Not really a helpful answer, is it?
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That depends - on how good the manual is - and the manual is very good.
The short answer to your question is that it really does depend on exactly what you are trying to achieve - unfortunately I am unsure of your intentions from you question as it is posed, perhaps if you were to elaborate?
The long answer is that the answer you seek is almost certainly in the manual or can be inferred from the information in the manual - which is probably why damned pointed you in that direction.
So, you can either (or both) elaborate on your question and we'll see about answering it and/or read the manual - its probably worth doing both :)
We'll hear from you soon :)
Cheers
For an action to trigger a sound someone has to tell the system what action and what sound...
How to do that is in the pretty well written manual.
I have read the manual and a have a general understanding that sounds can be triggered by coding that is posted into chat.
As you know, when a character cast "heal", [HEAL] appears in the chat. I have set it up in the Chat-Sound to play Syrianscape- Kyra Female Cleric, Heal Light sound.
The Fantasy Grounds Sounds module that I bought at Dungeon Masters Guild does not appear to have the ability to be triggered by the code, nor does it appear that it can be edited to do so. I sent an email to Rob Twohy (the credited author of the Fantasy Grounds Sounds module) and he referred me to you (Dulux-OZ).
Several questions here regarding the sounds that are in Fantasy Grounds Sounds module
1. Are they coded to be triggered by players actions?
2. If not, do they have to be clicked on by the DM?
3. Can they be edited?
I hope this clarifies, if not let me know.
Thanks,
Nogo
-6 UTC
Things to check:
1. Have you turned sounds on in FG?
2. Have you got an active Syrinscape subscription?
3. Have you tested using a localhost client connection and doing the rolls from there?
Yes to all the above....
OK, the Fantasy Ground Sounds Module was done (as you are aware) by Rob. While he and I have a "licensing deal" I have very little knowledge of what Rob has done re: the internals of the Module. Having said that, if the following answers don't satisfy the questions then we may need to bring Rob in on this (hopefully he's reading this anyway). So...
- I believe they are coded to trigger on the appearance of specific combinations of characters that appear in the FG Chat window - ie that they are ChatSound Records. How the particular combinations of characters end up in the Chat Window (ie via GM and/or Player action) doesn't matter.
- If they are ChatSound Records (as I believe they are) then they can also be clicked on by the GM, and if shared by the GM to a Player or the Players as a whole, by the Player(s) as well.
- If its a "standard" Module then yes, I believe it can be edited - provided the License the Module is sold under allows this, of course.
Cheers :)
Hey nogo. Maybe I can help as I assisted rob in putting together the Fantasy Grounds sounds module. Some of what I will type here is for everyone and some is for you specifically. First, there are two modules on the dmsguild. First is dulux-oz's which is the DOM: soundlink library. This one contains raw SoundLinks ready to drop into ChatSounds, Miniboards and/or Autosounds, or can even be triggered directly from the Library itself. You can find that one here:
https://www.dmsguild.com/product/230...--January-2018
The second file and I believe the one you have is Rob's module which has coding for a large number of sounds and will trigger directly off of word(s) that come through the chat window in fantasy grounds. For example [DAMAGE] Acid Splash in the chat window will trigger the Syrinscape sound for acid splash. Many of the FG spells and weapons and even environmental effects are already coded in this module. You can find that product here:
https://www.dmsguild.com/product/214...s&test_epoch=0
The dependencies for Rob's modules are that you need to have the DOE base and DOE sound extensions loaded in the campaign you are playing and you need to have Rob's sound module loaded in the campaign you are running. You also need to have the appropriate Syrinscape soundpack loaded on your computer for the trigger to work. Each sound we built is completely customizable. I'm including a screenshot in this post to show you acid splash. It is coded to trigger off of [DAMAGE] Acid Splash, but as you can see, once I opened the soundlink (unlocked it) I can now change the trigger to be whatever I want or even change the syrinscape link if you prefer a different sound.
As I think you know from reading the dulux-oz manual the sound has to travel over the internet for it to trigger so if you are testing this on your own you need to open another fg instance as localhost to see if the sound will trigger. You also need to make sure in your options within fg that the triggers are actually being passed. Meaning, if you hide results of all roll totals many or all of the sounds might not trigger as the words aren't being passed through chat. Play around with the options to see how that affects the sound triggers.
I hope this is helpful and answers your questions. Feel free to pm me or post here with additional questions. I do check regularly I was just sleeping last night when you all were discussing!
Thank you Gwydion,
It was late last night & I figured that Dulux Oz might see this as he is +10 UTC :)
So...
The short answer is I think got it working! With the lock off, I can now can see the triggers as shown in you screen shot. Just a quick look using my localhost connection into my DM acct, things appear to work!
The culprit here? Old versions of Sound Extension & Base Extension. This morning I looked at them both and saw this. I updated those both to the current versions & seemed to have got it going.
Root cause was my thinking that FG updates included these. THEY DO NOT! To prevent re-occurrence I will need to verify my extension updates when FG is upgraded.
Thanks to all for the help on this!
Nogo
-6 UTC