View Full Version : Syrinscape Sounds Don't Always Play
Metlore
November 28th, 2023, 22:41
Firstly, Let me point out that I do not pay for a Syrinscape subscription. I buy the soundpacks that interest me, which is basically all D&D and Pathfinder soundsets.
I have the PHB and the Monster Manual Syrinscape Modules loaded. Syrinscape is synched and working fully from FGU, including the ability to play sounds from within FGU (latest version).
I am running no extensions other than Smiteworks ones like the Forgotten Realms languages, D&D Theme, etc.
Let me give an example of what I am seeing:
Cleric Player casts "Cure Wounds"
No spell sound triggers.
Navigate to my soundsets and scroll down and click on "Cure Wounds" then click the play button within. The sound plays just fine here so I know I have access to the sound and also the trigger syntax looks fine.
Had player cast again to test again. No sound triggered.
I edited the triggering syntax for the Soundset but made no change. I backspaced out a single character in the syntax then just typed it back in.
Had the character cast Cure Wounds again and it triggered the sound. This has happened in multiple games with various sound triggers. I also right clicked on the Syrinscape FGU modules and reverted all changes to make sure nothing was messed up. Sometimes its weapon attacks that do nothing. Sometimes its spells. If I edit the trigger then put it back exactly as it was (even copy and paste the syntax back over itself) it works
Any ideas?
Hope I explained it ok. Edited post to add clarity.
Tarkonian
November 29th, 2023, 03:12
Hi. I can say I haven't noticed this but I will try to recreate this week and see if I can find anything. If you have anymore details, or anyone else has an idea of how to recreate this, please feel free to post about it here.
Griogre
November 29th, 2023, 04:00
I have heard that there is a setting in the browser that can affect this. Basically, the Syrinscape tab goes inactive and you have to tell the browser to keep the tab active.
Tarkonian
November 29th, 2023, 05:13
I have heard that there is a setting in the browser that can affect this. Basically, the Syrinscape tab goes inactive and you have to tell the browser to keep the tab active.
This could be an idle connection issue. I'll see if using chrome://discards helps fix this. The new Chrome updates delete the inactive pages. Using the browser's discards settings, you can toggle it to manually keep the tabs active if you still need them by toggling the Auto-Discard setting.
Metlore
November 29th, 2023, 05:51
I have heard that there is a setting in the browser that can affect this. Basically, the Syrinscape tab goes inactive and you have to tell the browser to keep the tab active.
Wouldnt this affect all sounds going forward? Other sounds continue to work. Also they’re not playing for anyone, even the players. My browser being idle wouldn’t affect them.
Griogre
November 29th, 2023, 06:47
From what I read it should probably just affect some of the players because of their individual browser settings, unless they are all using the same browser. I didn't realize nobody but you were hearing the sounds.
Has anyone heard the sounds at all?
On the spell cast, how are the players triggering the sound? By default, in D&D 5E at least, the cure spells don't have a "cast" effect they just have a heal effect when dropped on the character sheet. The casting SFX triggers when the "cast" effect button is pressed. You can create a "cast" effect by right clicking on the cure spell and selecting "Add Action" -> "Add Cast", then they just have to click the cast button on the character sheet. Have your player(s) done this? Does something like Fireball work when the spells is targeted and cast pressed?
Trenloe
November 29th, 2023, 08:38
I think the discussion about idle tabs is not related to the issues presented in post #1. From that description it appears that FG might be "forgetting" trigger information (my wording) and some triggers no longer "trigger", but editing the trigger that no longer works refreshes that data into FG memory - which then makes it work.
Trenloe
November 29th, 2023, 08:42
@Metlore - have you noticed if the trigger ever worked in a session, then stops working; or was it not working from the start? This might help to identify if it's the code "forgetting" the trigger, or if it was never read in the first place. I'm also wondering if there may be another trigger being triggered and you don't have the Syrinscape soundset for that, but if you edit the trigger that you have the soundset for then that trigger is the most recent read and supersedes the one that you don't own.
Trenloe
November 29th, 2023, 08:54
Let me give an example of what I am seeing:
Cleric Player casts "Cure Wounds"
No spell sound triggers.
Navigate to my soundsets and scroll down and click on "Cure Wounds" then click the play button within. The sound plays just fine here so I know I have access to the sound and also the trigger syntax looks fine.
Had player cast again to test again. No sound triggered.
I edited the triggering syntax for the Soundset but made no change. I backspaced out a single character in the syntax then just typed it back in.
Had the character cast Cure Wounds again and it triggered the sound. This has happened in multiple games with various sound triggers. I also right clicked on the Syrinscape FGU modules and reverted all changes to make sure nothing was messed up. Sometimes its weapon attacks that do nothing. Sometimes its spells. If I edit the trigger then put it back exactly as it was (even copy and paste the syntax back over itself) it works
Looking at this specific example, as @Griogre mentions, the "Cure Wounds" spell doesn't have a "Cast" button, it just has a heal action button. The "Spell - Cure Wounds" trigger from the PHB soundlinks module is set to a subtype of "Cast" (see screenshot), so this will actually never trigger when the heal action of the standard PHB "Cure Wounds" spell is used. Or, as mentioned by Griogre, you could add a "Cast" action to the spell and click that also when using the spell (not ideal as it's now a two click process to heal and get the sound).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59382
Even editing the trigger pattern won't make this work if the player is purely using the heal action button - but changing the Subtype to "Chat" will. When you edited the trigger in your example in post #1, can you verify if you changed the trigger type? Maybe some screenshots will help us get to the bottom of this...
