spreadsheet. Not a big deal since I'll only have to do it once, I guess.

Lexfire
February 4th, 2020, 03:16
Do sounds then playing through fantasy grounds when chat triggered or played by the DM or do you still need to route through discord using voicemeter and that whole process? Looks very cool.

celestian
February 4th, 2020, 03:30
From a csv. I just find it easier to work in a spreadsheet. Not a big deal since I'll only have to do it once, I guess.

I'm not sure what situation you'd want to put them in a spread sheet? IT's already in FG, so export "Audio Triggers" and load that where ever you want to use them. There is nothing in Syrinscape that has triggers/configurations for the chat in FG and because of that there is no way to import them through CSV.


Do sounds then playing through fantasy grounds when chat triggered or played by the DM or do you still need to route through discord using voicemeter and that whole process? Looks very cool.

There are many methods to get sound but unfortunately right now there is no way to have FG play it within FG.

The method I use is Syrinscape Online Player which FG sends "sound" urls to and it then plays them through whatever sound device the Syrinscape Online Player is setup to use. You can do something similar with the Syrinscape Fantasy Player (I'd say use SOP instead) or a local player like VLC.

JohnQPublic
February 4th, 2020, 03:52
[QUOTE=celestian;474723]I'm not sure what situation you'd want to put them in a spread sheet? IT's already in FG, so export "Audio Triggers" and load that where ever you want to use them. There is nothing in Syrinscape that has triggers/configurations for the chat in FG and because of that there is no way to import them through CSV.

But I have to type them all in first via dialog boxes, unless I'm misunderstanding? And I have all the links from FG in the first CSV. I was just thinking it would be easier, for me, to build the triggers in a spreadsheet. Link it to the syrinscape csv and I can have autocomplete, search and/or drop down to find the links by their more friendly name. That way I can more easily see if I've already used a sound, it's faster, for me, than navigating the dialog boxes, but like I said it doesn't matter since I should only have to do it once.

celestian
February 5th, 2020, 03:59
I've made some good progress over the past few days.
I've updated the import method to utilize the entire list of values (fantasy player and online player).
Added "Stop" links for each set of sound types.
Added campaign setting (source 1 and source 2, 1 is fantasy player or local, sound 2 is the Syrinscape online player URLS).
Added command line option to stor ethe auth_token (if you use syrinscape online player).

Here is the view of things so far.

https://i.imgur.com/JhQvkdB.jpg

I'm going to poke at it a few more days to make sure nothing will change dramatically before I post a beta release update. As always the GitLab repo is current as of the version seen above. This new version will require the data from Syrinscape to be reimported if you use that.

celestian
February 6th, 2020, 04:15
Update 1.09

Update Import will now accept at LEAST 8 (minimum) but will not error if there are more.
Update Import will now store all fields from Syrinscape CSV download (if you use that).
Update "Update Checkbox" for import. Only add new entries that do not exist when importing.
Added PathStop URL that can be used as a shortcut to stop this sound or collection.
Added Campaign Setting to set audio "Source" (either 1 or 2). 1=Default(Local or Fantasy Player), 2=Syrinscape Online Player
Added Command line options to store auth_token (required if you use Syrinscape Online Player). (/ao token [xxxxx], /ao showtoken, /ao deletetoken).
Added Stop link to Collection


I've included a sample module that contains some examples of triggers and collections along with the Syrinscape Online Player "Free" version sound links.

One of the bigger changes behind the scenes is the way the data is stored so that best effort is made so that sound links do not change. This is important because if you re-import from Syrinscape CSV file and the data paths change it would break all your sounds. This version is built around the idea that the categories/settings/name/etc are used to define the path such that it should be consistent (assuming Syrinscape doesn't change them).

I had to make the change for the data path to support "authentication tokens" which is required for Syrinscape Online. This change also allowed me to add in the "Stop" sound links. If future tools require some authentication tokens it will be much easier to implement those.

You will need to re-import your links if you use Syrinscape. I highly recommend just deleting all your existing Sound links and re-running the import process. Going forward you will be able to use the "update" tic-box to make sure you only import "new" sounds.

I have tested in FGU and this version works as it does in FGC. I expect no issues moving forward.

I still class this as a beta (for now) so make sure to backup your campaign files to make sure your data is safe.

celestian
February 6th, 2020, 17:57
Minor update, 1.10.

I received a bug report on imports for people using straight copy of the CSV file. I never did this myself (loaded into excel). Because of that there were quotes (") included in fields they should not have been.

1.10 fixes this. Imports should work fine now if you load the file into excel and copy/paste or if you use plain notepad/text editor version now.

If you're just using the sample module, this won't effect you.

daggerfortysix
February 8th, 2020, 13:39
I know this is always a dreaded question, but has anyone been able to get this to work on a Mac? I have not. It seems that the Mac has no idea how to play the sound.

31498

I have tried to point it to VLC, Syrinscape, Syrinscape Online, and everything else I can think of. I'm thinking this may be the same as the other sound extension that would not work on the Mac either.

mattekure
February 8th, 2020, 14:34
I know this is always a dreaded question, but has anyone been able to get this to work on a Mac? I have not. It seems that the Mac has no idea how to play the sound.

31498

I have tried to point it to VLC, Syrinscape, Syrinscape Online, and everything else I can think of. I'm thinking this may be the same as the other sound extension that would not work on the Mac either.

Over on another thread, people were able to get syrinscape working on a mac. The issue really has nothing to do with the extension or FG, its just how the pieces communicate with each other. Here is a thread detailing how they did it.

https://www.fantasygrounds.com/forums/showthread.php?48709-How-to-Use-DOE-Sound-Extension-to-trigger-Sounds-in-Syrinscape-on-a-Mac

daggerfortysix
February 8th, 2020, 17:41
Thank you! I saw that but want sure. I'll take a look. You all are always awesome!

dmbrown
February 9th, 2020, 00:50
I wrote up the post in the link above. I got it to work, but I never figure out a way to patch the audio through discord. I haven’t tested the online player, but I am guessing that one should work a lot easier, since the audio link is a web one and the MacOS should allow it.

celestian
February 10th, 2020, 04:50
Here is a short video on how to create a "Collection" using AudioOverseer.

Collections are a group of sounds that play in a persistent fashion (typically) so you can have a combination of various ambient sounds. In the example case I use, in the Elemental Plane of Air... so wind, lightning, gusts along with a bit of music that plays.


https://www.youtube.com/watch?v=bLyS9pAeQas&t=3s

celestian
February 11th, 2020, 04:45
Here is another short tutorial video on how I make "Sound Boards" using sound links provided in AudioOverseer.


https://www.youtube.com/watch?v=sdfk449m6M4

JohnD
February 11th, 2020, 05:00
Almost every time you post something new I find myself clicking on the Rep button only to be told that I can't give you any more right now.

Zionmatrix
February 12th, 2020, 02:34
I just started playing with tonight, because I just a couple syrinscape packs , not the subscrip.
If I can a sound effect it says the module is no longer loaded. Other sounds still play and if I recreate the sound, those play, but I not when added your auto triggers.
I had to recreate trigger and the sound to get changed effects to play.

thanks for your hard work. let me know if I can help

celestian
February 12th, 2020, 04:32
Last video in the series, how I setup Triggers in AudioOverseer to play sounds based on text that appears in chat.


https://www.youtube.com/watch?v=5y8szxiqdLA

celestian
February 12th, 2020, 04:35
I just started playing with tonight, because I just a couple syrinscape packs , not the subscrip.
If I can a sound effect it says the module is no longer loaded. Other sounds still play and if I recreate the sound, those play, but I not when added your auto triggers.
I had to recreate trigger and the sound to get changed effects to play.

thanks for your hard work. let me know if I can help

So, the sound links module I included work for anyone, it's the "free" links. I would highly recommend using the Syrinscape Online player but to do so you need to make sure your Campaign settings for the Sound Source is set to "Source 2".

The extension defaults to using Source 1, which is "local" player or the Fantasy Player.

Dr0W
February 14th, 2020, 17:27
Hey, Celestian, how do you get the Syrinscape links from individual sounds within a Pack.

For example, on the Bridol Town pack we have three Groups(Busy Market Day, Bard's Day Off & Setting Up For Morning Trade). When I activate my 3rd party integration mode, I can copy links for those, but not the individual ones (Music, people, animals, etc). And I see you have those links on the free module. How do I get them, so I can setup my purchased packs?

celestian
February 14th, 2020, 18:02
Hey, Celestian, how do you get the Syrinscape links from individual sounds within a Pack.

For example, on the Bridol Town pack we have three Groups(Busy Market Day, Bard's Day Off & Setting Up For Morning Trade). When I activate my 3rd party integration mode, I can copy links for those, but not the individual ones (Music, people, animals, etc). And I see you have those links on the free module. How do I get them, so I can setup my purchased packs?

Go to this URL:

https://www.syrinscape.com/online/master/#/

Then click the triple lines on the right to get this menu, download the CSV file.

https://i.imgur.com/yqBuR2n.png

Once you have the CSV file you can import them all. Keep in mind (as mentioned in vids/etc) that FGC cannot handle a huge amount of entries all at once. It will process 100 new entries at a time and then prompt you to do the next batch. You can paste about 1000-2000 lines at a time, find what works best for your system.

I'm going to see if I can tweak it a bit more to deal with this better but just remember that...Also I would recommend using the "update" option to only import records you do not already have (if you've imported before).

That is how I would recommend doing it... However... If you want to do it by hand. At the same site, the same triple line menu you can select "show remote control links" and while you have the Brindol Town pack loaded you'll see new buttons you can use. Those place the URL in a copy buffer and you can paste them into the record manually.

https://i.imgur.com/S8Qicry.png

I find the import method more reliable and gets you everything in one wack.

Dr0W
February 14th, 2020, 19:26
Thanks a lot Celestian! My Super Syrin sub isn't active and I thought I couldn't access it without subscribing. Now I see I can do that, but only I will be able to hear. Which put me on the spot to actually try the Syrinscape Online with this.

I've put my token url and changed to Source2. However, whenever I play that I get a "You'll need a new app to open this syrinscape-online link" from Windows. What do I need to do?

Zionmatrix
February 14th, 2020, 19:37
I just didn't care for the "save" throw sound effects, and wanted to add sad trombone and hurray for crit hit and crit fail. but they are still from the local client free sounds.
Again I love that's its the free sounds, and simple to use.
I've been using Rob2E's pack, but without the scrip, I only get about half the sounds to work.

thanks for any advice

PS, FYI, I was also trying you sounds out on Unity, because Rob don't have StarFinder sound pack yet.
I can't create new triggers. This is no spot to drop the sound item.

Dr0W
February 14th, 2020, 19:40
https://youtu.be/j-Cw1UBcToE

I recorded a basic video showing just the basic features for the brazilian community. It's in brazilian portuguese, so I thought I could share it here too. Will record other videos in the future covering collections and the Syrinscape Online part and how to import those sounds once I get the hang of it.

celestian
February 14th, 2020, 20:06
FYI, Syrinscape has changed the format of the CSV file and it will require an update AudioOverseer (I was planning to release a new one this weekend) but for now, imports will be broken using any new versions of the file downloaded from them.

macskay90
February 17th, 2020, 04:58
However a workaround is opening the csv file with any Excel (or equivalent software) and deleting the "id" column.
If you use the Syrinscape "Offline" Player that is all you have to do.
If you want to use the Syrinscape "Online" Player you would also need to delete the columns genre_players_*_url.

The way AudioObserver is reading the csv at the moment is that whatever comes in 8th and 9th place will be used as play and stop url respectively, so just move "online_player_*_url" in the genre_players places and import.
This way you can use the Online Player. Just tested it and working like a breeze

celestian
February 17th, 2020, 07:12
However a workaround is opening the csv file with any Excel (or equivalent software) and deleting the "id" column.
If you use the Syrinscape "Offline" Player that is all you have to do.
If you want to use the Syrinscape "Online" Player you would also need to delete the columns genre_players_*_url.

The way AudioObserver is reading the csv at the moment is that whatever comes in 8th and 9th place will be used as play and stop url respectively, so just move "online_player_*_url" in the genre_players places and import.
This way you can use the Online Player. Just tested it and working like a breeze

Absolutely correct Sir ;)

I've got a new version that I'll release tomorrow that can deal with this and has some other options as well.

It's still not a pleasant process. FG just does NOT like bulk anything. Getting all the links in took me probably 3 hours doing them 100 at a pop. The new version will process them in batches like that and also just uses the copy buffer instead of showing the text also (that was slowing down things as well).

It might just be better for me to post a module with the "all links" but that's going to assume anyone that uses it also has the "SuperSyrin" subscription.

Ludd_G
February 17th, 2020, 12:32
Hiya Celestian,

I would definitely appreciate an 'all links' module, if that's an easy thing for you to produce? Thanks for all your time you're spending on this, it's much appreciated!

Cheers,

Simon

Graylock
February 17th, 2020, 13:21
This sound great! I have to give it a try. I’ve been having trouble with Syrinscape Sound Links extension on my Mac and maybe this will be less of a headache

celestian
February 17th, 2020, 18:57
Update 1.12

Updated Import window layout.
Updated Improved import method and processing.
Updated Stop links dropped will now append [stop] to the name of the link.
Updated Record links in triggers/collections have link back to sound record (hover/click name).
Fixed Individual Audio Record views would sometimes overlap entries if blank in certain situations.
Added AO slash command "Debug" [on|off] to toggle console debug output.\
Update Because of changes in the CSV formatting from Syrinscape and the inclusion of a unique ID per sound the sound links moving forward should be able to stay persistent. It means that no matter who imports the sound links the IDs should be the same and outside of custom module naming will work for the life of them. However, it means that links previous to this version will need to be updated.


The new import style uses the copy buffer and not text field to reduce latency/resource usage during importing. Keep in mind FG still has trouble doing anything in bulk. If you are importing more than 100 entries the import process will batch them in counts of 100 and you'll need to click "Import" for each batch. Even with the batching FG will eventually have issues of you are importing more than 2000 or so entries and require a restart and then you can import the remaining. Using the "Update" toggle (on by default) it will only import links that do not exist. The 100 count is only an issue when they are added, not if they already exist.

