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andrewcr
June 24th, 2023, 01:56
Hi,

Big time Syrinscape User here and I have just downloaded the new FGU Tools.

Feedback

1. Not sure where to put this in the forums as a topic - Perhaps its its own forums topic.

2. Sound Context: Need to add volume slider control for the now playing element. You can't have music running at full volume and expect people to be able to talk and hear the effects. I always have to adjust the music volume (inside the global volume) in the Syrinscape Player to make it work.

3. Sound: Settings - this is highly valuable when running a game - I think you should be ale to access this from the Sound Context Box.

4. Sound: Settings - Product - this field should be full width and display more entries at once. You can't tell which Rime of the Frost Maiden sound pack is which.

5. Syrinscpae Player (for the Syrinscape Team) - should reflect what is playing (so you can turn the volume down).

Great first start

Moon Wizard
June 24th, 2023, 02:06
Thanks for the feedback.

1. This should be a discussion in the House of Healing or Tavern.

2. You can already adjust the Syrinscape global/oneshot volume using the buttons in the Sound: Context window to raise/lower the volume of each volume type. Our assumption is that the volume is remembered in the Syrinscape session by the Syrinscape player. Is this not the case? Are you talking about the GM or player side? Is the GM volume not affecting the player volume? We might be able to make some adjustments, depending on what the concern is. We have no way to actually know which sounds are playing (since we do not have an API for that); so we assume that any music/mood plays continuously until stopped (i.e. now playing).

3. Coming soon.

4. Coming soon.

5. We can pass along to Syrinscape; but it might be best to mention to them directly on their support/forums.

Regards,
JPG

andrewcr
June 24th, 2023, 09:07
Hi,

Thanks for the location info (you can move it to the right place if you like).

Here is a layout of the online player that is being contacted by FGU

57915

A mood - is a collection of sound elements each with their own default starting sound level (determined by Syrinscape). They usually configure for an at the table game which means the volume is not right for when you are using headphone (music often too loud - epically if there is a voice component in the song). The tool as designed at the moment doesn't allow you to adjust this.

An Element can either be a piece of music or a collection of sound samples (such as bumping) again you want to be able to managed the element volume level. Say for example you want the rattling windows sound to lesson and the heartbeat sound to go up.

andrewcr
June 24th, 2023, 09:15
Hi,

Thanks for the location info (you can move it to the right place if you like).

Here is a layout of the online player that is being contacted by FGU

57915

A mood - is a collection of sound elements each with their own default starting sound level (determined by Syrinscape). They usually configure for an at the table game which means the volume is not right for when you are using headphone (music often too loud - epically if there is a voice component in the song). The tool as designed at the moment doesn't allow you to adjust this.

An Element can either be a piece of music or a collection of sound samples (such as bumping) again you want to be able to managed the element volume level. Say for example you want the rattling windows sound to lesson and the heartbeat sound to go up.

I have attached an image of FGU for the same mood and labelled it so you can see the difference in what you can actually achieve.

57916

Moon Wizard
June 24th, 2023, 18:08
I understand what you are asking for. However, as far as I know, FG (through the API provided) does not have any information on which sounds are actually playing in the Syrinscape web player, nor any way to affect the individual volumes. FG also does not have a mechanism to constantly query an external source; so it's a fire and forget model.

I've already sent a note to Syrinscape specifically about the fact that the web player does not show sounds played via the API, so you can't even adjust them in their player.

The fact that sounds are not leveled between each other for tabletop or headset also seems like a Syrinscape level feedback item.

Regards,
JPG

andrewcr
June 24th, 2023, 23:13
Okay. I have been chatting with a Syrinscape developer team member and here is what I have come up with at the moment.

1. Have the Syrinscape Player Running (open the search panel).
2. Play the mood and sounds you want using the FGU interface.
3. Swap to the Syrinscape Player
4. Toggle the Playing button - this will bring up all the sounds currently playing at the moment. Then select the sound element you wish to adjust.
5. This will change the Syrinscape Player to show the mood and the elements playing in that mood. Normally active buttons would be blue (but here they stay white). You will be able to see the graphic element playing.
6. You can now manually adjust the volume.

Probably a good one for Bryce or Doug to make a short video on how to do.

57925

57926

57927

Trenloe
June 25th, 2023, 07:30
4. Toggle the Playing button - this will bring up all the sounds currently playing at the moment.
Very nice! Thanks for this tip.

andrewcr
June 25th, 2023, 21:02
What you will notice is that the icon for the element playing won't be blue as it normally would but the wave form graphic and the play time line around the circle display as normal.

Malaith
July 20th, 2023, 22:49
I bought the Strahd module (and its extension for Syrinscape) and the context sounds do not appear, even though I have everything configured correctly. Some help?

Moon Wizard
July 20th, 2023, 22:56
As far as I know, currently, the only sound packs available are for the Player's Handbook Weapons/Spells; Monster Manual Creatures; and the Lost Mine of Phandelver adventure.

Do you have a link to where you found the Curse of Strahd sound pack?

