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Vegard
September 29th, 2023, 15:12
I played my first game using Syrinscape integration in FGU yesterday. We play physically around a table, I use FGU to create and run the story and run npcs on my laptop, and I run a second instance as a participant of my game (joined game) on a big TV. Laptop and TV is connected with a HDMI. Noone else is connected to FGU. Since I am the only one connected to FGU I didn't bother to create a listener-instance of Syrinscape. All sounds comes from my instance of Syrinscape Web Player that is running in Chrome and connected to my DM-instance of FGU.

So this happened: I have made story entries, mixed a soundscape as moods that fits different parts, and linked directly into the Story. Basically - I push the link and Syrinscape starts playing the correct mood. This had worked perfectly for 4 hours (very cool btw, upped my sound-game several notches). Then I go into the first and only fight for the evening. This is also the time I open the Combat Tracker on the TV - the participantscreen for the first time. And then the music stops.

Nothing has changed. I am connected on DM-instance of FGU with the web player. The web player splays the music. It just doesn't come any sound. Nothing has changed concerning speakers (which are using the TV connected with the HDMI). After some troubleshooting I find a "solution": I have to have Chrome open on the TV. The sound is now buggy and laggy, but it's there. I did not have to do this at all before. Any ideas? I was wondering if I maybe filled the soundscape too much, but it is the original "Mimic Battle" with the music "Dark Music" "Mission Music - dark" switched out with another music-element I have made myself with custom music. This custom element works perfectly when I test it. So basically I have less elements than in the original mood.

Moon Wizard
September 29th, 2023, 16:28
In the FG coding for the sound sets; adding creatures to the combat tracker will trigger an update to the "Sound: Context" window, but does not trigger any links be called on Syrinscape.
The only time that calls are made to Syrinscape are when you click play/stop, volume/mute, or stop all. (or during setup screen)

So, it might be worth opening a ticket with the Syrinscape folks to see if they are aware of any lagginess that comes from long-running sessions; or perhaps there was some latency on your network or Internet provider toward the end of the evening?

Regards,
JPG

Vegard
September 29th, 2023, 21:51
Yes, I didn't like that solution, so I linked directly to the mood in the storyentry, basically my story-entry looks like this:
- Link: Mood, modified Mimic Battle. This link automatically start playing the mood in Syrinscape, and it had worked perfectly for 4 hours.
- Link: Encounter.

BUT, I have bought the FG-packs for Syrinscape for Monster Manual. So when I start my encounter with a mimic, all associated sounds should come into the "Sound: Context" window, but as you say none of these starts by themselves. I do not start any of them, playing the mood as described above instead. Could there be an instance where FG sorts of reads double?

Griogre
September 29th, 2023, 23:31
I don't know if this could be your problem but I have noticed a couple of things with Syrinscape. Sometimes some moods don't have music playing all the time. So the music will start and stop. There are also some moods where the volume or an effect or music is very low compared to other components. IE you can see it's playing with the soundbar display but it's so soft nobody can hear it. It's possible that might be true for you.