The new debug option allows you to use "/ao debug on" in combination with /console to track what sounds are being played and why. If you are having an issue seeing why a sound trigger is not working or is playing when you think it shouldn't, use this to figure out why.

As noted, the CSV file format changed but they added a unique ID that allows for mapping of IDs that should be persistent from here on out. You will need to re-import your sound links for this to take effect. Old sounds will need to be re-done but as I said, this should be the last time this happens for Syrinscape users. If you dont use Syrinscape, you don't need to worry about this.

I've updated the Free Links module to the new version.

Zionmatrix
February 18th, 2020, 01:15
Looks Awesome, I'll run some more tests and let know if that helps

celestian
February 18th, 2020, 05:07
Minor update to the .mods included in the first post. They were for 2E specific (would not show up unless you were running the AD&D ruleset). I've corrected that.

Graylock
February 19th, 2020, 04:23
[QUOTE=celestian;476157]Go to this URL:

https://www.syrinscape.com/online/master/#/

Then click the triple lines on the right to get this menu, download the CSV file.

Once you have the CSV file you can import them all. Keep in mind (as mentioned in vids/etc) that FGC cannot handle a huge amount of entries all at once. It will process 100 new entries at a time and then prompt you to do the next batch. You can paste about 1000-2000 lines at a time, find what works best for your system.

The individual cells from the CSV file have to be formatted correctly then imported into FG in order to work, correct? They can't be copied directly from the CSV and pasted. If so, that seems like a very tedious task.

And, as Foxyfourtysix posted, its not working on a Mac using FGC. Next, I'll try FGU, but I'm running low on hope.

dmbrown
February 19th, 2020, 04:36
The MK Syrinscape one kind of works on the Mac when you set it to just use the https setting for the online player. The problem is that each time you trigger a sound it opens a new tab in Safari. This worked in FGC and FGU and in FGU it looked like it wanted to try and open it in the online player, but I tried a bunch of things to try and associate syrinscape-online:// to the online player, but could never get it to work.

celestian
February 19th, 2020, 05:55
Go to this URL:

https://www.syrinscape.com/online/master/#/

Then click the triple lines on the right to get this menu, download the CSV file.

Once you have the CSV file you can import them all. Keep in mind (as mentioned in vids/etc) that FGC cannot handle a huge amount of entries all at once. It will process 100 new entries at a time and then prompt you to do the next batch. You can paste about 1000-2000 lines at a time, find what works best for your system.

The individual cells from the CSV file have to be formatted correctly then imported into FG in order to work, correct? They can't be copied directly from the CSV and pasted. If so, that seems like a very tedious task.

And, as Foxyfourtysix posted, its not working on a Mac using FGC. Next, I'll try FGU, but I'm running low on hope.


What doesn't work on a MAC?

You don't need to fiddle with the formatting of the CSV file. That was one reason for the recent update.

If you're a SuperSyrin subscriber you can just DL the module on the first post and avoid the import entirely. Even when it works it's a long process.

Ludd_G
February 19th, 2020, 12:56
Hi Celestian,

I just downloaded the updated SuperSyrin links mod and booted up a session in FGU. Unfortunately the mod didn't show up in my modules list so I checked to see if I was doing something wrong but couldn't see what. Finally I thought I'd open the module as a zip and have a look around. Once opened I found it contained a second folder of the same name that contained the actual files. Just on a whim I thought I'd re-zip the files without the added folder, and this has now allowed me to see and open the module in FGU.

Cheers,

Simon

mattekure
February 19th, 2020, 14:32
FG, Syrinscape & Macs

I am posting this in both Celestian's AudioOverseer thread and my own MK Syrinscape Sounds extension thread to help people understand a bit about why using either of these extensions may not work as you expect on a Mac. It may be a bit technical at points.

Fundamentally, both extensions (and the previous DOE Sound extension) trigger links using the same functionality within Fantasy Grounds. ie. we all trigger sounds the same way. So if it works for one extension, it will typically work for any of them. Links triggered in FG are passed to the Operating System to figure out how to handle.

How Syrinscape handles sound triggers:
Both the Syrinscape Online player and the older Fantasy & Sci-Fi players are designed to listen for sound triggers using custom protocols. Syrinscape Online listens for links triggered using the syrinscape-online: protocol, the Fantasy and Sci-Fi players listen for syrinscape-fantasy: and syrinscape-scifi: protocols. When you install a syrinscape player, the software registers its protocol with the Operating System. Basically, it tells your OS "if you see something with this protocol, send it to me". If the software receives a trigger from the OS, it attempts to play the sound in the link.

Difficulties with Macs:
The difficulties experienced by Mac users stems from a combination of factors.

FGC does not currently have a native Mac client. FGU will resolve this.
Due to FGC not having a native Mac client, in order to run FGC on a Mac, you have to use some form of emulation technology such as Parallels or Wine.
Most emulation technology including Wine & Parallels do not handle protocol handoffs perfectly between the emulation and the native Mac OS.


So the normal triggering chain would go somthing like this:
User triggers a sound->FG sends that link to OS->OS hands it to Syrinscape->Syrinscape plays sound.
On a Mac this communication breaks down as the emulator doesnt pass the triggered protocol to the base Mac OS perfectly or maybe not at all. So if you have a native Syrinscape mac client installed on your Mac, it is never receiving the triggers.

There are a couple of threads that discuss getting it working on a mac. From my understanding, it mostly involves installing and running both syrinscape player and Fantasy grounds in Wine/Parallels so that they can communicate with each other, rather than passing the links onto the base Mac OS.
https://www.fantasygrounds.com/forums/showthread.php?48709-How-to-Use-DOE-Sound-Extension-to-trigger-Sounds-in-Syrinscape-on-a-Mac

FG Unity: FGU will have a native mac client which should resolve these issues. With a Syrinscape player mac client, and an FGU mac client, they should be able to communicate without issue.

celestian
February 19th, 2020, 14:48
Hi Celestian,

I just downloaded the updated SuperSyrin links mod and booted up a session in FGU. Unfortunately the mod didn't show up in my modules list so I checked to see if I was doing something wrong but couldn't see what. Finally I thought I'd open the module as a zip and have a look around. Once opened I found it contained a second folder of the same name that contained the actual files. Just on a whim I thought I'd re-zip the files without the added folder, and this has now allowed me to see and open the module in FGU.

Cheers,

Simon

I am very sorry about this. All my fault here. My only excuse is that since FG nails an exported module to the ruleset it was written for and I need to edit and re-compress the files. During that process I managed to zip the folder, not the contents only.

I've corrected that mistake (both Free Links and Super versions) and replaced them in the first post. The Super version contains a ref-manual with my sample "sound boards" I setup during my tutorial.

Ludd_G
February 19th, 2020, 14:59
No problem, all your time and work is very much appreciated. Glad I could help with a little bit of troubleshooting for you.

celestian
February 19th, 2020, 14:59
FG, Syrinscape & Macs
Syrinscape Online listens for links triggered using the syrinscape-online: protocol, the Fantasy and Sci-Fi players listen for syrinscape-fantasy: and syrinscape-scifi: protocols. When you install a syrinscape player, the software registers its protocol with the Operating System. Basically, it tells your OS "if you see something with this protocol, send it to me". If the software receives a trigger from the OS, it attempts to play the sound in the link.


So mac can't deal with the protocol URL version? I did not know that (don't own a mac). This is an easy fix (kludge). Infact when I first started dealing with Syrinscape Online it tried to do what needs to be done for this to work (for now).



Update 1.13 update. Added "/ao member" option to configure url provider method. In the case on Mac folks use "/ao method local" and it will push the url out through whatever you use to handle https (browser). Keep in mind it's going to open a tab for every sound you send.

mattekure
February 19th, 2020, 15:26
With Syrinscape Online, there are two ways to trigger sounds. The typical and recommended way is to use the syrinscape-online: protocol which is passed to the SO player. You can also use the https: protocol links which are included in the CSV. This works as well, but there is a drawback. Using the https: protocol links opens them in a browser (Safari/Chrome/whatever is default) and it will create a new tab for every sound triggered. With Macs, the https triggers should work, but you have to deal with the drawbacks.


So mac can't deal with the protocol URL version? I did not know that (don't own a mac). This is an easy fix (kludge). Infact when I first started dealing with Syrinscape Online it tried to do what needs to be done for this to work (for now).

celestian
February 19th, 2020, 22:43
I know this is always a dreaded question, but has anyone been able to get this to work on a Mac? I have not. It seems that the Mac has no idea how to play the sound.

31498

I have tried to point it to VLC, Syrinscape, Syrinscape Online, and everything else I can think of. I'm thinking this may be the same as the other sound extension that would not work on the Mac either.

There is a work-a-round in the latest version. Use the option /ao method local and it will send it to the local url handling process (your browser). It will open a tab for every sound played.

This only works with URL style entries (https://www.somesite.com/34255643/sound.trigger). I've zero experience with Macs to know how to get it to work with a local player like VLC.

Does the Apple device not support vlc protocol urls?

Graylock
February 21st, 2020, 03:33
Update 1.13 update. Added "/ao member" option to configure url provider method. In the case on Mac folks use "/ao method local" and it will push the url out through whatever you use to handle https (browser). Keep in mind it's going to open a tab for every sound you send.

Thanks much to both celestian and mattakure for your efforts helping us Mac folks. I know it must be a pain in the arse, but we sure do appreciate it. FG would be the ONLY reason I buy a PC, but hope that FGU puts that thought to rest.

Anyway, where exactly would I find the "/ao member" option and how do I use it? Sorry for the newb questions but this is the first time I'm playing with any sound link software, and I have to navigate the Mac pitfalls of FGC along with learning the very basics of how it all this sound link stuff works.

dmbrown
February 21st, 2020, 04:22
Checkout this little app at the link below. This will allow FGU to talk to Syrinscape online player on the Mac. This only works for FGU though.

https://www.fantasygrounds.com/forums/showthread.php?53459-MK-Syrinscape-Sound-Links-module&p=476836&viewfull=1#post476836

MacDork
February 21st, 2020, 17:02
Yooooo........ this thing is incredible, Celestian! Thank you!

celestian
February 21st, 2020, 17:14
Thanks much to both celestian and mattakure for your efforts helping us Mac folks. I know it must be a pain in the arse, but we sure do appreciate it. FG would be the ONLY reason I buy a PC, but hope that FGU puts that thought to rest.

Anyway, where exactly would I find the "/ao member" option and how do I use it? Sorry for the newb questions but this is the first time I'm playing with any sound link software, and I have to navigate the Mac pitfalls of FGC along with learning the very basics of how it all this sound link stuff works.

In Fantasy Grounds when you have the extension loaded. Type "/ao help" for all of it's commands but the one I listed in the notes is what you need.


Yooooo........ this thing is incredible, Celestian! Thank you!

Glad to hear it ;)

MacDork
February 21st, 2020, 18:21
Is there a way to disable chat triggers?

celestian
February 21st, 2020, 19:11
Is there a way to disable chat triggers?

Under campaign settings, set AO to Disabled. See the first post for screen shot with location.

MacDork
February 21st, 2020, 19:43
Under campaign settings, set AO to Disabled. See the first post for screen shot with location.

Does that disable sound links, or no?

celestian
February 21st, 2020, 19:50
Does that disable sound links, or no?

It disables playing sounds, all of them, through AO.

MacDork
February 21st, 2020, 20:54
Can you add an option to separately toggle chat triggers?

MacDork
February 22nd, 2020, 15:15
Are there any impacts to me simply deleting all the built in triggers?

Dr0W
February 22nd, 2020, 15:29
No, you can safely delete them.

MacDork
February 22nd, 2020, 16:11
Thanks -- seemed safe. I created a zip backup of the .mod, just in case. I don't download every SuperSyrin pack, so I was getting some really strange behavior.

celestian
February 23rd, 2020, 00:30
Are there any impacts to me simply deleting all the built in triggers?

You can delete them. If it's a module you can always restore them by returning the module to original values.

Xydonus
February 23rd, 2020, 12:22
Great plugin, been testing it out as a possible successor to DOE Sound Plugin (although I still find that useful for ease of use) and have a question.

I have Syrinscape offline player and most of the sounds play fine.

However; the longsword hit/miss sound does not trigger when a roll to hit/miss is performed. The sound itself plays if I manually select it, so that ain't an issue. The language/wording also seems to line up with what I saw in your tutorial video, so can't see a problem there. Any reason why this may be happening?

This is for dnd5e by the way.

mattekure
February 23rd, 2020, 15:06
The Genre players (Fantasy, Sci-fi and Boardgame) are showing their age a bit. The Syrinscape team has been heavily focusing on getting the online player working great, but has neglected the other players somewhat. I've noticed that some sounds just wont play in them. Recently on the Syrinscape Forum, they did announce that they would be shifting development effort back to the Genre Players soon and give them all some needed updates. Hopefully that will resolve the issue with links not playing. So far I havent had any dead links with the Syrisncape Online player, so they seem to have gotten the issue figured out, it just needs to be put into the Genre players.


Great plugin, been testing it out as a possible successor to DOE Sound Plugin (although I still find that useful for ease of use) and have a question.

I have Syrinscape offline player and most of the sounds play fine.

However; the longsword hit/miss sound does not trigger when a roll to hit/miss is performed. The sound itself plays if I manually select it, so that ain't an issue. The language/wording also seems to line up with what I saw in your tutorial video, so can't see a problem there. Any reason why this may be happening?

This is for dnd5e by the way.

celestian
February 23rd, 2020, 17:11
Great plugin, been testing it out as a possible successor to DOE Sound Plugin (although I still find that useful for ease of use) and have a question.

I have Syrinscape offline player and most of the sounds play fine.

However; the longsword hit/miss sound does not trigger when a roll to hit/miss is performed. The sound itself plays if I manually select it, so that ain't an issue. The language/wording also seems to line up with what I saw in your tutorial video, so can't see a problem there. Any reason why this may be happening?

This is for dnd5e by the way.

There are a few things you can do to track it down.

Enable debug mode (/ao debug on).
Turn on the console (/console).

Now when you do what you think should trigger a sound you can review the console output and get an idea as to what might be happening.

