Little post in order to share ideas/experience about some of the Chatsound triggers I created for my DD5E campains. Maybe it will help some new users of this incredible extension, anyfeedback are welcome:
*TURN sound
Trigger 1 : TURN
Trigger 2: Creaturename
--> plays a sound at the begining of the creature/hero turn
*Specific weapon attack sound:
Trigger 1: ATTACK
Trigger 2: Weapon name
--> sound when someone is using the specific weapon attacking
*Specific weapon dealing damage:
Trigger 1: DAMAGE
Trigger 2: Weapon name
--> sound when the specific weapon damage is rolled
*General HIT-when-attacked-sound
Trigger 1: HIT]
--> a sound confirming an attack hit
*General MISS-when-attacked-sound
Trigger 1: MISS]
--> a nice sound of a sword through the air confirming a general attack missed
*Creature hurt sound
Trigger 1: Damage
Trigger 2: Creaturename] [S
--> triggers when the creature takes damage that change its status (I have the detailed status option visible for players).
For a player damaged, just remove the "] [S" part of the second trigger
*Creature dead sound
Trigger 1: Damage
Trigger 2: Creaturename
Trigger 3: DAMAGE
--> plays a sound when the creature dies
*Crit/fumble sounds
Trigger 1: CRITICAL HIT / AUTOMATIC MISS
--> plays a sound when a CRIT / fumble is scored
*Spell cast sound
Trigger 1: CAST
Trigger 2: Spellname
-> plays a sound when the spell is cast
*Spell damage sound
Trigger 1: DAMAGE
Trigger 2: Spellname
--> explicit I guess
Sequence during a combat would then be:
1) new unit turn -> specific unit sound
2) attack or spell cast -> specific spell cast/weapon attack sound
HIT or MISS -> general sound
3) damage rolled if any (weapon of spell) -> specific weapon/spell damage sound
damage applied to creature/hero -> specific unit sound // damage applied resulting in a death -> specific unit sound
Its a lot of work to do this for each monster (3 sounds for each + attacks/spells) but its really really immersive. You will have to play with the delay field if you are not using Syrinscape in order to avoid a sound killing the previous one. Creating sounds only for the players weapons/spells/turn/damaged can be a very good begining though. With couple of ambience musics (short though as they are easily annoying) and a nice combat playlist...I cant tell how much I love this extension :D