Metlore
November 29th, 2023, 13:38
@Metlore - have you noticed if the trigger ever worked in a session, then stops working; or was it not working from the start? This might help to identify if it's the code "forgetting" the trigger, or if it was never read in the first place. I'm also wondering if there may be another trigger being triggered and you don't have the Syrinscape soundset for that, but if you edit the trigger that you have the soundset for then that trigger is the most recent read and supersedes the one that you don't own.
From what I remember, the trigger never worked until after it was messed with. I have also ran into the sound not playing when I didn’t own the soundset, but again, it would never play the sound, even when the play button was pressed.
Metlore
November 29th, 2023, 13:42
Looking at this specific example, as @Griogre mentions, the "Cure Wounds" spell doesn't have a "Cast" button, it just has a heal action button. The "Spell - Cure Wounds" trigger from the PHB soundlinks module is set to a subtype of "Cast" (see screenshot), so this will actually never trigger when the heal action of the standard PHB "Cure Wounds" spell is used. Or, as mentioned by Griogre, you could add a "Cast" action to the spell and click that also when using the spell (not ideal as it's now a two click process to heal and get the sound).
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=59382
Even editing the trigger pattern won't make this work if the player is purely using the heal action button - but changing the Subtype to "Chat" will. When you edited the trigger in your example in post #1, can you verify if you changed the trigger type? Maybe some screenshots will help us get to the bottom of this...
I didn’t change anything but the syntax at the bottom as far as I’m aware, however it is possible the player changed how they were performing the heals in fantasy grounds so they started getting picked up. This sounds like the best explanation to a very confusing symptom set.
I had debated deep diving on the soundsets anyway because I missed the way that rob2e’s extension did some things. I’ll try to do some more testing later this week.
Trenloe
November 29th, 2023, 14:19
I didn’t change anything but the syntax at the bottom as far as I’m aware, however it is possible the player changed how they were performing the heals in fantasy grounds so they started getting picked up.
You could look back through the chat.html file in the <FG App Data>\campaigns\<your campaign name> directory and see if there's a [CAST] entry around the time when it started working.
Here's two examples from my chat log - the first is the [HEAL] action (doesn't trigger the sound) and the second is the [CAST] action, which does trigger the sound:
Cleric (Soldier): [HEAL] Cure Wounds [d8+3 = 7]
Cleric (Soldier): [CAST] Cure Wounds
Metlore
November 29th, 2023, 15:37
You could look back through the chat.html file in the <FG App Data>\campaigns\<your campaign name> directory and see if there's a [CAST] entry around the time when it started working.
Here's two examples from my chat log - the first is the [HEAL] action (doesn't trigger the sound) and the second is the [CAST] action, which does trigger the sound:
Cleric (Soldier): [HEAL] Cure Wounds [d8+3 = 7]
Cleric (Soldier): [CAST] Cure Wounds
Ok. I'll look at that as soon as I can. As a side question, why doesn't the sound trigger on both of the above?
Trenloe
November 29th, 2023, 15:41
Ok. I'll look at that as soon as I can. As a side question, why doesn't the sound trigger on both of the above?
Because the trigger is set to "Cast" (see my screenshot above), so it only triggers on the "Cast" action. "Heal" is a different action.
If you change the trigger subtype to "Chat" then both would trigger as the trigger will then be looking at just the chat text, it won't be looking for a specific action.
Griogre
November 29th, 2023, 16:43
As Trenloe mentions, *all* spell triggers are set to "Cast" in the FG PH sound modules and if you want sounds on spells that don't normally parse out a cast effect you need to either make one on the character sheet or change the sound trigger for that specific spell like Trenloe said.
There is also a bug in the sound module where the Heal spell doesn't have a SFX though Mass Heal does.
Edit: Sorry, I meant to mention there are also generic spell sounds for each class by level and Pathfinder has a player sound pack for their iconic cleric which can be used for any missing sounds.
Metlore
November 29th, 2023, 22:30
As Trenloe mentions, *all* spell triggers are set to "Cast" in the FG PH sound modules and if you want sounds on spells that don't normally parse out a cast effect you need to either make one on the character sheet or change the sound trigger for that specific spell like Trenloe said.
There is also a bug in the sound module where the Heal spell doesn't have a SFX though Mass Heal does.
Edit: Sorry, I meant to mention there are also generic spell sounds for each class by level and Pathfinder has a player sound pack for their iconic cleric which can be used for any missing sounds.
Thanks guys. I bet you all are onto something and the player just started doing the spell a different way... I'll let you know once I have some free time to check the chat logs.
On an unrelated note, it seems like the damage type sounds trigger much more than the specific weapon sounds?
EDIT: Oh I see. Even if you own a sound, it won't play unless it happens to be in the specific soundset that FG points to. Once I bought the other soundpack the sound was in, it started working. That wasn't helping either.
Metlore
November 30th, 2023, 02:28
You could look back through the chat.html file in the <FG App Data>\campaigns\<your campaign name> directory and see if there's a [CAST] entry around the time when it started working.
Here's two examples from my chat log - the first is the [HEAL] action (doesn't trigger the sound) and the second is the [CAST] action, which does trigger the sound:
Cleric (Soldier): [HEAL] Cure Wounds [d8+3 = 7]
Cleric (Soldier): [CAST] Cure Wounds
Thank you all so much. They did in fact cast it differently and it was just coincidence. I appreciate your time.
Trenloe
November 30th, 2023, 10:24
Thank you all so much. They did in fact cast it differently and it was just coincidence. I appreciate your time.
No worries. Good to know that there's nothing up with the base code, although it would be nice if the soundlink module got a bit of an update for spells that don't have a cast action.
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