Additionally you can trim down the "trigger" match to the minimum (where it works) and start adding more to the match until it stops working to see where it's having issues.

The above all assumes that the sound link actually WORKS. Make sure you can click the "play" link in the various locations you can find them in AudioOverseer. If the sound doesn't "sound off" there then even if your trigger works it won't make any sound there either.

If the sound link doesn't work but you're sure it should and you're using the Fantasy Player, enable 3rd party links, get the link to the sound your are wanting and replace the source 1 sound link with that one. It could be the CSV for the older Fantasy Player has "dead" or non-working sound links.

Xydonus
February 24th, 2020, 03:02
I'll try that! I have a sneaky feeling its because my player is outdated, as I'm lazy when it comes to updating. I'll go through your suggestions and see what progress I can make, thanks for the help!

celestian
February 26th, 2020, 23:56
Quick Update 1.14

Updated Added additional option to set "No-Triggers" in AudioOverseer campaign settings. Enabled, Disabled (all sounds) and No-Triggers (to disable just Triggers).


Small update. You can either disable all sounds or just triggers.

MacDork
February 27th, 2020, 17:21
Dude! Thank you!

celestian
February 27th, 2020, 19:24
Checkout this little app at the link below. This will allow FGU to talk to Syrinscape online player on the Mac. This only works for FGU though.

https://www.fantasygrounds.com/forums/showthread.php?53459-MK-Syrinscape-Sound-Links-module&p=476836&viewfull=1#post476836

What is the app written in btw? I've actually wanted to write something similar to play 3rd party url handler for things like VLC since the FG API doesn't let us actually run commands.

dmbrown
February 27th, 2020, 23:59
You’d have to ask Nemesismmx, but I think he used X-Code, which is a IDE for MacOS. Alexand K at the link below wrote a ruby script and wrapped it in a Mac app using a utility called platypus. You can find links to the script and utility here: https://www.dmsguild.com/product/301496/Fantasy-Grounds-Syrinscape-Sound-Links

celestian
February 28th, 2020, 01:23
You’d have to ask Nemesismmx, but I think he used X-Code, which is a IDE for MacOS. Alexand K at the link below wrote a ruby script and wrapped it in a Mac app using a utility called platypus. You can find links to the script and utility here: https://www.dmsguild.com/product/301496/Fantasy-Grounds-Syrinscape-Sound-Links

Ah, ok. non-portable and "commercial". Thanks for the details.

yako2020
February 28th, 2020, 01:31
Does this extension work at FGU?

celestian
February 28th, 2020, 01:35
Does this extension work at FGU?

Yes, it works with FGU.

yako2020
February 28th, 2020, 02:45
Celestian, I can create the audio files, but when I create the triggers and collections, when dragging the file to these places nothing happens, what I did was create a base in FGC and import it in FGU, but I can't directly do it.

celestian
February 28th, 2020, 07:20
Celestian, I can create the audio files, but when I create the triggers and collections, when dragging the file to these places nothing happens, what I did was create a base in FGC and import it in FGU, but I can't directly do it.

You are correct. There are some features that do not work in FGU because FGU is not in a stable state. I cannot fix those problems. I've been told these issues are to be resolved after networking and various other issues have been resolved.

celestian
February 28th, 2020, 18:14
You are correct. There are some features that do not work in FGU because FGU is not in a stable state. I cannot fix those problems. I've been told these issues are to be resolved after networking and various other issues have been resolved.

Minor update, 1.15. Update work-around for drag/drop for FGU.

Created a work-a-round for the issue. FGU removed the "empty field text" for windowlists. This means dragging/dropping a record into and empty windowlist is near impossible because you've no idea where the tiny slice of the windowlist is to do so. You can drag/drop the record onto the label of the field (sound/random sounds/collections).

I am not sure what is planned to replace the "empty field" just yet but for now you should be able to use this work around to function fully in FGU.

celestian
February 28th, 2020, 22:37
Another minor update, this one based on suggestions from Moon Wizard on how to handle some of the difficulties I was.

AO 1.16, it looks like this in FGU for new/custom records. You can now see where you need to drop the sound records (previously you couldn't see where to drop them) to add them to collections or triggers.

https://i.imgur.com/80agcUQ.png

Sorry for the quick succession of updates. Just want it working right for the weekend.

celestian
February 29th, 2020, 21:49
Update 1.16, more work on FGU style drag/drop.

Shaded areas for better indication for drop locations (triggers specifically with sounds and random sounds).
The grey area in the window is where it will take a dropped sound for that field.

https://i.imgur.com/tI0ve25.png

I just realized the footers are not matching... I'll correct but won't push out a release until I fix something else.

yako2020
March 7th, 2020, 11:50
Celestian I'm having this error message in the FGU rulesets, when I close the window of a created trigger ...

[3/7/2020 8:47:09 AM] Launcher scene starting.[3/7/2020 8:47:53 AM] Starting cloud server mode. [yako2020]
[3/7/2020 8:47:56 AM] Game server started. [68.183.117.123:60777]
[3/7/2020 8:47:56 AM] Launcher scene exiting.
[3/7/2020 8:47:57 AM] Tabletop scene starting.
[3/7/2020 8:49:13 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/7/2020 8:49:57 AM] [WARNING] windowlist: Could not find empty font () in control (matches_list) in class (audiotriggers_main)
[3/7/2020 8:49:57 AM] [WARNING] windowlist: Could not find empty font () in control (sounds_list) in class (audiotriggers_main)
[3/7/2020 8:49:57 AM] [WARNING] windowlist: Could not find empty font () in control (randomsounds_list) in class (audiotriggers_main)
[3/7/2020 8:50:18 AM] [<color="red">ERROR</color>] Script execution error: [string "scripts/audiotriggers_main.lua"]:19: removeHandler: Invalid parameter 3

celestian
March 7th, 2020, 19:34
Celestian I'm having this error message in the FGU rulesets, when I close the window of a created trigger ...

[3/7/2020 8:47:09 AM] Launcher scene starting.[3/7/2020 8:47:53 AM] Starting cloud server mode. [yako2020]
[3/7/2020 8:47:56 AM] Game server started. [68.183.117.123:60777]
[3/7/2020 8:47:56 AM] Launcher scene exiting.
[3/7/2020 8:47:57 AM] Tabletop scene starting.
[3/7/2020 8:49:13 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[3/7/2020 8:49:57 AM] [WARNING] windowlist: Could not find empty font () in control (matches_list) in class (audiotriggers_main)
[3/7/2020 8:49:57 AM] [WARNING] windowlist: Could not find empty font () in control (sounds_list) in class (audiotriggers_main)
[3/7/2020 8:49:57 AM] [WARNING] windowlist: Could not find empty font () in control (randomsounds_list) in class (audiotriggers_main)
[3/7/2020 8:50:18 AM] [<color="red">ERROR</color>] Script execution error: [string "scripts/audiotriggers_main.lua"]:19: removeHandler: Invalid parameter 3




Make sure you're running the latest version. That was an issue corrected in a previous update.

yako2020
March 7th, 2020, 21:55
You're right I had the wrong version, now everything is working perfectly!
Thank you Celestian.

celestian
March 10th, 2020, 21:53
As things have slowed down a bit I wanted to get this minor patch out so I didn't forget about it.

Update 1.19

Updated layout frames to use boxes for better visual drop indication (see screenshot of windows for example).
Updated text alignment in triggers for stop/delay (as off by 10 pixels).

Paddyjuice
March 11th, 2020, 04:58
32052
For some reason weapon attacks with both melee and ranged won't work for me, I can trigger the sounds manually but not when its on the chat, I can get spellcasting and other effects working though.

celestian
March 11th, 2020, 05:33
32052
For some reason weapon attacks with both melee and ranged won't work for me, I can trigger the sounds manually but not when its on the chat, I can get spellcasting and other effects working though.

Really depends on the ruleset.

If [MISS and (R) are not on the same line of text it will never see both at the same time. Enable debug (/ao debug on) and open /console and do what you think should trigger it and see the output.

nory
March 18th, 2020, 03:34
Really nice extention thumb up for the programmer !

I'm trying to use 'private' soundset made with syrinscape in fantasy grounds. It's possible ?

Thx in advance

celestian
March 18th, 2020, 04:28
Really nice extention thumb up for the programmer !

I'm trying to use 'private' soundset made with syrinscape in fantasy grounds. It's possible ?

Thx in advance

Yup, just use the CSV download links on Syrinscape's site and import those into AudioOverseer.

garr71
March 26th, 2020, 22:42
32602
How do i add the field for matches on a trigger?

celestian
March 26th, 2020, 22:52
32602
How do i add the field for matches on a trigger?

It should always have a match blank there even if you delete it.

https://i.imgur.com/6KbWpXW.png

I am not sure how it got to that state. Check the version, remove all extensions and try again?

Zandel
March 29th, 2020, 17:15
So for some reason I do not get the + sign to add more than one match. I am running 5E classic. See below

VisitingOcean
March 29th, 2020, 19:58
Howdy!

This extension looks awesome; thanks so much for putting it together!

I am having an issue in FGU. Loading the module takes a very long time, 1min+, and every time I try to do something with a library item like load an encounter, open the spells menu, open the items menu the app freezes for about 15 - 30 seconds. This only happens when I have AudioOverseer loaded. Is there a workaround/fix for this?

I am using the SuperSyrin module included with the extension for links.

PC Specs just in case they are useful:
Corei78700k
32GB RAM

celestian
March 29th, 2020, 20:14
Howdy!

This extension looks awesome; thanks so much for putting it together!

I am having an issue in FGU. Loading the module takes a very long time, 1min+, and every time I try to do something with a library item like load an encounter, open the spells menu, open the items menu the app freezes for about 15 - 30 seconds. This only happens when I have AudioOverseer loaded. Is there a workaround/fix for this?

I am using the SuperSyrin module included with the extension for links.

PC Specs just in case they are useful:
Corei78700k
32GB RAM

It's not just AudioOverseer, although it will exacerbate the latency if you have a large sound module (like the SuperSyrin one here). FGU in general is not optimized for performance so if you have modules that are large it will load slower. Currently FGU takes about 10 minutes to respond when first viewing my sound paths.

celestian
March 29th, 2020, 20:14
So for some reason I do not get the + sign to add more than one match. I am running 5E classic. See below

Remove all extensions (including themes) and try again.

I've seen the same report but I cannot replicate the issue. I suspect a theme or other extension.

Zandel
March 29th, 2020, 21:37
I will try that and let you know what i find. Likely won't be until tomorrow

Zandel
March 30th, 2020, 13:46
Its the Player Agency Extension

VisitingOcean
March 30th, 2020, 17:30
It's not just AudioOverseer, although it will exacerbate the latency if you have a large sound module (like the SuperSyrin one here). FGU in general is not optimized for performance so if you have modules that are large it will load slower. Currently FGU takes about 10 minutes to respond when first viewing my sound paths.


Thanks for the reply!

Good to hear itís not the extension. Bummed to hear that unity is still not ready for use(in my case at least)

Thank you again for all the work on this. Itís great!

damned
March 30th, 2020, 22:35
Its the Player Agency Extension

Im looking at this with Celestian

Zandel
March 30th, 2020, 22:53
Great, thanks!

Hepro
April 3rd, 2020, 09:20
Hi,

great job :)

is there any chance to make it play desktop audio

Houndy
April 3rd, 2020, 13:21
This is an amazing extension, thank you so much :).

On a side note, I watched your tutorial and you seemed to be able to swtich manual dice entry off and on without having to go into options, how did you do that?

Edit: On a side note, I was wondering if anyone had work around for the show GM rolls thing? Is it possible to type in the word "Hit" into chat, or anything similar like that?

Zandel
April 3rd, 2020, 16:42
Since the trigger is just looking for the word in the chat box, that should work. You could quick slot the chat text you set the triggers to

celestian
April 3rd, 2020, 17:26
Hi,

great job :)

is there any chance to make it play desktop audio

I cover that in the video.

Here is an example path.

file://D:\Sounds\ADnD\Creature\878b87_Godzilla_Roar_Sound _FX.mp3

celestian
April 3rd, 2020, 17:29
This is an amazing extension, thank you so much :).

On a side note, I watched your tutorial and you seemed to be able to swtich manual dice entry off and on without having to go into options, how did you do that?

Edit: On a side note, I was wondering if anyone had work around for the show GM rolls thing? Is it possible to type in the word "Hit" into chat, or anything similar like that?

The manual dice option is a AD&D 2E ruleset feature.

I created a extension for CoreRPG based rulesets as well (https://www.fantasygrounds.com/forums/showthread.php?43751-CoreRPG-based-On-Demand-Manual-Dice-(DM-only)).

I'm not sure I understand your last question? You should be able to type any text your triggers are configured for in chat and it works. So if you have one configured to go off when the text "Godzilla" appears then if someone types "There went Godzilla" it will trigger.

Houndy
April 3rd, 2020, 17:32
The manual dice option is a AD&D 2E ruleset feature.

I created a extension for CoreRPG based rulesets as well (https://www.fantasygrounds.com/forums/showthread.php?43751-CoreRPG-based-On-Demand-Manual-Dice-(DM-only)).

I'm not sure I understand your last question? You should be able to type any text your triggers are configured for in chat and it works. So if you have one configured to go off when the text "Godzilla" appears then if someone types "There went Godzilla" it will trigger.

You say in the tutorial, the extension does not work with show GM rolls off, so was just seeing if there was a work around :).

celestian
April 3rd, 2020, 17:55
You say in the tutorial, the extension does not work with show GM rolls off, so was just seeing if there was a work around :).

Oh, got ya. You can copy and paste the GM only text block. That should work since thats sent to all (chat).

Zandel
April 6th, 2020, 14:19
I assume once you guys get the conflict resolved one or both if you will release a new extension? I really appreciate you working together to resolve this.

damned
April 7th, 2020, 01:19
I assume once you guys get the conflict resolved one or both if you will release a new extension? I really appreciate you working together to resolve this.

It will likely be a new one on my side. Sadly its behind a couple o other tasks just yet - but soon.

lozanoje
April 9th, 2020, 13:15
Today I've tested AudioOverseer at least, it was in my to-do list for quite a long time.