Regards,
JPG

Dakadin
July 20th, 2023, 22:58
As far as I know, currently, the only sound packs available are for the Player's Handbook Weapons/Spells; Monster Manual Creatures; and the Lost Mine of Phandelver adventure.

Do you have a link to where you found the Curse of Strahd sound pack?

Regards,
JPG

https://www.fantasygrounds.com/store/product.php?id=SWKSP5ECOSADV

Moon Wizard
July 21st, 2023, 03:45
@Malaith, Which contexts are not giving sounds like you expect? (i.e. which creatures open or in combat tracker; which story entries open; etc.)

@Dakadin, Thanks for the pointer. The team must have pushed that while I was on vacation.

Regards,
JPG

Laerun
July 21st, 2023, 16:51
I bought the Strahd module (and its extension for Syrinscape) and the context sounds do not appear, even though I have everything configured correctly. Some help?


You likely already know most of these things.

The context menu relies on the fact that you have a Super Syrinscape account and using the web player.Also, you need the FG Curse of Strahd module and the specific #syrinscape module activated. In the settings, you will need to create a session and an invite link to use with the web player.

In regards to the context menu, bring up the context menus screen and the specific area or rooms in the Reference manual. As you go from area to area, depending on what is linked and set for specific places, will determine if the audio link options will chsnge. Also, put an NPC in the combat tracker or add an encounter from the module from a related or given area, so that the NPC sound are active too. Generally there's mood music in some areas, and NPC related music and efx.If it is broken it's hard to tell as it's so new right now. Good find if it is potentially broke.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2078932993/Using+Sound+Links#Controlling-Audio

firvulag
July 27th, 2023, 18:57
https://www.fantasygrounds.com/store/product.php?id=SWKSP5ECOSADV

Added because I'm having similar issues with the Strahd soundpack.

For me ( a not very tech oriented person), the interface and UI for the sound stuff (including syrinscape) is not very intuitive. I guess I just need more experience with it. We tried out some of the strahd stuff on Wednesday and my group was pretty impressed with what I was able to do but I still wasn't able to efficiently use the entire breadth and depth of what was available withouit a lot of ingame scrounging. Hope we get more informative vids or the interface gets easier to use.

firvulag
July 27th, 2023, 19:02
In regards to the context menu, bring up the context menus screen and the specific area or rooms in the Reference manual. As you go from area to area, depending on what is linked and set for specific places, will determine if the audio link options will chsnge. Also, put an NPC in the combat tracker or add an encounter from the module from a related or given area, so that the NPC sound are active too. Generally there's mood music in some areas, and NPC related music and efx.If it is broken it's hard to tell as it's so new right now. Good find if it is potentially broke.

https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2078932993/Using+Sound+Links#Controlling-Audio

The context menu did not work like that for me at all. If I activated a particular npc in the combat tracker, I DID see a list of audio options for that creature in the context menu. BUT nothing ever popped for any Strahd location or npc. I could pull up the "sound packs" for Strahd on the side menu and then browse thru it for sounds....but that was clunky and hard to stay on top of if things were moving at a fast pace.

Still I feel like the issue is with me and my understanding of the UI.

LordEntrails
July 27th, 2023, 19:30
Still I feel like the issue is with me and my understanding of the UI.
This article might help;
Integrating Syrinscape & Local Audio Files with Fantasy Grounds Unityhttps://static.wixstatic.com/media/33b97f_7b4f32f552d54bc5b0ba0fd9459dcf15~mv2.png (fantasygroundsacademy.com) (https://www.fantasygroundsacademy.com/post/integrating-syrinscape-local-audio-files-with-fantasy-grounds-unity)

Moon Wizard
July 27th, 2023, 19:40
@firvulag,

Do you have examples of specific story or reference manual windows being open that do not have context sounds that you expect?
(i.e. exact names of those pages so I can try locally)

Regards,
JPG

Laerun
July 27th, 2023, 21:41
@firvulag, if you still need help with this, hit me up on the FG Academy Discord, I will break it down for you in about 20 minutes.

Laerun

andrewcr
July 28th, 2023, 12:05
Did you get sorted?

Did you forget to load the purchased module?

Do you have a SuperSyrin Subscription you need this to make it work.

firvulag
July 28th, 2023, 15:52
Thank you everyone for your suggestions and the article was helpful. I am going to try and find Laerun on Discord later and see if they can help me.

I finally figured out how to find specific sound sets that I needed on Syrinscape and then access THAT thru FGU. It still seems a little overwhelmig but that was a small victory. The main thing that is not working for me presently is the Curse of Strahd context menu. The monster manual context menu seems to work and I'm not sure how to test the PHB context items. And yes I've purchased all of them and I've activated them in my campaign. And I have the Syrinscape Sub.✌����

Zacchaeus
July 28th, 2023, 17:45
Context sounds work when you do something that has a sound set attached to it. So, for example if you open a story entry which has a sound set attached then the sounds associated with that story entry will be added to the context menu. Same for an image, or an NPC. Similarly if you add an NPC to the Combat Tracker either by dropping in from the NPC list or from a pre-placed encounter then the context sounds will populate with all of the sounds that are associated with those NPCs. For all of this to happen you need to have the necessary sound modules open in your campaign, and of course have Syrinscape open and linked up to your campaign..

