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View Full Version : Suggested Features for future Syrinscape Integration



PerfectConsumer
June 15th, 2023, 15:35
Hey there,

I think it's really cool that Syrinscape is being officially integrated into the platform. Syrinscape is great and it adds a LOT to a game, and I love that monster sounds are going to automatically populate when they appear in the combat tracker. That is an awesome time saver. Having relevant Story based audio appear in the player looks like it could be a huge time saver, and that's great news.

However, as a longtime user of the MK Syrinscape mod, based on the current integration here is my wish list of future Syrinscape integration updates:

1)Soundboards: A soundboard small, customizable board like the one in the MK extension would be great. For instance, I have relied on an 'exploration' soundboard for the Mega-Dungeon I've been running for over a year now. It allows me to have sounds for open door, walking (different types of terrain), picking a lock, bashing a door etc. handy, along with the overall mood for the level. This was invaluable, and takes up almost no real estate on my already crowded screen. Maybe the Sounds element will just be one big soundboard, and that will perhaps just take some adjustment and change of workflow, though... I won't know until I've put some serious time into exploring the new feature set.

2) Adding sounds as links in the story pages: Forgive me if this is possible already, but it seems that sounds can only be started from the Sound UI. Being able to drop a sound link under a relevant story beat amid the text itself (e.g. finding a treasure chest, and linking a 'chest opening' sound) would be very helpful.

3) Proximity triggers for audio: I doubt this could be implemented, but I have always been jealous of the feature in Foundry, so I will mention it since I am discussing sounds. In foundry, you can have sounds trigger when players approach locations on a map. The sounds get louder as they get closer. This would be an amazing feature that would just work organically, but I'm sure would be no easy feat. Still, It is worth mentioning.

I really look forward to playing around with the new tools, and applaud the team and their progress. I can't wait to try the animated maps, and await the creation of animated tokens... truly exciting stuff.

Trenloe
June 15th, 2023, 16:40
1 and 2 can both be done now.

1) Create a new sound set and leave the type blank - drag/drop sounds to the SOUNDS list.

2) Drag/drop the sound link to a story entry - if you drag the start button the link will start the sound, if you drag a stop button the link will stop the sound.

Here's an example of each - soundboard on the left, chat entry on the right. You drag sounds from the Sound: Settings window by click/drag/drop the play or stop icon.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57749

LordEntrails
June 15th, 2023, 16:45
Note that the developers ask that feature requests be added to the Wish List, so that they can be tracked, searched, sorted and voted on by community members. https://fgapp.idea.informer.com/
That does not mean that a forum post isn't valuable for discussion. I suggest you do both, and place a link in each one to the other so that people vote on the Wish List and discuss here.

HywelPhillips
June 15th, 2023, 17:29
I very much like the "self-assembling sound board" feature of the new FGU Syrinscape implementation. The ability to have a sound collection associated with an NPC via its name and a story or ref manual via its link are excellent. I used to assemble these by-hand using the MK extension and this just saves a bunch of work and presents it in a very nice interface.


I'd like to suggest adding images as a record type that can trigger a soundboard collection to appear in the control panel.

That would allow one to have a bunch of sounds associated with a battlemap that appear if the map is open (by analogy with the way story entries appear if the story is open).

I will add to the Wish List too.

Cheers, Hywel

Lo Zeno
June 15th, 2023, 17:40
3) Proximity triggers for audio: I doubt this could be implemented, but I have always been jealous of the feature in Foundry, so I will mention it since I am discussing sounds. In foundry, you can have sounds trigger when players approach locations on a map. The sounds get louder as they get closer. This would be an amazing feature that would just work organically, but I'm sure would be no easy feat. Still, It is worth mentioning.


I think Foundry can do that because the Foundry instance itself is the server from which the sounds are streamed; FGU reliance on Syrinscape means that if Syrinscape's API don't allow a certain type of control, FGU probably won't be able to implement it. I know that FGU can control the volume "globally" for moods/music, and separately for "oneshots", but can it control the volume of each individual sound? Because that's the necessary feature for a "proximity trigger" to work. I know Syrinscape allows it on their own control panel, but I don't know how much of it is exposed via their public API.

HywelPhillips
June 15th, 2023, 17:51
... snip... but can it control the volume of each individual sound? Because that's the necessary feature for a "proximity trigger" to work. I know Syrinscape allows it on their own control panel, but I don't know how much of it is exposed via their public API.

It would have to control the volume of each individual sound for each individual player, depending on how close their token is to the sound source. Syrinscape can't control sound volumes per-player, only globally for the whole game. (Unless I've missed out a MAJOR chunk of functionality in my use of it, anyway).

The best it could do would be to trigger some sound when any one of the party tokens comes within a distance threshold of the sound source and then it would play for all players.

It may be able to ramp the volume as the closest token gets closer, although I'm not sure if the API allows you to alter the volume for an already playing sound - it would lead to quite a cluttering of the already-busy FGU sound controls to do that.

You CAN do it by hand for the party as a whole by controlling the sounds directly in the Syrinscape web player, and that's probably how I'd approach it today. Trigger the sound from FGU, and if you want it gradually getting louder, go and ride the levels in the web player for that element individually.

Cheers, Hywel

PerfectConsumer
June 15th, 2023, 18:44
1 and 2 can both be done now.

1) Create a new sound set and leave the type blank - drag/drop sounds to the SOUNDS list.

2) Drag/drop the sound link to a story entry - if you drag the start button the link will start the sound, if you drag a stop button the link will stop the sound.

Here's an example of each - soundboard on the left, chat entry on the right. You drag sounds from the Sound: Settings window by click/drag/drop the play or stop icon.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=57749

That's very nice to hear... thanks for the clarification. I know I will adapt. I just want to make sure that I am not going to lose functionality, because Syrinscape is awesome.