Great extension, work just fine, great work!!!

Two questions:

Is it possible to refer to audio files stored in the hard drive using relative path instead of absolute path?
Is it possible to refer to %AppData% or similar?
Is it possible to use | for "OR", or to use a non-case depending expression? I've read in the lua reg expression docs that there is no such thing as [Sword|sword] to make a single trigger for both "swords", upper and lower case.

celestian
April 9th, 2020, 16:15
Today I've tested AudioOverseer at least, it was in my to-do list for quite a long time.

Great extension, work just fine, great work!!!

Two questions:

Is it possible to refer to audio files stored in the hard drive using relative path instead of absolute path?
Is it possible to refer to %AppData% or similar?
Is it possible to use | for "OR", or to use a non-case depending expression? I've read in the lua reg expression docs that there is no such thing as [Sword|sword] to make a single trigger for both "swords", upper and lower case.

Currently there is no such thing as a relative path or environmental variable path option. The FG API doesn't allow access to such things to the best of my knowledge.

You are correct, the LUA pattern matching doesn't allow for "or" like actual regular expressions do. The simplest way to do that is to just make a copy of your trigger and use the lower case version as well. I've considered just making all trigger tests ignore case. So far, you are the only one that's mentioned case being an issue so im wondering how that would go over.

If you really want to use upper/lower case, you can do something like this.

[Ss][Ww][Oo][Rr][Dd]

lozanoje
April 9th, 2020, 17:12
Currently there is no such thing as a relative path or environmental variable path option. The FG API doesn't allow access to such things to the best of my knowledge.

You are correct, the LUA pattern matching doesn't allow for "or" like actual regular expressions do. The simplest way to do that is to just make a copy of your trigger and use the lower case version as well. I've considered just making all trigger tests ignore case. So far, you are the only one that's mentioned case being an issue so im wondering how that would go over.

If you really want to use upper/lower case, you can do something like this.

[Ss][Ww][Oo][Rr][Dd]

Ops, you are right, that will work, something like this:

Fighting.*[Ss]word

Will include Fighting skill plus all related-sword attacks: sword/Sword/long sword/greatsword/short Sword

Thank you!!!

lozanoje
April 9th, 2020, 19:18
[...]

I've detected a bug in AudioOverseer in SWADE, probably in Deluxe too:

When you set an effect of the kind [Trait +1], it does not work with AudioOverseer loaded (effects like [Trait +1d] does work)

No extensions loaded, pure SWADE, effect Spirit +1 works:
https://i.ibb.co/Z2dWdvK/screenshot-51.jpg (https://ibb.co/qJBkBh9)
Only AudiOverseer loaded, effect Spirit +1 does not work.
https://i.ibb.co/hM1db0L/screenshot-52.jpg (https://ibb.co/ky6DjZ5)

celestian
April 9th, 2020, 21:31
I've detected a bug in AudioOverseer in SWADE, probably in Deluxe too:

When you set an effect of the kind [Trait +1], it does not work with AudioOverseer loaded (effects like [Trait +1d] does work)



I ran a test on the AD&D ruleset and it seems to be fine using the same named skill.

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

I suspect that SWADE does some of it's own chat replacement/override of CoreRPG? I'm not sure it's possible have both do that and work. There have been a few other extensions that do similar things (override chat code) and we've not been able to find a work around.

If anyone has any other theories I'll happily look into them.

lozanoje
April 9th, 2020, 22:09
I suspect that SWADE does some of it's own chat replacement/override of CoreRPG? I'm not sure it's possible have both do that and work.

Ive asked in the SW forum.

Edit: AudioOverseer is in conflict with SWADE automations, it does not work drag&drop attacks on enemy, nor targeting
Edit2: Please, mark AO as incompatible with SW.

Salva
April 10th, 2020, 05:47
Hi Celestian, thank as always for your awesome work.
Im having a problem with the sounds. Seems like they went crazy. Sounds play when they should not and when they should they play a different one. :confused:
Send you an example: https://youtu.be/VIXxkMkyjuk
Dont know whats wrong :(

celestian
April 10th, 2020, 06:38
Hi Celestian, thank as always for your awesome work.
Im having a problem with the sounds. Seems like they went crazy. Sounds play when they should not and when they should they play a different one. :confused:
Send you an example: https://youtu.be/VIXxkMkyjuk
Dont know whats wrong :(

I've had issues with copy/paste links from Syrinscape Fantasy Player before. You can test that it's running what its telling you it should run by putting the URL in a browser I believe. If you hear the same sound from that as from within FG then it's the link they gave you.

You might have better luck importing the CSV file specific to you (url linked in first post) as that has been very consistent for me.

Salva
April 10th, 2020, 06:54
It was all messed up :( All links sound as one and then changed to another.
I close and reopened Syrinscape and it looks that is working again.
Thanks!

celestian
April 10th, 2020, 15:01
It was all messed up :( All links sound as one and then changed to another.
I close and reopened Syrinscape and it looks that is working again.
Thanks!

Good to know, I have had to restart Syrinscape (both Online Player and Fantasy Player) at times to get it to behave correctly sometimes, primarily because it won't play audio at all.

setite80
April 11th, 2020, 15:13
Hello and thank you for your hard work. I am pretty new to these kind of things and i have an issue. Play/stop buttons dont appear when i create a new audio. I am using SO and subbed to syrinscape dnd license (not supersyrin) I input token, got links from master interface, input them to audio window but buttons dont appear. When i put sth on source 1/ stop 1 they appear but not on source 2 fields. Here is a screenshot

http://i.imgur.com/7Rs8P2L.png (https://imgur.com/7Rs8P2L)

celestian
April 11th, 2020, 19:13
Hello and thank you for your hard work. I am pretty new to these kind of things and i have an issue. Play/stop buttons dont appear when i create a new audio. I am using SO and subbed to syrinscape dnd license (not supersyrin) I input token, got links from master interface, input them to audio window but buttons dont appear. When i put sth on source 1/ stop 1 they appear but not on source 2 fields. Here is a screenshot

http://i.imgur.com/7Rs8P2L.png (https://imgur.com/7Rs8P2L)

Put the links in Source 1 if you are only using 1 source. The only reason you'll need Source 2 is if you are importing the Syrinscape CSV file. It has 2 sound sources (the Fantasy Player or the Online Player).

setite80
April 11th, 2020, 19:25
i somehow had the idea that source 2 is strictly for syrinscape online player. thank you.

celestian
April 11th, 2020, 19:51
i somehow had the idea that source 2 is strictly for syrinscape online player. thank you.

In general practice that's what happens since I would image most folks using the Syrinscape Online Player will also import the CSV files. If you haven't tried that method you might want to. Believe me, it's loads easier ;)

setite80
April 11th, 2020, 19:52
However still no luck with hearing sounds. all sounds working in syrinscape online player but not in ao :(

setite80
April 11th, 2020, 20:05
thats what i found in debug log :

[4/11/2020 9:26:34 PM] Launcher scene starting.
[4/11/2020 9:27:08 PM] Starting cloud server mode. [Setite80]
[4/11/2020 9:27:13 PM] Game server started. [128.199.60.165:55281]
[4/11/2020 9:27:13 PM] Launcher scene exiting.
[4/11/2020 9:27:13 PM] Tabletop scene starting.
[4/11/2020 9:27:13 PM] Match successfully created on lobby.
[4/11/2020 9:35:54 PM] Campaign saved.
[4/11/2020 9:36:23 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[4/11/2020 9:36:23 PM] NETWORK COMMAND STATS [0]: 4 (4) / 0 (0)
[4/11/2020 9:38:12 PM] [WARNING] windowlist: Could not find empty font () in control (collectionsounds_list) in class (audiocollections_main)
[4/11/2020 9:38:20 PM] s'manager_audio.lua' | s'playURL' | s'Receiving same URL to fast, sURL:' | s'syrinscape-online://www.syrinscape.com/online/frontend-api/elements/22/play/?auth_token=5e5c6fb561559cf4e285751af37dbc1dfdd78f 8d?auth_token=5e5c6fb561559cf4e285751af37dbc1dfdd7 8f8d'
[4/11/2020 9:39:09 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_audio.lua"]:46: attempt to index local 'sOption' (a nil value)
[4/11/2020 9:46:24 PM] NETWORK COMMAND STATS [0]: 11 (11) / 0 (0)
[4/11/2020 9:49:24 PM] NETWORK COMMAND STATS [0]: 12 (12) / 0 (0)
[4/11/2020 9:50:24 PM] NETWORK COMMAND STATS [0]: 13 (13) / 0 (0)
[4/11/2020 9:50:55 PM] Campaign saved.
[4/11/2020 9:54:24 PM] NETWORK COMMAND STATS [0]: 15 (15) / 0 (0)
[4/11/2020 9:55:56 PM] Campaign saved.
[4/11/2020 9:58:24 PM] NETWORK COMMAND STATS [0]: 16 (16) / 0 (0)
[4/11/2020 10:00:56 PM] Campaign saved.
[4/11/2020 10:01:24 PM] NETWORK COMMAND STATS [0]: 17 (17) / 0 (0)
[4/11/2020 10:03:21 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_audio.lua"]:46: attempt to index local 'sOption' (a nil value)

celestian
April 11th, 2020, 20:19
thats what i found in debug log :
[4/11/2020 9:39:09 PM] [<color="red">ERROR</color>] Script execution error: [string "scripts/manager_audio.lua"]:46: attempt to index local 'sOption' (a nil value)


Try setting debug? "/ao debug enable"

The above text seems to imply you are trying to run /ao debug without any options. I'll add some sanity checks to the code to catch that sorta thing but you need to add a parameters onto the debug command.

setite80
April 11th, 2020, 20:49
Try setting debug? "/ao debug enable"

The above text seems to imply you are trying to run /ao debug without any options. I'll add some sanity checks to the code to catch that sorta thing but you need to add a parameters onto the debug command.

ok i enabled debug mode, tried to get a link for testing both manually and using importer, still no sound when using ao buttons

[4/11/2020 10:25:54 PM] Noble Connect [23512]: No free buffers, adding one
[4/11/2020 10:25:54 PM] Noble Connect [23558]: No free buffers, adding one
[4/11/2020 10:25:54 PM] Noble Connect [23559]: Found host candidate: HOST (192.168.1.24:60318)
[4/11/2020 10:25:54 PM] Noble Connect [23559]: Found host candidate: HOST (127.0.0.1:60319)
[4/11/2020 10:25:54 PM] Noble Connect [23626]: Sending ALLOCATE REQUEST [3c0b22bc9711fb14685fa994] from 192.168.1.24:60318 to 128.199.60.165:3478
[4/11/2020 10:25:54 PM] Noble Connect [23669]: No free buffers, adding one
[4/11/2020 10:25:54 PM] Noble Connect [23691]: Sending ALLOCATE REQUEST [c49722fbe9cd192b80e75f57] from 127.0.0.1:60319 to 128.199.60.165:3478
[4/11/2020 10:25:54 PM] Noble Connect [23691]: No free buffers, adding one
[11.04.2020 22:25:54] Noble Connect [23824]: Sending ALLOCATE REQUEST [3c0b22bc9711fb14685fa994] from 192.168.1.24:60318 to 128.199.60.165:3478
[11.04.2020 22:25:54] Noble Connect [23880]: Handle response from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:25:54] Noble Connect [23883]: Received ALLOCATE ERROR RESPONSE [3c0b22bc9711fb14685fa994] (401): Unauthorized
[11.04.2020 22:25:54] Noble Connect [23891]: Sending ALLOCATE REQUEST [c49722fbe9cd192b80e75f57] from 127.0.0.1:60319 to 128.199.60.165:3478
[11.04.2020 22:25:54] Noble Connect [23904]: Sending ALLOCATE REQUEST [f67d420b24dd70efcb7a0d71] from 192.168.1.24:60318 to 128.199.60.165:3478
[11.04.2020 22:25:54] Noble Connect [23910]: Handle response from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:25:54] Noble Connect [23984]: Handle response from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:25:54] Noble Connect [23985]: Received ALLOCATE SUCCESS RESPONSE [f67d420b24dd70efcb7a0d71] from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:25:55] Noble Connect [24292]: Sending ALLOCATE REQUEST [c49722fbe9cd192b80e75f57] from 127.0.0.1:60319 to 128.199.60.165:3478
[11.04.2020 22:25:55] Noble Connect [25093]: Sending ALLOCATE REQUEST [c49722fbe9cd192b80e75f57] from 127.0.0.1:60319 to 128.199.60.165:3478
[4/11/2020 10:25:57 PM] Noble Connect [26719]: Found candidate: HOST (192.168.1.24:60318)
[4/11/2020 10:25:57 PM] Noble Connect [26719]: Found candidate: HOST (127.0.0.1:60319)
[4/11/2020 10:25:57 PM] Noble Connect [26719]: Found candidate: RELAYED (128.199.60.165:50902 => 192.168.1.24:60318)
[4/11/2020 10:25:57 PM] Noble Connect [26720]: Found candidate: SERVER_REFLEXIVE (212.252.119.20:5018 => 192.168.1.24:60318)
[11.04.2020 22:26:24] Noble Connect [54009]: Sending REFRESH REQUEST [4a3971c9486f43423a6731fd] from 192.168.1.24:60318 to 128.199.60.165:3478
[11.04.2020 22:26:24] Noble Connect [54079]: Handle response from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:26:24] Noble Connect [54080]: Received REFRESH SUCCESS RESPONSE [4a3971c9486f43423a6731fd] from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:26:54] Noble Connect [83993]: Sending REFRESH REQUEST [4be5b3eab69e54f005880c51] from 192.168.1.24:60318 to 128.199.60.165:3478
192.168.1.24:60318
[11.04.2020 22:33:42] Noble Connect [491471]: Sending BIND INDICATION [557602886ba191fd0995a660] from 192.168.1.24:60318 to 128.199.60.165:3478
[11.04.2020 22:33:55] Noble Connect [504961]: Sending REFRESH REQUEST [b24a53ea96c814baf0e952e1] from 192.168.1.24:60318 to 128.199.60.165:3478
128.199.60.165:3478
[11.04.2020 22:35:55] Noble Connect [625033]: Handle response from 128.199.60.165:3478 at 192.168.1.24:60318
[11.04.2020 22:35:55] Noble Connect [625034]: Received REFRESH ERROR RESPONSE [95b3dca213f20bf4b34a24e3] (438): Stale nonce

I DELETED MOST OF THIS LOG ENTRIES SINCE IT WAS TOO LONG AND REPEATING SAME THINGS

celestian
April 11th, 2020, 21:10
ok i enabled debug mode, tried to get a link for testing both manually and using importer, still no sound when using ao buttons

Can you show a sound entry you have imported?

