View Poll Results: How should Autosounds Trigger?

Voters
49. You may not vote on this poll
  • Keep as is (OOB Messages)

    3 6.12%
  • Off Chat Window Strings (more manual work for GM)

    4 8.16%
  • Have Both Options Avalaible

    38 77.55%
  • Don't care

    4 8.16%
Multiple Choice Poll.
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  1. #661
    Apologies if this has been asked before, but... Can a miniboard be shared with players, so the players can trigger sounds? i.e. a set of sounds could be created appropriate to PC allowing them to trigger these, leaving the DM/GM free to focus on other things? (I'd think the answer would be "yes"...)

  2. #662
    Quote Originally Posted by Hector Trelane View Post
    Apologies if this has been asked before, but... Can a miniboard be shared with players, so the players can trigger sounds? i.e. a set of sounds could be created appropriate to PC allowing them to trigger these, leaving the DM/GM free to focus on other things? (I'd think the answer would be "yes"...)
    Yes, you can do this. In addition, a player can actually be the "sound host" if you want to free up the DM's computer a bit. To be clear, if a player is the sound host, the DM must still load the appropriate sounds on their machine, but a player could turn on sounds in the options menu on their end if memory serves and act as the host. (They would also need to load syrinscape if you are using that and the appropriate sound packs).

    But, back to your basic question, miniboards can absolutely be sent to players for them to trigger their own sounds. I've done that on occasion.

    More info here: http://www.fantasygrounds.com/wiki/i...ound_Extension
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  3. #663
    dulux-oz's Avatar
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    Hi Everybody,

    I've just placed an update to the Extension on the first post (v4.0). Be aware that you will also need to download the new version of the DOE: Base Extension (v3.0).

    This one has quite a few new features, including Multi-Trigger ChatSounds (that work), the use of Magic Characters in Chatsound Triggers, the ability to give a Delay to a Sound, Chatsound and Autosound, and also the ability to Chain-Sounds together so that one will trigger another. All of these features ONLY work via a proper SoundLink, not via regular FG-Links - even more reason to use MiniBoards and Soundlinks.

    PLEASE READ THE MANUAL ON HOW TO USE THIS EXTENSION AND THE NEW FEATURES

    Let me also remind everyone that while I go on about Syrinscape a lot in the documentation, the DOE: Sound can be used with ANY 3rd-party sound system, provided that the 3rd-party sound system can be controlled via a URL (or URI) - please see you favorite 3rd-party sound system's documentation for how to use it with a URL/URI.

    For everybody's interest I've included a screen-shot of a ChatSound Record which is the start of a 7-sound Sound-Chain (also shown). I've also included (as a zip file) an audio capture of the Sound-Chain in action. I've called in Wilhelm Tell - if you know the legend of William Tell you'll get the joke. So picture the Baron's men, poor Wilhelm standing against the tree with an apple on his head, the villagers gathered around, and Wilhelm's father drawing back his bow...

    Attachment 18555



    As normal, if you have any issues or suggestions then please let me know.

    Enjoy!

    Cheers
    Last edited by dulux-oz; April 16th, 2017 at 07:38.
    Dulux-Oz

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  4. #664
    The new updated version dosen't work with Savage Worlds anymore? Its now gone from the extensions list when i select Campaign.

  5. #665
    dulux-oz's Avatar
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    Quote Originally Posted by Waltoft View Post
    The new updated version dosen't work with Savage Worlds anymore? Its now gone from the extensions list when i select Campaign.
    Give me a second....


    ... try that (FG's website / Cloudflare is giving me some issues tonight, causeing some uploads to go wrong)
    Last edited by dulux-oz; April 15th, 2017 at 12:43.
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Read my FG Blog here.

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Ongoing Video, Ruleset & Extension Development: via PayPal (Send To: [email protected])

    YouTube Channel/Tutorial Playlists: www.youtube.com/c/duluxoz

  6. #666

  7. #667
    Quote Originally Posted by dulux-oz View Post
    Hi Everybody,

    I've just placed an update to the Extension on the first post (v4.0). Be aware that you will also need to download the new version of the DOE: Base Extension (v3.0).

    This one has quite a few new features, including Multi-Trigger ChatSounds (that work), the use of Magic Characters in Chatsound Triggers, the ability to give a Delay to a Sound, Chatsound and Autosound, and also the ability to Chain-Sounds together so that one will trigger another. All of these features ONLY work via a proper SoundLink, not via regular FG-Links - even more reason to use MiniBoards and Soundlinks.

    PLEASE READ THE MANUAL ON HOW TO USE THIS EXTENSION AND THE NEW FEATURES

    Let me also remind everyone that while I go on about Syrinscape a lot in the documentation, the DOE: Sound can be used with ANY 3rd-party sound system, provided that the 3rd-party sound system can be controlled via a URL (or URI) - please see you favorite 3rd-party sound system's documentation for how to use it with a URL/URI.

    For everybody's interest I've included a screen-shot of a ChatSound Record which is the start of a 7-sound Sound-Chain (also shown). I've also included (as a zip file) an audio capture of the Sound-Chain in action. I've called in Wilhelm Tell - if you know the legend of William Tell you'll get the joke. So picture the Baron's men, poor Wilhelm standing against the tree with an apple on his head, the villages gathered around, and Wilhelm's father drawing back his bow...

    Attachment 18555



    As normal, if you have any issues or suggestions then please let me know.

    Enjoy!

    Cheers
    Awesome! Can't wait to download and try it. I have a game tonight and everything still seems to work with the versions I have of everything so I might wait until tomorrow when I can download and start testing everything. Awesome enhancements! Thanks for all your work on this!
    Live stream: https://www.twitch.tv/gwydione
    Youtube replays of fg sessions and tutorials: https://www.youtube.com/channel/UCQr...bIpAauZB41z8gA

    Free stuff:
    D&D5e FAQ module for fg: http://www.dmsguild.com/product/196704/FAQs
    FG 5e Module Conversions: https://tinyurl.com/y6awo2la
    Map Maker Conversion: https://tinyurl.com/y3awlo4b
    Roll Player Conversion: https://tinyurl.com/y399kffz
    Rangers of Shadow Deep Conversion: https://tinyurl.com/rnyrgwg

  8. #668
    I will wait till after my game tonight as well, but OMG - that must have taken a tone of work! Thank you! Thank you! Thank you!

  9. #669
    WOOOOW, I'm gonna try it asap

  10. #670
    Wonderful work Dulux -The Chatsound functionality in Savage Worlds works like a dream now.

    I do have a question on differentiating chatsounds. If I have 2 different beasts - both using "Fighting: Bite" as an attack - can I use different chatsounds for the attack depending on the creature? It doesn't appear to recognize the monster rolling the attack - perhaps because that piece is not transferred over the internet?

    By way of example, I have a dragon and a giant worm, both have "Fighting:Bite" as their attack - but when I use the trigger as "Giant Worm: Fighting: Bite" or "Dragn: Fighting: Bite" - the chatsound doesn't trigger.

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