The PHB items work a little differently in that they are mainly triggers. This means that these sounds are dependent on what gets put into the chat box. So when you swing a particular weapon and hit, miss, or critically hit you'll get an appropriate sound played. Again the sound modules need to be open and these sounds will play for any PC or NPC that is on the CT and uses any of the weapons, claws, bites or whatever to make an attack. The same applies to spells, and damage sounds. When you do damage of a particular type or cast a particular spell you get a sound played dependent on what gets sent to the chat.

firvulag
July 29th, 2023, 01:05
Thank you for clarifying that for the PHB. I will look for that. Dropping npc's into the combat tracker does seem to be working the way you described above. The CoS stuff is not working the way you described above however. If I pull up an encounter or story entry for Curse of Strahd, nothing populates in the context menu (or whatever the last items that were there just stay there and are not overwritten.) Right now I am just pulling the CoS sound stuff up using the "soundset" toggle on the side menu. I can filter for Curse of Strahd from that then I set up a "note" with sounds, moods, and music that I think I will need. Then just activate it from that. It's very clunky process though which adds significant time to my game prep. If the Context menu worked the way you outlined it would be much simpler than what I'm doing currently. (and yes I've purchased all three items on Fantasy Grounds, I've activated all three items, and I do have a sub to Syrinscape!)��

Zacchaeus
July 29th, 2023, 08:40
This is working for me. Note that the sounds are linked to the reference rather than the story entries. There's sound links for certain NPCs (Mostly those that are unique to Strahd) and those are also working for me. And encounters are also working (as long as you also have the MM sound pack open).

Trenloe
July 29th, 2023, 09:00
If I pull up an encounter or story entry for Curse of Strahd, nothing populates in the context menu (or whatever the last items that were there just stay there and are not overwritten.)
Please provide the exact names and type (e.g. NPC, reference manual page, etc.) of entries that aren't working for you - or a screenshot will help too. This will enable the devs to check if there are any context sounds created for that entry. As Zacchaeus mentions, not every entry has context sounds, and story entries don't (some reference manual pages do).

firvulag
July 29th, 2023, 16:23
This is working for me. Note that the sounds are linked to the reference rather than the story entries. There's sound links for certain NPCs (Mostly those that are unique to Strahd) and those are also working for me. And encounters are also working (as long as you also have the MM sound pack open).

Ahhh ok that clarifies a lot. Ok I will try the "reference" angle then and see what is happening. Before I was just using the encounter and story pins from the maps and was seeing nothing.

firvulag
July 29th, 2023, 16:24
Please provide the exact names and type (e.g. NPC, reference manual page, etc.) of entries that aren't working for you - or a screenshot will help too. This will enable the devs to check if there are any context sounds created for that entry. As Zacchaeus mentions, not every entry has context sounds, and story entries don't (some reference manual pages do).

Ok I'm going to try again based on the info I just got from Zacc, if it is still not working I will take some screenshots. Thanks all of you for your help.

firvulag
July 29th, 2023, 17:06
Ok THIS was my problem. Still haven't tested the PHB stuff but, following your advice, I have figured out how to make the context menu work for Strahd. Not that I'm complaining, but it does seem a little backwards to hook each of these sets to the "Reference Material" instead of to the map pins or the story pins. Up until now I've never even used the reference format for my modules unless I'm just setting down and want to be able to read and go over the material like I would a book. Having to also keep up the reference window on whatever I'm running seems like an unnecessary extra step. Anyway I know that's none of your faults and I am grateful for all of your help and patience with me. ����✌

Laerun
August 2nd, 2023, 07:07
Ok THIS was my problem. Still haven't tested the PHB stuff but, following your advice, I have figured out how to make the context menu work for Strahd. Not that I'm complaining, but it does seem a little backwards to hook each of these sets to the "Reference Material" instead of to the map pins or the story pins. Up until now I've never even used the reference format for my modules unless I'm just setting down and want to be able to read and go over the material like I would a book. Having to also keep up the reference window on whatever I'm running seems like an unnecessary extra step. Anyway I know that's none of your faults and I am grateful for all of your help and patience with me. ����✌

The newer modules released this past year and adventure like content are moving toward using the reference manual format instead of dozens of story entries.
There has to be some form of standardized and a way to more universally place the links to the records.
Some people don't even use maps to run their games or encounters from maps, preferring theater of the mind or just using the combat tracker. However, that does not prevent you from adding your own if needed. Also, some sound triggers are generated by accessing certain maps within the context of the adventure moods and related events.

firvulag
August 2nd, 2023, 16:23
Yeah it's just the learning curve for us non techies!! I appreciate what you're saying. It's nice that FGU can be a product for different playstyles. I'm figuring it out though.

It's becoming a nice addition..in my last session, the mood music playing during an encounter actually caused one of my players to physically "jump" when one of our dogs started barking. I was pretty much sold after that.

Thanks for the clarification!!��✌