I'm on discord (text chat) if you'd rather do your debugging there. It's pretty easy to send screenshots there. Ping me on the FG discord server if you do.

celestian
April 11th, 2020, 22:04
ok i enabled debug mode, tried to get a link for testing both manually and using importer, still no sound when using ao buttons



Worked with Setite in discord.

If you are using the Syrinscape Online Player web interface to copy "sound paths" you must manually remove the "?auth_token=XXX" part of that string. It is HIGHLY recommended to not manually add sounds in this manner, download the CSV file and import them.

Arthellion
April 13th, 2020, 02:46
Hello, Firstly, thanks so much for making this extension. Have the small problem of not being able to hear anything when I click play link? I'm using the syrinscape online player (have a super syrin account and have linked my token)

Watched the videos and read through the thread. Loaded the modules with sound. Click the button to play it, but do not hear anything

Edit: Fixed.

Smoltok
April 13th, 2020, 18:18
Hi, here is my console log. I set my token (replaced in the log by xxx) but no sound with the free sample. Trying with the two source.

Runtime Notice: s'[1766.917]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'8-bit victory'
Runtime Notice: s'[1766.918]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:moods/YnVnYmVhci1iYXR0bGUtOC1iaXQ6OiA4LWJpdCB2aWN0b3J5/play/'
Runtime Notice: s'[1809.48]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'8-bit victory'
Runtime Notice: s'[1809.48]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:moods/YnVnYmVhci1iYXR0bGUtOC1iaXQ6OiA4LWJpdCB2aWN0b3J5/play/'
Database Notice: Campaign saved.
Runtime Notice: s'[1819.652]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'8-bit victory'
Runtime Notice: s'[1819.653]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'https://www.syrinscape.com/online/frontend-api/moods/20724/play/?auth_token=xxx'
Runtime Notice: s'[1837.421]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'8-bit victory'
Runtime Notice: s'[1837.422]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'https://www.syrinscape.com/online/frontend-api/moods/20724/play/?auth_token=xxx'

EDIT : I was using sound from other than fantasy player that 's why there was no sound !

Other question : need something else to online player to hear the sound ?

celestian
April 13th, 2020, 18:43
Other question : need something else to online player to hear the sound ?

If you are using the Fantasy Player and not the Online Player, yes. You'll have to manage that on your own. Generally it involves a virtual cable setup pushing sound out to a secondary streaming system like cleanfeed.org or discord.

Smoltok
April 13th, 2020, 20:33
If you are using the Fantasy Player and not the Online Player, yes. You'll have to manage that on your own. Generally it involves a virtual cable setup pushing sound out to a secondary streaming system like cleanfeed.org or discord.

I already try with discord and virtual cable audio ( I just test it again now) and the quality is very bad.
Will try again the online Player....

Smoltok
April 13th, 2020, 20:59
Back...

I've installed the Syrinscape Player Online. It seems to work. However when I click in FG the Alarm Bell, my browser give that (rest url) :

33633

What did I forget ?

celestian
April 13th, 2020, 21:25
I already try with discord and virtual cable audio ( I just test it again now) and the quality is very bad.
Will try again the online Player....

You are correct. Discord quality is terrible. Cleanfeed.org isnt bad but it's not top tier either.


Back...

I've installed the Syrinscape Player Online. It seems to work. However when I click in FG the Alarm Bell, my browser give that (rest url) :

33633

What did I forget ?

Check the first post and make sure you've followed those steps. If you did then it looks like you either enabled the /ao method (only used for Apple) or Syrinscape isn't installed correctly because it's not capturing the URL/associated with the uri protocol that Syrinscape Online uses.

Smoltok
April 13th, 2020, 22:19
You are correct. Discord quality is terrible. Cleanfeed.org isnt bad but it's not top tier either.



Check the first post and make sure you've followed those steps. If you did then it looks like you either enabled the /ao method (only used for Apple) or Syrinscape isn't installed correctly because it's not capturing the URL/associated with the uri protocol that Syrinscape Online uses.


With /ao method default , seems to be working as it should be ! And with Player Online, quality is better ! Have to test it with online friend now !

celestian
April 13th, 2020, 22:21
With /ao method default , seems to be working as it should be ! And with Player Online, quality is better ! Have to test it with online friend now !

Glad to hear it. I am guessing you set /ao method local by mistake ? That is only for MAC/Apple devices at this time.

Momo
April 14th, 2020, 06:15
I'm trying to get this setup on my MAC.. I have both Syrinscape local and online version yet when I try to run any audio, it gives me this:

There is no application set to open the URL syrinscape-fantasy:elements/dHR0LW1pc3NpbmctbWFnaXN0cmF0ZS1pbXBvcnRlZC0yMDE3LT A0LTA3LTEzNTYzMDo6YS1oZWFsZXI/play/.

I've tried choosing every application that made sense (safari, chrome, Syrinscape online / local) but no luck.
I've set /ao method local but hasn't done anything

Not sure where I went wrong? :)

celestian
April 14th, 2020, 06:56
I'm trying to get this setup on my MAC.. I have both Syrinscape local and online version yet when I try to run any audio, it gives me this:

There is no application set to open the URL syrinscape-fantasy:elements/dHR0LW1pc3NpbmctbWFnaXN0cmF0ZS1pbXBvcnRlZC0yMDE3LT A0LTA3LTEzNTYzMDo6YS1oZWFsZXI/play/.

I've tried choosing every application that made sense (safari, chrome, Syrinscape online / local) but no luck.
I've set /ao method local but hasn't done anything

Not sure where I went wrong? :)

I've no experience with a MAC so can't give much advice other than if you are trying to use the Syrinscape Online player and you are using the provided links modules from this thread you need to set your source to 2. The method set to local is correct for Syrinscape Online Player.

I'm not sure how the Fantasy Player works on a mac (if it does). If it did tho it should be the one capturing your syrinscape URI if it works like windows. That uses source 1 if you imported the CSV or use the provided one from this thread.

grimmlock
April 14th, 2020, 18:48
I'm trying to get this setup on my MAC.. I have both Syrinscape local and online version yet when I try to run any audio, it gives me this:

There is no application set to open the URL syrinscape-fantasy:elements/dHR0LW1pc3NpbmctbWFnaXN0cmF0ZS1pbXBvcnRlZC0yMDE3LT A0LTA3LTEzNTYzMDo6YS1oZWFsZXI/play/.

I've tried choosing every application that made sense (safari, chrome, Syrinscape online / local) but no luck.
I've set /ao method local but hasn't done anything

Not sure where I went wrong? :)

Fellow Mac user here, friendo, could you post a screenshot of the setup of one of your sounds? As long as I have the URL for the Online version, and have set /ao method local, then everything works perfectly fine.

Here's a screenshot of of a sample sound setup with the Online only version.
https://i.imgur.com/Of1En8S.png

Source 1 and Stop 1 are both using https:// so they will open the web page as opposed to trying to go through the player, because that will not work on macOS. You have to use the Syrinscape Online Master Interface.

dmbrown
April 14th, 2020, 19:01
Fellow Mac person as well. Go to the post at the link below and grab this simple app that bridges between FGU and syrinscape online. I’ve tried it and it works well and no web browser windows/tabs will open as it actually plays the sounds through the online player. https://www.fantasygrounds.com/forums/showthread.php?53459-MK-Syrinscape-Sound-Links-module&p=476778&viewfull=1#post476778

grimmlock
April 14th, 2020, 19:21
Fellow Mac person as well. Go to the post at the link below and grab this simple app that bridges between FGU and syrinscape online. I’ve tried it and it works well and no web browser windows/tabs will open as it actually plays the sounds through the online player. https://www.fantasygrounds.com/forums/showthread.php?53459-MK-Syrinscape-Sound-Links-module&p=476778&viewfull=1#post476778

I didn't know that someone had created that little app. That is wonderful!

Do this! Don't listen to me!

celestian
April 14th, 2020, 19:26
For the benfit of the MAC/Apple users, you might want to review this.


Hi,
I just want to inform you that unfortunately even on FGU this is not working well. To my understanding this is not FGU fault, but rather Syrinscape problem. Syrinscape Online Player just doesn't handle URLs properly. Therefore, I wrote my own small app that properly handles calls from FGU and sends https requests to Syrinscape.

I will post it here for everyone that needs it:
31685

Keep in mind that this is not compiled for distribution, and recent macOS versions may refuse to run it. In order to open app you may need to disable Gatekeeper. More on this topic can be found there:https://www.phonetransfer.org/disable-gatekeeper.html

Run the app once in order to register itself with URL scheme.
Just to clarify again, this will work for FGU only. As you explained, FGC on mac is emulated and URL handling is not working at all.

Cheers

Momo
April 14th, 2020, 19:33
Figured it out.. thanks for all your help! I believe the bug may be that using that /ao method local doesn't switch the source to source 2. If I add the link into source 1 it works, regardless of what /ao method is set too.

celestian
April 14th, 2020, 19:50
Figured it out.. thanks for all your help! I believe the bug may be that using that /ao method local doesn't switch the source to source 2. If I add the link into source 1 it works, regardless of what /ao method is set too.

Understood. It's not so much a bug as ... a feature to not swap it ;) If someone is manually inputting paths from Syrinscape Online web they could well be using Source 1. I wouldn't recommend manual entry but I've already seen a few people doing it.

I am very glad to hear it's up and running!

Momo
April 14th, 2020, 19:53
It's awesome, thank you for taking the time to build / share!

Momo
April 14th, 2020, 19:59
Has any MAC users had success with the audio triggers? I get a console error about a font when I try to open it.

[4/14/2020 11:55:08 AM] [WARNING] windowlist: Could not find empty font () in control (matches_list) in class (audiotriggers_main)
[4/14/2020 11:55:08 AM] [WARNING] windowlist: Could not find empty font () in control (sounds_list) in class (window_soundslist)
[4/14/2020 11:55:08 AM] [WARNING] windowlist: Could not find empty font () in control (randomsounds_list) in class (window_randomsoundlist)
[4/14/2020 11:55:09 AM] [<color="red">ERROR</color>] Could not find font for fontName
[4/14/2020 11:55:09 AM] [<color="red">ERROR</color>] Could not find font for fontName
[4/14/2020 11:55:09 AM] [<color="red">ERROR</color>] Could not find font for fontName

grimmlock
April 14th, 2020, 20:08
Has any MAC users had success with the audio triggers? I get a console error about a font when I try to open it.

Funny, I was just coming here to post the exact same thing. If you open the Audio, click on Triggers, then either create a new one or open an existing one, then this is output to the Console:



[4/14/2020 2:58:38 PM] FGU v4.0.0 ULTIMATE (2020-04-14)
[4/14/2020 2:58:38 PM] Launcher scene starting.
[4/14/2020 2:58:51 PM] Starting private server mode. [(10.0.1.159:1802) (fe80::55a5:cd9a:5243:f9a8%16:1802)]
[4/14/2020 2:58:51 PM] Game server started. [10.0.1.159:1802]
[4/14/2020 2:58:51 PM] Launcher scene exiting.
[4/14/2020 2:58:51 PM] Tabletop scene starting.
[4/14/2020 2:59:48 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[4/14/2020 2:59:48 PM] [WARNING] windowlist: Could not find empty font () in control (matches_list) in class (audiotriggers_main)
[4/14/2020 2:59:48 PM] [WARNING] windowlist: Could not find empty font () in control (sounds_list) in class (window_soundslist)
[4/14/2020 2:59:48 PM] [WARNING] windowlist: Could not find empty font () in control (randomsounds_list) in class (window_randomsoundlist)
[4/14/2020 2:59:49 PM] ERROR Could not find font for fontName


That last line continues to repeat in the console for as long as the Triggers window is open.

Running FGU, of course.

Also causes some other weirdness, like pop up text windows getting made strangely large typing in the chat box adding in extra lines. And look at the Random Sounds box, it has some very interesting characters in it. Closing the triggers window sets it all back to normal.
33679

Edit: Tested on Windows as well, received the same Console errors.
Secondary Edit: This is using the 2020-04-14 version of FGU.

celestian
April 14th, 2020, 20:37
Funny, I was just coming here to post the exact same thing. If you open the Audio, click on Triggers, then either create a new one or open an existing one, then this is output to the Console:



That last line continues to repeat in the console for as long as the Triggers window is open.

Running FGU, of course.

Also causes some other weirdness, like pop up text windows getting made strangely large typing in the chat box adding in extra lines. And look at the Random Sounds box, it has some very interesting characters in it. Closing the triggers window sets it all back to normal.
33679

Edit: Tested on Windows as well, received the same Console errors.
Secondary Edit: This is using the 2020-04-14 version of FGU.

FYI, this isnt just a Apple/MAC issue. I am not sure when this happened because initially I was testing AO on both FGC and FGU and triggers did not cause this. Not sure if it was an update on the other side or mine that caused this... that said I have no specific call outs for fonts anywhere in this code. Everything it uses should be from CoreRPG. I'll run some other tests but for now... yeah this is messy.

It does the same thing running CoreRPG ruleset.

Momo
April 14th, 2020, 20:54
I know I tested triggers yesterday and wasn't getting this so likely the update that happened today may have caused it. Thanks again for your time!

celestian
April 14th, 2020, 21:18
FYI, this isnt just a Apple/MAC issue. I am not sure when this happened because initially I was testing AO on both FGC and FGU and triggers did not cause this. Not sure if it was an update on the other side or mine that caused this... that said I have no specific call outs for fonts anywhere in this code. Everything it uses should be from CoreRPG. I'll run some other tests but for now... yeah this is messy.

