OK cool - thanks for letting us know
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OK cool - thanks for letting us know
Sorry to come in so late, great GREAT extension. I really love it and can't wait to see what the next version is like!
One question - unrelated to DoE and more just modules in general - is this @Module Name thing the reason I keep losing data in modules? I'll make a module, get it partly done, need some of it, and open it in a campaign. I'll make changes to it and export it to the module again, and all of the new stuff is in it, but the old stuff keeps saying links are missing or something. *sighs* :confused:
Could you force the system to learn by running sample combats and casting sample spells etc?
I've got 8 things listed in my autosounds, but many of them are things I either can't identify, or don't see a way to link to a sound. I'm using the Pathfinder ruleset, btw: applyinit (why would you link a sound to the initiative roll?), applyatk (Okay, generic weapon attack for that), transfercurrency (I assumed that's for when money changes hands, and put a jingling coin sound there), languagechat (is this when someone uses the languages drop down in the chat window? What would you link there?), transferparcel (Okay, for fun I linked OOooooo to this. My players will probably get a kick out of that, lol), toggletarget (what's the point of this one? Is to let the player know that targeting is on or off?), transferitem (without knowing the actual item, does putting a sound for this make sense?), whisper (if only I could find an actual whisper sound! lol).
Suggestions, thoughts, etc, are always welcome. Thanks!
Yes, you could force the Autosound system to learn by doing what you suggest.
Not all of the entries that the Autosound system learns about need / would want a sound (applyinit being a prime example - although you might want some sort of acknowledgment sound when this occurs, maybe). Some of the entries are what makes FG itself run, and the DOE: Sound is just "tapping into" an existing control system to facilitate their use as Sound Triggers IN ADDITION TO THEIR INTENDED CONTROL PURPOSE. It also allows a way for Ruleset and Extension Developers to provide a Sound Trigger system if they want - again, by tapping into an existing FG control system.
So, not every Autosound Entry will have an associated sound - and that's OK, the system will handle that. :)
Does that help clarify things?
Sort of... When you make a change to any info that is in a module the module itself isn't changed, but instead a special "overlay" copy of the changes are made and stored in the campaign. So when you export again you are only exporting the "overlay" stuff.
To modify a Module (and have it as a new Module - ie to "update" a Module) you either have to open up the Module and hand-modify the code, or open up the original campaign that the module was first exported from and make the changes there, then export the module afresh.
Those of us who make modules create a special "module campaign" for each module that is ONLY used for that module - which is used to do the creation in and make our changes (and re-export the updates) from the special campaign - its the only practicale long-term way of doing it (apart from hand-coding) :)
Cheers
It looks like the "auto sound" list is fairly small. I don't see a difference for a ranged attack and a regular melee attack, for example, and spell damage is the same as melee weapon damage.
Is there a way to associate sounds with specific spells, so shocking grasp, for example, makes a lightening sound. Or any damage of type fire makes a fire noise?
Looking forward to version 2.
Right now My favourite ability is to link the sounds to a list inside FG so I can have that window open and not be constantly switching to Syrinscape. Autosound is near, but my party has a variety of way to attack and one sword sound is probably not the absolute best option.
If I could open the spell list in D&D and add sounds to ones I want to so it plays every time it is cast (which would be really dependent on how the player set it up on their character sheet) but that also could be built into FG itself with the sound option turned on.
I used the sound extension in the game I DM tonight and it was a big hit. The players are looking forward to some functionality where they can play sounds themselves, I won't have an issue with anyone being too disruptive as we've all known each other for years.
Thanks for the time you took and for making it publicly available.
Ah! I did make a module campaign, and then when I read about updating, I thought it said you could do it on-the-fly so I stopped worrying about making changes in the campaign itself. >.< In fact, in one instance, so many changes were made in the game the players are in I'm not even sure how to "save" them. I don't think I could get them into the original campaign without some sort of workaround.
Incidentally, I've been thinking about adding to the autotriggers, and I was wondering if that could be done by creating a module that used DOE sound extension as a dependency, and then creating just triggers in that? Instead of having to hook it into a new ruleset?