PDA

View Full Version : Syrinscape - using the FGU Sound feature only for context sounds



Meckerdrache81
October 12th, 2025, 17:14
Hello!

I'm using Syrinscape and FGU for years and now, prepping for a new alien rpg campaign, i finally want to use the sound feature in FGU in addition to playing syrinscape with the browser interface. Before setting everything up and learning this (for me) new feature, i want to ask if the following is possible:

I want to use the FGU feature only for context sounds, like smartgun and pulse rifle sfx, triggered through combat actions of my players and npcs while still using syrinscape's browser interface to control ambient and music. I don't want to manage any music or a ambient loops through FGU and i don't want to run two syrinscape sessions (listening to two syrinscape online players).

Thank you in advance! :)

Zacchaeus
October 12th, 2025, 17:52
You can certainly set up a sound pack for your campaign to deal with sounds on attack actions but you and your players need to be connected to Syrinscape. According to the wiki article here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/2078932993/Using+Sound+Links the DM should have the Master control screen showing; however I've never had that - all I see is the same screen as the players. So I don't know if I've set things up incorrectly or whether the article is wrong on this point. If the wiki is correct and you do see the master screen then I'd assume that you can also play sounds via that screen as well as any sounds through FGVTT.

Trenloe
October 12th, 2025, 18:02
@Meckerdrache81 - you can absolutely do what you outline, I use such a hybrid approach for some of my games. Just make sure that none of the FG context sounds use "Mood" Syrinscape sounds as these will reset your Syrinscape session to play just the mood (the same as playing a mood in the main Syrinscape interfaces).

Meckerdrache81
October 12th, 2025, 18:04
Great, thank you. :)