It does the same thing running CoreRPG ruleset.

Update 1.21

Updated "empty list font" setting to correct FGU errors.


This will fix the error. The new font system implementation still having it's tires kicked.

Momo
April 14th, 2020, 21:22
Tested on MAC and fixed there as well! Only thing left for the MAC side is how to get it to play from Source 2 instead of Source 1.. any suggestions or future consideration. :)

celestian
April 14th, 2020, 21:30
Tested on MAC and fixed there as well! Only thing left for the MAC side is how to get it to play from Source 2 instead of Source 1.. any suggestions or future consideration. :)

Campaign settings, set to source 2.

https://i.imgur.com/fzco9rQ.jpg

Momo
April 14th, 2020, 21:33
So basically rtfp (read the $*&$ post).. lol thank you

Hjorimir
April 16th, 2020, 06:11
(First of all, fantastic extension! I'm so happy you shared this with the community!)

So, I created a module with a library of sounds as well as a stack of triggers (all local files). I added the module to another campaign. The sounds work just fine with I click on their play links. However, the triggers do not work. If I open a trigger, and click on one of the play links, it creates a blank entry in the Audio Overseer collection. I can create a copy of the trigger and it still behaves the same way. However, if I delete and reapply the sounds to the cloned trigger, it works as expected. I can't for the life of me figure out why it's doing all of this.

celestian
April 16th, 2020, 06:50
(First of all, fantastic extension! I'm so happy you shared this with the community!)

So, I created a module with a library of sounds as well as a stack of triggers (all local files). I added the module to another campaign. The sounds work just fine with I click on their play links. However, the triggers do not work. If I open a trigger, and click on one of the play links, it creates a blank entry in the Audio Overseer collection. I can create a copy of the trigger and it still behaves the same way. However, if I delete and reapply the sounds to the cloned trigger, it works as expected. I can't for the life of me figure out why it's doing all of this.

I run all my triggers from a module I've created and seems ok. I also tested with a brand new module with a single trigger and worked as expected for me.

Check the first post, follow the steps and if you're still having issues give the details listed for debugging in your follow up and we'll see what the issue is.

You should not be getting a empty "Audio" record because you clicked the "Play" button on a sound in a trigger for sure.

Hjorimir
April 16th, 2020, 07:30
I run all my triggers from a module I've created and seems ok. I also tested with a brand new module with a single trigger and worked as expected for me.

Check the first post, follow the steps and if you're still having issues give the details listed for debugging in your follow up and we'll see what the issue is.

You should not be getting a empty "Audio" record because you clicked the "Play" button on a sound in a trigger for sure.

Yeah, I think I'm following the directions correctly. Here's the output from my console:

Runtime Notice: s'[216.521]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s''
Runtime Notice: s'[334.189]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s''
Database Notice: Campaign saved.
Runtime Notice: s'[407.96]' | s'manager_audio' | s'onReceive' | s'Name of Trigger:' | s'[ATTACK] Ranged Weapon'
Runtime Notice: s'[407.962]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s''

celestian
April 16th, 2020, 15:22
Yeah, I think I'm following the directions correctly. Here's the output from my console:

Runtime Notice: s'[216.521]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s''


That indicates something is wrong with your sound record (doesn't exist?) as the record name is "". I'm guessing your exported module has something fishy going on.

Post your module and I'll see if anything looks strange.

Hjorimir
April 16th, 2020, 17:44
Here you go. It's weird in the fact that the files play just fine within the campaign I'm using to build the module. Any help is greatly appreciated!

celestian
April 16th, 2020, 18:57
The records you referred to in the triggers don't exist in that export.



<id-00003>
<locked type="number">1</locked>
<matchlist>
<id-00001>
<match type="string">%[CRITICAL HIT</match>
</id-00001>
</matchlist>
<name type="string">[CRITICAL HIT]</name>
<notes type="formattedtext">
<p></p>
</notes>
<randomsoundlist>
</randomsoundlist>
<soundlist>
<id-00001>
<delay type="number">0</delay>
<name type="string">Oooh</name>
<sound type="string">audio.id-03057</sound>
</id-00001>
</soundlist>
<type type="string">Melee Combat</type>
</id-00003>


Not sure how/what you are exporting but id-03057 does not appear anywhere in your exported module. I am guessing you are linking a module record into the trigger and then not loading said module?



<id-00001>
<locked type="number">1</locked>
<matchlist>
<id-00001>
<match type="string">%[ATTACK</match>
</id-00001>
<id-00002>
<delay type="number">0</delay>
<match type="string">%(M%)</match>
</id-00002>
</matchlist>
<name type="string">[ATTACK] Melee Weapon</name>
<notes type="formattedtext">
<p></p>
</notes>
<randomsoundlist>
<id-00001>
<name type="string">2H Blade - Swing 01</name>
<sound type="string">audio.id-03051</sound>
</id-00001>



That one does have the record in the exported module and I suspect it works.

Hjorimir
April 16th, 2020, 19:20
I tested that one sound file, still it creates a new blank audio personality.

I have just the one module loaded/created. My settings for the module export were just all three AO options.

No extensions loaded other than AO (not even decals).

Attached a screenshot with some notes.

celestian
April 16th, 2020, 19:43
I tested that one sound file, still it creates a new blank audio personality.

I have just the one module loaded/created. My settings for the module export were just all three AO options.

No extensions loaded other than AO (not even decals).

Attached a screenshot with some notes.

You've not mentioned whether you are using FGC to export or not. I suspect not because the exported file actually doesn't have the data where I'd expect now that I've compared it directly to the ones exported from FGC.

Hjorimir
April 16th, 2020, 20:09
I'm sorry, I thought I had. Yes, I'm exporting via FGC with the following settings (I'm not aware of another way to export a module):

celestian
April 16th, 2020, 21:34
I'm sorry, I thought I had. Yes, I'm exporting via FGC with the following settings (I'm not aware of another way to export a module):

If that's the case then something else is up. Your export is not exporting like a clean 5E campaign, with only AO extension, in FGC is for me.

Note the difference (left is my test, right is yours).


https://i.imgur.com/CuFFV6i.png

Hjorimir
April 16th, 2020, 21:49
I'm at a loss. I'm up to date on FGC files. This is so terribly odd.

celestian
April 16th, 2020, 22:12
I'm at a loss. I'm up to date on FGC files. This is so terribly odd.

Only thing I can suggest is to make a new campaign, ONLY use AO (no other extension) and add a sample sound and trigger and export and see what it looks like.

setite80
April 17th, 2020, 01:43
Hello again mate and another issue here this time about triggers. Trigger system is pretty easy to code but i think it only pays attention to text in LAST LINE of the chat. For example when a player casts a firebal it appears in chat window like this :

Player : [CAST] Fireball (150) [at Monster]
Monster : [SAVE] Dexterity [EFFECTS] [ADV] [DROPPED 3]
Save [13][vs. DC 17] -> [for Monster] [vs Player] [FAILURE]

so there is no " [CAST] Fireball " on the last line and sound is not triggered.

When i try any phrase in the last line sound is always triggered so im pretty sure it is the problem.

celestian
April 17th, 2020, 03:51
As I mentioned in the tutorial video, it only matches on a single line. You can't span multiple lines and match.

grimmlock
April 17th, 2020, 05:55
Hello again mate and another issue here this time about triggers. Trigger system is pretty easy to code but i think it only pays attention to text in LAST LINE of the chat. For example when a player casts a firebal it appears in chat window like this :

Player : [CAST] Fireball (150) [at Monster]
Monster : [SAVE] Dexterity [EFFECTS] [ADV] [DROPPED 3]
Save [13][vs. DC 17] -> [for Monster] [vs Player] [FAILURE]

so there is no " [CAST] Fireball " on the last line and sound is not triggered.

When i try any phrase in the last line sound is always triggered so im pretty sure it is the problem.

Are you escaping the open and close brackets around cast with a % before them?

It should be


%[CAST%] Fireball

If you're the GM, and you're trying to cast, do you have Show GM Rolls on or off? If it's Off, then AudioOverseer cannot "see" the text to trigger the spell.

celestian
April 17th, 2020, 07:40
Hello again mate and another issue here this time about triggers. Trigger system is pretty easy to code but i think it only pays attention to text in LAST LINE of the chat. For example when a player casts a firebal it appears in chat window like this :

Player : [CAST] Fireball (150) [at Monster]
Monster : [SAVE] Dexterity [EFFECTS] [ADV] [DROPPED 3]
Save [13][vs. DC 17] -> [for Monster] [vs Player] [FAILURE]

so there is no " [CAST] Fireball " on the last line and sound is not triggered.

When i try any phrase in the last line sound is always triggered so im pretty sure it is the problem.


As I mentioned in the tutorial video, it only matches on a single line. You can't span multiple lines and match.


Are you escaping the open and close brackets around cast with a % before them?

It should be


%[CAST%] Fireball

If you're the GM, and you're trying to cast, do you have Show GM Rolls on or off? If it's Off, then AudioOverseer cannot "see" the text to trigger the spell.

Grimmlock is correct. I mis-read your original post. If you're trying to match [CAST] Fireball it should be fine... but you have to escape the brackets as mentioned in the tutorial video.

If you need more information you can Google Lua pattern matching and it will explain in more detail what needs to be done to get around "special" characters.

setite80
April 17th, 2020, 10:20
Coding is fine and turning show gm roll on solved the issue. I mean this wasnt even a real issue that i missed the fact where audio was triggered when players rolled a dice and not triggered when i do. Thanks for the reminders both of you guys.

nory
April 18th, 2020, 18:14
I celestian,
I use Overseer extention more and more. My players like the immertion effect with integration of some sounds. When i prepare stroy in fantesy grounds, it's quite simple to add some sound link like oneshot or music. But sometime, the sound level is not appropriate to the scene. Is a way exist to adjust volume inside Fantasy Grounds?

nory

celestian
April 18th, 2020, 19:26
I celestian,
I use Overseer extention more and more. My players like the immertion effect with integration of some sounds. When i prepare stroy in fantesy grounds, it's quite simple to add some sound link like oneshot or music. But sometime, the sound level is not appropriate to the scene. Is a way exist to adjust volume inside Fantasy Grounds?

nory

There is not. I made a request of the Syrinscape developers to add the option to the API so that I COULD add a feature within FG to adjust sounds like you're asking but they declined.

I'd highly recommend that you go to the Syrinscape Forums (https://forum.syrinscape.com/) and request that they add a option to the API URL calls to adjust volume as well as repeat/looping.

Perhaps they will listen to the suggestion if more than I request it.

mattekure
April 18th, 2020, 21:30
The only way I know of to modify the audio levels of any particular sound is to use their online soundset creator to make a copy of the soundset or sound, then edit the copy. import the CSV for your copy, and use those links. its a major pain, but it is possible.

celestian
April 19th, 2020, 00:28
The only way I know of to modify the audio levels of any particular sound is to use their online soundset creator to make a copy of the soundset or sound, then edit the copy. import the CSV for your copy, and use those links. its a major pain, but it is possible.

With 20k+ sound links, it's just not an option. Hopefully they will reconsider. If they don't I'd be willing to bet that when sound is native in FGU and has this option, they will adapt to the new change or lose subscribers.

Morhion
April 19th, 2020, 12:17
deleted my question as i found the solution on my own :D

celestian
April 19th, 2020, 20:57
Update 1.23

Fixed Editing trigger/collection from exported module would not work as expected.
Added Option in trigger to disable.


If for whatever reason you'd like to disable a trigger, and only that trigger, you can now set the "Disabled" option in it and it will be ignored.

nory
April 19th, 2020, 21:50
Hello,

A note to rectify some strange behavior right now.
Nothing very serious but being a programmer myself, I like to correct this kind of details.

To get around the slowness in unity, I import one part of the sounds at a time depending on the adventure in progress. Sometimes I have to add a few sounds by hand (without importing the whole soundset). I use the links on the syreinscape page.
As I also use the online software, source 2 is the one that is important for me.

When I put the links in source 2 only, the shortcuts are not created in the header of the created sound.

I think a small code adjustment would solve this situation. To get around the problem right now, I write anything in the source 1 text box.

Pleasure and congratulations again,

Nory

celestian
April 19th, 2020, 22:09
Hello,

A note to rectify some strange behavior right now.
Nothing very serious but being a programmer myself, I like to correct this kind of details.

To get around the slowness in unity, I import one part of the sounds at a time depending on the adventure in progress. Sometimes I have to add a few sounds by hand (without importing the whole soundset). I use the links on the syreinscape page.
As I also use the online software, source 2 is the one that is important for me.

When I put the links in source 2 only, the shortcuts are not created in the header of the created sound.

I think a small code adjustment would solve this situation. To get around the problem right now, I write anything in the source 1 text box.

Pleasure and congratulations again,

Nory

I've seen the problem and the work around was as you mentioned, copy the path into both. There are various issues intertwined here and the only reason I've not come up with a "invisible" solution ;( The link is actually for both soud paths and one has to be the "source of truth" and in this case it's path 1. I'd like to phase out path 2 entirely but until Syrinscape drops the Fantasy Player I don't really have the choice. In retrospect, I probably should have made path1 for Syrinscape online player and the Fantasy Player Source 2 ... but, at the time I'd never even used the Online player ;(

lozanoje
April 20th, 2020, 00:31
I tested 1.22 today in Savage Worlds, and seems that AO breaks the Tower Rolls.

This is what the GM sees when a player drops dice in the Tower:

https://i.ibb.co/YyrFKZ3/screenshot-98.png (https://imgbb.com/)

Player (client) doesnt see anything:

https://i.ibb.co/vwwwcgZ/screenshot-99.png (https://imgbb.com/)

Edit: tested in CoC7 ruleset and it does work, so it is another issue related to SW.

Smoltok
April 21st, 2020, 13:43
HI, with this extension (who works well), my FG chat box is bug. It increased the width of the what box each time I wrote in it.

Any clue to resolve this ?

celestian
April 21st, 2020, 15:23
HI, with this extension (who works well), my FG chat box is bug. It increased the width of the what box each time I wrote in it.

Any clue to resolve this ?

Need more details than above.

