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RasJay
August 26th, 2023, 15:49
I bought the D&D Curse of Strahd - Syrinscape Sounds. As I read through the reference manual and go over the sound sets, some I find that I want to add an additional sound or two. I unlock the sound set for editing and add a couple of one shots then lock the sound set. Exporting the module and record type sound set doesn't seem to work. I import the module into my players campaign and verify that the sound set does not have my changes.

Creating a new sound set and exporting/importing does work. Is it possible to edit the purchased sound sets?

Fantasy Grounds Unity
5e rule set

LordEntrails
August 26th, 2023, 16:04
I know normal product modules can not be edited outside of a single campaign. i.e. the changes you make to a module are kept in that campaign only. In order to do what you want, you would have to create a new campaign, load the module, copy all the items individually, then export that campaign as your custom module.
Or, you could just copy and export those few items you want to change and export those into a new module, and load both modules in your play campaign and just know which items to use.
Not sure how all of that interacts/works with sound sets though as I have yet to try them.

RasJay
September 5th, 2023, 17:58
My steps are load my custom campaign in which I makes changes. Edit the sound sets from the "D&D Curse of Strahd - Syrinscape Sounds" that is currently loaded. Then export the entire campaign as a "custom module". Start up my players campaign and load the "custom module" and then open sound sets and then do not see my changes.

Are these the same steps as you are describing?

Thanks,

Trenloe
September 5th, 2023, 18:02
You can't export edits to existing module records, you can only export campaign records - you need to create a copy (drag/drop), edit the copy and then export that data.

LordEntrails
September 5th, 2023, 18:04
You have to copy the soundsets. Editing them will only edit/change them in that campaign and they will not get exported. If you copy them, then edit the copy, the copy will get exported when you create your custom module.

Laerun
September 5th, 2023, 18:34
Also, create a category for your data records, like the sound link packs do for separation. It sounds like you are doing this part. As mentioned below, making copies, reorganizing, and placement changes is hopefully what you've done. It is much cleaner and such to edit, maintain, and create your modules in a new campaign and session.
One of the potential pitfalls is that you shouldn't load your new module in the same campaign that your are creating within. Also, if you have your exported module loaded with the official content this can cause more confusion and other strange behavior in regards to organization, file paths, and database corruption. Loaded with or in addition to the official soundset can act weird because fantasy grounds uses the older data set, regardless, especially if it's just a direct copy with no changes to the title, location, etc.