As far as I know this isn't something AO should be doing.

Smoltok
April 21st, 2020, 16:08
Here is at the beginning :

34147

and when I write in the chat box :

34148

And if i don't load Audio extension...there is no more such a behavior...

Smoltok
April 21st, 2020, 16:15
Ok it seems to be a strange behaviour between AduioOVerseer Extension and the NoteBook Theme Extension !

maugrim8866
April 22nd, 2020, 17:59
First of all, Celestian. Thank you for all your work on this extension and the accompanying mod file. Sounds in FG really enhance the experience for me and my players and this really will fill the void left by loss of the other extension.

I am having some strange issues with triggers.
The sounds play as expected from my local Syrinscape Fantasy Player, both from the Audio entry and the Audio Trigger entry, but no sound is played from expected chat triggers.
The console is strangely blank when dice are rolled that would trigger a sound.
I have enabled the /ao debug on and the console shows sounds when manually played, but nothing when the dice are rolled.

AudioOverseer - CoreRPG version 1.22.
Fantasy Grounds Classic v. 3.3.10
No other extensions enabled, except AudioOverseer
Chat: Show GM rolls is set to ON
AudioOverseer is set to Enabled and source is Source 1

Console results of manually clicking the play link in the Audio and Audio Trigger entries:

Runtime Notice: s'[368.589]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Sad trombone'
Runtime Notice: s'[368.589]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjMtc2FkLXRyb21ib25lYQ/play/'
Runtime Notice: s'[422.389]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Sad trombone'
Runtime Notice: s'[422.39]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjMtc2FkLXRyb21ib25lYQ/play/'

What am I doing wrong?
Thanks in advance.

celestian
April 22nd, 2020, 19:33
First of all, Celestian. Thank you for all your work on this extension and the accompanying mod file. Sounds in FG really enhance the experience for me and my players and this really will fill the void left by loss of the other extension.

I am having some strange issues with triggers.
The sounds play as expected from my local Syrinscape Fantasy Player, both from the Audio entry and the Audio Trigger entry, but no sound is played from expected chat triggers.
The console is strangely blank when dice are rolled that would trigger a sound.
I have enabled the /ao debug on and the console shows sounds when manually played, but nothing when the dice are rolled.

AudioOverseer - CoreRPG version 1.22.
Fantasy Grounds Classic v. 3.3.10
No other extensions enabled, except AudioOverseer
Chat: Show GM rolls is set to ON
AudioOverseer is set to Enabled and source is Source 1

Console results of manually clicking the play link in the Audio and Audio Trigger entries:

Runtime Notice: s'[368.589]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Sad trombone'
Runtime Notice: s'[368.589]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjMtc2FkLXRyb21ib25lYQ/play/'
Runtime Notice: s'[422.389]' | s'manager_audio' | s'playSoundRecord' | s'Sound Record Name' | s'Sad trombone'
Runtime Notice: s'[422.39]' | s'manager_audio' | s'playURL' | s'Playing URL:' | s'syrinscape-fantasy:elements/YnVnYmVhci1iYXR0bGU6OjMtc2FkLXRyb21ib25lYQ/play/'

What am I doing wrong?
Thanks in advance.

What type of triggers are you using? What are the matching strings? I would suggest making a new trigger, adding a sound and making it match on "testing" then type "testing" in the chat box.


What ruleset are you using?

maugrim8866
April 22nd, 2020, 19:51
Sorry double post

maugrim8866
April 22nd, 2020, 20:44
What type of triggers are you using? What are the matching strings? I would suggest making a new trigger, adding a sound and making it match on "testing" then type "testing" in the chat box.


What ruleset are you using?

I am using the audio triggers that are provided with AudioOverSeer Syrinscape SuperSyrin Links.mod , I did not want to recreate everything if it was already there and working.
I am using the 5e ruleset.
I have created a new campaign and created an audio entry along with a Audio Trigger.
I am still not seeing anything in the console (with AO Debug Enabled) when I roll an attack. Having Show GM rolls on doesn't seem to make a difference.
Did FG update change something?

Thank you

celestian
April 22nd, 2020, 20:52
I am using the audio triggers that are provided with AudioOverSeer Syrinscape SuperSyrin Links.mod , I did not want to recreate everything if it was already there and working.
I am using the 5e ruleset.
I have created a new campaign and created an audio entry along with a Audio Trigger.
I am still not seeing anything in the console (with AO Debug Enabled) when I roll an attack. Having Show GM rolls on doesn't seem to make a difference.
Did FG update change something?

Thank you

I noted you are using 1.22? Double check and make sure you are running current which should report 1.23.

Rule out everything, make a simple trigger as I described above. Look for something you type in chat. Attach a single sound to it. I suspect you've not done this yet.

I've double checked locally with clean 5e ruleset. I cannot replicate your problem.

The triggers for weapons included in the module require 2 matches. 5e does not have [HIT] and (M) on the same line so it will not trigger. Remove the test for (M) but understand it will then trigger for any hit, not just swords.

I'll see about organizing those triggers based on the ruleset.

maugrim8866
April 22nd, 2020, 22:53
I noted you are using 1.22? Double check and make sure you are running current which should report 1.23.

Rule out everything, make a simple trigger as I described above. Look for something you type in chat. Attach a single sound to it. I suspect you've not done this yet.

I've double checked locally with clean 5e ruleset. I cannot replicate your problem.

The triggers for weapons included in the module require 2 matches. 5e does not have [HIT] and (M) on the same line so it will not trigger. Remove the test for (M) but understand it will then trigger for any hit, not just swords.

I'll see about organizing those triggers based on the ruleset.

Thank you so much again Celestian!
I grabbed the 1.22 from your Github. I guess I grabbed the wrong one. 1.23 is working as I expect.
Thank you for the tip about removing the (M) or (R) from the trigger.
Would be nice if there was a way to differentiate between Melee or Ranged without adding for each weapon type in 5e.

Thank you

celestian
April 23rd, 2020, 01:21
Thank you so much again Celestian!
I grabbed the 1.22 from your Github. I guess I grabbed the wrong one. 1.23 is working as I expect.
Thank you for the tip about removing the (M) or (R) from the trigger.
Would be nice if there was a way to differentiate between Melee or Ranged without adding for each weapon type in 5e.

Thank you

For now the limit is based on the output format in the chat for 5e unfortunately.

lichtbringer
April 24th, 2020, 18:36
I try to start the link provided in the AudioOverseer mod but Fantasygrounds asks for a Microsoft store app to start syrinscape-fantasy. I have syrinscape online player up and runnin. Any idea what to do?

Smoltok
April 24th, 2020, 20:16
I try to start the link provided in the AudioOverseer mod but Fantasygrounds asks for a Microsoft store app to start syrinscape-fantasy. I have syrinscape online player up and runnin. Any idea what to do?

In the menu option , what is your source for audiooverseer ? 1 or 2 ?

lichtbringer
April 24th, 2020, 20:29
In the menu option , what is your source for audiooverseer ? 1 or 2 ?

it is 1
Also it seems to freeze completely when I try to open the mod: AudioOverSeer Syrinscape SuperSyrin Links
i am using unity
I switched it to 1 and now it tells me that it requires the token.
Put it in and it seems to work. Now I only need to know what mod I need to be able to use all the files. Can somone tell me? I have a syrinscape subscription

Mythic3434
April 24th, 2020, 20:33
Oh, not sure if this was mentioned or not. If you are using the actual Syrinscape, it needs to be on, and the sets have to be downloaded and installed on the player. So, as an example, if you do not have "bugbear fight" dowloaded and installed, none of the sounds play. Took me a bit to figure that one out.

Otherwise, seems to be working fine. Plan on setting up a lot of new trigger sounds in the future.

Cheers!
Cory

celestian
April 24th, 2020, 20:40
it is 1
Also it seems to freeze completely when I try to open the mod: AudioOverSeer Syrinscape SuperSyrin Links
i am using unity
I switched it to 1 and now it tells me that it requires the token.
Put it in and it seems to work. Now I only need to know what mod I need to be able to use all the files. Can somone tell me? I have a syrinscape subscription

Please read the first post (https://www.fantasygrounds.com/forums/showthread.php?53583-AudioOverseer-(Audio-Management-Extension)), it has useful instructions that will answer your above questions.

If you are using the Online Player, your source needs to be 2 if you're using the imported sound/module and you need a token configured.

Unity is going to take like 20 minutes to load the SuperSyrinscape module. And when you first open the Audio link to review records it's going to take a long time as well.

Unity's performance is very poor right now.

Sasmira
April 24th, 2020, 20:43
it is 1
Also it seems to freeze completely when I try to open the mod: AudioOverSeer Syrinscape SuperSyrin Links
i am using unity
I switched it to 1 and now it tells me that it requires the token.
Put it in and it seems to work. Now I only need to know what mod I need to be able to use all the files. Can somone tell me? I have a syrinscape subscription

Hello,

I have same problem too ... when I try to open the mod: AudioOverSeer Syrinscape SuperSyrin Links, my FGU freeze and I need to reboot FG ...

Source 1 is for syrinscape-fantasy and source 2 for syrinscape Online

S.

celestian
April 24th, 2020, 21:00
Hello,

I have same problem too ... when I try to open the mod: AudioOverSeer Syrinscape SuperSyrin Links, my FGU freeze and I need to reboot FG ...

Source 1 is for syrinscape-fantasy and source 2 for syrinscape Online

S.

I would recommend using the "Free" version of the module for now if you are using Unity. The load time for it will be less than the SuperSyrinscape version and you can play around with it.

Whenever Unity has these issues resolved you'll be able to go back to the complete version.

WhiskeyBacon
April 27th, 2020, 23:22
I'm feeling pretty stupid.
I have downloaded the full package from github but I am unsure about where to put the files so that FGU can "see" them.

I have tried dumping the whole folder: graphics, scripts, xml, etc into the extensions folder but FGU doesn't allow me to enable the extension when I start a session.

I figure that there's something simple I need to do, could someone please advise?

celestian
April 28th, 2020, 00:37
I'm feeling pretty stupid.
I have downloaded the full package from github but I am unsure about where to put the files so that FGU can "see" them.

I have tried dumping the whole folder: graphics, scripts, xml, etc into the extensions folder but FGU doesn't allow me to enable the extension when I start a session.

I figure that there's something simple I need to do, could someone please advise?

Use the download it from the link at the bottom of the post. Right now they are the same. GitHub will only be useful if I'm testing something I dont want to put out yet and currently they are both the same version.

Momo
April 28th, 2020, 05:18
Figured it out...

Houndy
April 28th, 2020, 17:21
Ok so I created a small extension which allows the ranged/melee and weapon/spell name to appear in the results in one line for 5e FGU (may work in FGC but have not tested).

With Celestian's permission I will upload it into this thread. It basically grabs the first message and inserts it into the results message.

When I get time, I might try and remove the modifier stuff so it doesnt give away some of the DM secret info, also will add the actor so can have different sounds for differen PCs/NPCs, but not a high priority as working on my other extension :).

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34507&d=1588090835

Houndy
April 29th, 2020, 10:02
So have attached the helper here, with permission :).

Sasmira
April 29th, 2020, 11:00
So have attached the helper here, with permission :).

Nice job ! but it's only for 5E, can you see if your addon can be a little more generic :D

Houndy
April 29th, 2020, 11:04
Nice job ! but it's only for 5E, can you see if your addon can be a little more generic :D

Unfortunately it specifically has to deal with code added in the 5e ruleset.

Is there a ruleset you wanted it to work for? I could look into it.

Sasmira
April 29th, 2020, 11:09
Unfortunately it specifically has to deal with code added in the 5e ruleset.

Is there a ruleset you wanted it to work for? I could look into it.

hmm if you could look for PFRPG2, that would be nice :D

Xlerb
April 29th, 2020, 16:06
hmm if you could look for PFRPG2, that would be nice :D

I was trying to see if I could use this with PFRPG as well. It worked good as far as setting up triggers and pointing it to a sound, but when I jumped back into a game and clicked play sound, nothing happened. Still this is an extension I would love to see developed further or a similar one made for FGUnity.

sliderz
April 30th, 2020, 02:42
Ok so I created a small extension which allows the ranged/melee and weapon/spell name to appear in the results in one line for 5e FGU (may work in FGC but have not tested).

Xlerb - I believe it was made specifically for FGU.

Houndy - Just a FYI, it looks as if your extension has some incompatibilities with the '5E Enhancer v0.9.1' extension, as it seems to take precedence of the combat chat message.

Houndy
April 30th, 2020, 10:49
Xlerb - I believe it was made specifically for FGU.

Houndy - Just a FYI, it looks as if your extension has some incompatibilities with the '5E Enhancer v0.9.1' extension, as it seems to take precedence of the combat chat message.

Ok I will take a look to see what I can do today, might not be possible but shall see!

Houndy
April 30th, 2020, 12:54
Xlerb - I believe it was made specifically for FGU.

Houndy - Just a FYI, it looks as if your extension has some incompatibilities with the '5E Enhancer v0.9.1' extension, as it seems to take precedence of the combat chat message.

Ok here is a version which I think will work with it. However, I currently dont use 5E Enhancer with unity because unity struggles enough without too many extensions haha so have not tested this extensively.

I do really like 5e enhancer, so will reintroduce it into my game and see how things go.

load order of extensions doesnt seem to work, so solution ended up changing the name of mine to begin with a z.

As I said have not tested much so let me know if any issues.


34624

Noelus
April 30th, 2020, 18:53
Love to know what I'm doing wrong. Set up a sword attack sound. MP3 is stored locally. Plays fine when I press test play button in audio entry. Set up trigger. Plays fine if I just set trigger to [ATTACK (M)], but if I add Longsword to string nothing happens. Have tried with and without percent symbols around non alpha characters. Nothing seems to work.

Houndy
April 30th, 2020, 21:37
Love to know what I'm doing wrong. Set up a sword attack sound. MP3 is stored locally. Plays fine when I press test play button in audio entry. Set up trigger. Plays fine if I just set trigger to [ATTACK (M)], but if I add Longsword to string nothing happens. Have tried with and without percent symbols around non alpha characters. Nothing seems to work.

Do you have a screenshot of the chat? What ruleset are you using?

Noelus
May 1st, 2020, 16:56
Hi,
Using 5th edition D&D rules. Not sure how the screenshot will help as it shows no record of sound being played but I can assure you that in this screenshot the sound played fine, as can be seen by the open media player,

34712


whereas in the following example nothing played

34713

I also noticed that if I have two triggers then neither works even though the simple [ATTACK (M)] should have worked.

34715


I'm using the latest updated version of FGU and have disabled other extensions.

celestian
May 1st, 2020, 17:02
Hi,
Using 5th edition D&D rules. Not sure how the screenshot will help as it shows no record of sound being played but I can assure you that in this screenshot the sound played fine, as can be seen by the open media player,

34712


whereas in the following example nothing played

34713

I also noticed that if I have two triggers then neither works even though the simple [ATTACK (M)] should have worked.

34715


I'm using the latest updated version of FGU and have disabled other extensions.

None of your screenshots show console log output, which is the bit that needs to be in the screenshots.

Houndy
May 1st, 2020, 17:49
Hi,
Using 5th edition D&D rules. Not sure how the screenshot will help as it shows no record of sound being played but I can assure you that in this screenshot the sound played fine, as can be seen by the open media player,

34712


whereas in the following example nothing played

34713

I also noticed that if I have two triggers then neither works even though the simple [ATTACK (M)] should have worked.

34715


I'm using the latest updated version of FGU and have disabled other extensions.

This works:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34719&stc=1&d=1588351713

Remember they are cumulative so both rows need to be there for it to trigger.

Celestian: It seems that if the whole thing is in one row, it does not work (and no console output in debug mode).

Noelus
May 1st, 2020, 18:39
Yes that worked. Thank you so much. Unfortunately it means that my plan to have one trigger apply to multiple weapons won't work. I was hoping to have a sound which triggered if any type of sword was used so was going to place Longsword, Greatsword, Shortsword etc as matches in a trigger but I guess I'll have to create multiple triggers if the match protocol is a logical AND not OR. As an aside, as I have the mp3s locally how would you advise I might play them for remote players. I use Discord for voice connection, so am guessing a music bot? Sorry to be such a novice.

celestian
May 1st, 2020, 19:03
This works:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34719&stc=1&d=1588351713

Remember they are cumulative so both rows need to be there for it to trigger.

Celestian: It seems that if the whole thing is in one row, it does not work (and no console output in debug mode).

What whole thing? That match will have problems anyway as you are not escaping brackets.

It should look like %[ATTACK %(M%)%]. The string has to match exactly also so if "longsword" is not appearing in the string just like you put it in the match ... it won't match. If the words appear in different locations of the string and you do not account for the intervening text it won't match. Having 2 matches with one word each will make sure that each of those words appear "anywhere" in the string.

Houndy
May 2nd, 2020, 09:53
What whole thing? That match will have problems anyway as you are not escaping brackets.

It should look like %[ATTACK %(M%)%]. The string has to match exactly also so if "longsword" is not appearing in the string just like you put it in the match ... it won't match. If the words appear in different locations of the string and you do not account for the intervening text it won't match. Having 2 matches with one word each will make sure that each of those words appear "anywhere" in the string.

Hi Celestian, I tried it with the escapes and without , I just showed it without escapes as that is what Noelus used.

But tbh, I dont see it as an issue, I always do it seperately.

FYI Noelus, if you copy and paste that longsword text directly from the chat (by right clicking) then escape the characters it does work.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34760&d=1588409648

Personally I always separate it like so:

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=34759&d=1588409482

I guess there is an argument to have an "or" feature, so you could have something like where string matches "Attack" and ("Longsword" or "Axe" or "Greatsword"). I personally probably wouldn't use it as I like have different sounds for each weapon, but others might find it useful!

Noelus
May 2nd, 2020, 14:00
Thank you for these replies. With your assistance I've managed to get it working. BTW this worked since I disabled 5e enhancer version 0.9.1. Are you aware of a conflict with this extension or was it coincidence?

Also, just wondered if you had any advice for a novice as to how best to play the sounds to client as mentioned in my previous post.

dikdastard
May 3rd, 2020, 16:22
34822
Extension version 1.23 seems to be playing nicely for me with the chat output in SWADE/DLR many thanks for the update. I'm not a big dice tower user so not stressing re that issue especially as Ikael I understand rolling out a fix to stable channel imminently. So all good with my experiments so far other than I am having some unexpected behaviours around csv importing for local sound files. Firstly in case might help others, but also in case I am doing something fundamentally wrong, here is my workflow. I created a spreadsheet in libre office or equivalent, then created a directory listing of my sound files in windows using cmd prompt, and the command "dir > filename.txt" to create a txt file, then tidied that up to just be the file names and pasted into a column. Create 2 new columns to the left of this, the first (leftwise) to hold the full path AO will need to look for the soundfile ie file://C:\Users\xxxx\Music\sound effects\. Then use CONCATENATE to merge the two columns together into a single string in the leftmost column. Then create a separate sheet with just the AO category headings in the first row of each column: id status subcategory product_or_pack soundset name type sub_type genre_players_play_url genre_players_stop_url online_player_play_url online_player_stop_url. Copy the concatenated list of soundfile paths from the first sheet as PLAIN TEXT (use paste special option) into the genre_players_play_url column. I then copied the column with just the file names in it, formatted as text, into the "name" column, the id column with an ascending number from 1 upwards, in case I needed a unique ID per entry, for status, I used "local", "weird west" for subcategory, "one shot" or "ambience" for sub-type, and filled the remaining columns with"free" as they didn't appear to have any immediate use for me to bother with. I then deleted the now unneeded sheet used for the string concatenation arrangement and saved the whole thing as a CSV (don't forget to specify "quote all text cells" in the CSV export options!)
This all resulted in me having a simple txt file laid out as list in a similar format to the syrinscape version. I then tried to import into a user created folder in the audio master folder I named "deadlands". The chat box appears to show the import process going ok, but only a small proportion of the imports are created as entries in the folder listing. Importing in smaller chunks did seem to create a few more entries that were not there before, but still not all. The other odd behaviour was a few file entries would show up as existing in the search box, but not in any category listing I could find, or by selecting "all".
I do already have the free syrinscape sounds module installed so I did wonder if some of my own links were clashing in some way with the existing links to prevent them getting created. Is that possible? Would it be the ID field or any other suspects?
Any help gratefully accepted on this, but otherwise thanks anyway for a brilliant extension.

dikdastard
May 5th, 2020, 12:54
34822
Extension version 1.23 seems to be playing nicely for me with the chat output in SWADE/DLR many thanks for the update. I'm not a big dice tower user so not stressing re that issue especially as Ikael I understand rolling out a fix to stable channel imminently. So all good with my experiments so far other than I am having some unexpected behaviours around csv importing for local sound files. Firstly in case might help others, but also in case I am doing something fundamentally wrong, here is my workflow. I created a spreadsheet in libre office or equivalent, then created a directory listing of my sound files in windows using cmd prompt, and the command "dir > filename.txt" to create a txt file, then tidied that up to just be the file names and pasted into a column. Create 2 new columns to the left of this, the first (leftwise) to hold the full path AO will need to look for the soundfile ie file://C:\Users\xxxx\Music\sound effects\. Then use CONCATENATE to merge the two columns together into a single string in the leftmost column. Then create a separate sheet with just the AO category headings in the first row of each column: id status subcategory product_or_pack soundset name type sub_type genre_players_play_url genre_players_stop_url online_player_play_url online_player_stop_url. Copy the concatenated list of soundfile paths from the first sheet as PLAIN TEXT (use paste special option) into the genre_players_play_url column. I then copied the column with just the file names in it, formatted as text, into the "name" column, the id column with an ascending number from 1 upwards, in case I needed a unique ID per entry, for status, I used "local", "weird west" for subcategory, "one shot" or "ambience" for sub-type, and filled the remaining columns with"free" as they didn't appear to have any immediate use for me to bother with. I then deleted the now unneeded sheet used for the string concatenation arrangement and saved the whole thing as a CSV (don't forget to specify "quote all text cells" in the CSV export options!)
This all resulted in me having a simple txt file laid out as list in a similar format to the syrinscape version. I then tried to import into a user created folder in the audio master folder I named "deadlands". The chat box appears to show the import process going ok, but only a small proportion of the imports are created as entries in the folder listing. Importing in smaller chunks did seem to create a few more entries that were not there before, but still not all. The other odd behaviour was a few file entries would show up as existing in the search box, but not in any category listing I could find, or by selecting "all".
I do already have the free syrinscape sounds module installed so I did wonder if some of my own links were clashing in some way with the existing links to prevent them getting created. Is that possible? Would it be the ID field or any other suspects?
Any help gratefully accepted on this, but otherwise thanks anyway for a brilliant extension.

Further research- after trying again will all extensions off, including DLR still not importing, or rather it is importing but then seemingly overwriting the imports so I am only left with the last 11 entries from the import. I then tried doing the same in a plain vanilla campaign with just core rpg ruleset and got exactly same behaviour so either something broken with the import function of local urls, or something it really dislikes about the format of the data I am importing- latter seems unlikely though given the surviving link entries are playing in vlc just fine but at the moment I am stuck with just picking my favourite 11 sound files or possibly importing everything one link at a time!

lozanoje
May 5th, 2020, 13:52
Extension version 1.23 seems to be playing nicely for me with the chat output in SWADE/DLR many thanks for the update. I'm not a big dice tower user so not stressing re that issue especially as Ikael I understand rolling out a fix to stable channel imminently.

You can use the Test channel for updates, the current test version is 5.2.3 which solves the problem with Dice Tower.

My game of the past sunday using AO 1.2.3 + SW 5.2.3 did run fine, no issues, all sounds played good.

I am not also a fan of using the Dice Tower, I feel confortable with showing all rolls to players except the ones they are not aware of (for example, when enemies are rolling for stealth and are unnoticed).

dikdastard
May 5th, 2020, 16:59
You can use the Test channel for updates, the current test version is 5.2.3 which solves the problem with Dice Tower.

My game of the past sunday using AO 1.2.3 + SW 5.2.3 did run fine, no issues, all sounds played good.

I am not also a fan of using the Dice Tower, I feel confortable with showing all rolls to players except the ones they are not aware of (for example, when enemies are rolling for stealth and are unnoticed).

Thanks. I was hoping to avoid test channel for running the actual game and still in prep stage so will probably have rolled out to stable channel by time I am likely to need dice tower.
Just for completeness though, I hopped onto test channel and tried to import sound links into a clean campaign- still having same issue, and the fact that it occurs in Core rpg as well indicates not anything to do specifically with the SWADE version I'm running. Have you imported your own sound links or are you just using either of the syrinscape modules Celestian already provided?

lozanoje
May 5th, 2020, 20:13
Thanks. I was hoping to avoid test channel for running the actual game and still in prep stage so will probably have rolled out to stable channel by time I am likely to need dice tower.
Just for completeness though, I hopped onto test channel and tried to import sound links into a clean campaign- still having same issue, and the fact that it occurs in Core rpg as well indicates not anything to do specifically with the SWADE version I'm running. Have you imported your own sound links or are you just using either of the syrinscape modules Celestian already provided?

Nope, I enter sounds as I need them in my game, I have 20 or so, for weapons and spells. I input them manually; I created a module for sounds exclusively and i load it in all my scenarios.

DadGamer2175
May 6th, 2020, 00:07
Hi. I just downloaded your extension today. I can't get it to play the audio files. Windows keeps saying I need a program to look for an app in the app store to play it. Even though I have multiple audio players. Am I missing a step on setup? I have downloaded the modules and the extension. I go to play a free link sound like the 1d6 and that is what it says. Any help would be greatly appreciated.

dikdastard
May 6th, 2020, 00:15
Hi. I just downloaded your extension today. I can't get it to play the audio files. Windows keeps saying I need a program to look for an app in the app store to play it. Even though I have multiple audio players. Am I missing a step on setup? I have downloaded the modules and the extension. I go to play a free link sound like the 1d6 and that is what it says. Any help would be greatly appreciated.

It sounds like you are trying to play the sound links Celestian has included for syrinscape. To play them you need to download the relevant player- there are 3 versions for the PC depending on whether you are playing fantasy sounds, sci-fi or boardgames but they are free to use unlike the online player. The link is https://syrinscape.com/download/

I found the player programs had to be opened and left running manually to be able to play sounds via the links in FG. Also if you are trying to stream those sounds anywhere other than your own computer speakers, you will need to get to grips with the likes of Voicemeeter and Cleanfeed. Hope that helps

celestian
May 6th, 2020, 00:18
Hi. I just downloaded your extension today. I can't get it to play the audio files. Windows keeps saying I need a program to look for an app in the app store to play it. Even though I have multiple audio players. Am I missing a step on setup? I have downloaded the modules and the extension. I go to play a free link sound like the 1d6 and that is what it says. Any help would be greatly appreciated.

I would suggest watching the overview video at the top. It should explain what you're looking for.

mozmonar
May 8th, 2020, 19:34
I have Audio Overseer version 1.23 installed. It works pretty well and I quite like it. I am having a couple of issues. Running it in Pathfinder 1e the Ranged attacks/criticals play the sounds for melee hits/criticals. Additionally, when trying to create new triggers there is no way to add additional lines to the match fields.

35041

EDIT: Forgot to mention this is in FGC.

celestian
May 8th, 2020, 19:57
I have Audio Overseer version 1.23 installed. It works pretty well and I quite like it. I am having a couple of issues. Running it in Pathfinder 1e the Ranged attacks/criticals play the sounds for melee hits/criticals. Additionally, when trying to create new triggers there is no way to add additional lines to the match fields.

35041

You are using an extension that blocks AO's functionality? I'm also not familiar with PF1 ruleset and if it's not layered on CoreRPG fully it wont work properly.

Check the first post and walk through those steps and if still having issues post the details as mentioned there.

mozmonar
May 8th, 2020, 21:26
PF1 is based on 3.5e which is based on CoreRPG. I am systematically unloading extensions to try to work out which might be causing the wrong sound to play and which might be causing the "+" button to show up for additional triggers.