View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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January 10th, 2017, 00:40 #521
My screenshot attached will be different because of the theme I use but same concept. There should be a circle with a slash through it at the bottom right of the sound popup. See where I circled in the attached screenshot. Once you click that it will open up the red slashes next to each chatsound as per the attached image. Just click on one of them to delete a sound.
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January 12th, 2017, 19:57 #522
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Thanks,
I was able to delete the sounds.
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January 12th, 2017, 21:53 #523
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January 13th, 2017, 03:02 #524
Dulux-Oz
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January 13th, 2017, 03:20 #525
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Thanks, Dulux!
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January 13th, 2017, 12:22 #526
By the gods!
When? When?
Sorry for the pressure!!! rssss
obs: i am still using 3.2.2
Thanks man!Last edited by christophersons; January 13th, 2017 at 18:22.
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January 19th, 2017, 01:26 #527
Hi Everybody,
I've just placed an update to the Extension on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.
As normal, if you have any issues or suggestions then please let me know.
Enjoy!
CheersDulux-Oz
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January 19th, 2017, 12:25 #528
Is it possible to add a delay time for the sound trigger? Like when there is a successful attack, in case there are two sound trigger for a single action, but the sounds overlap and you can not distinguish one sound from the other.
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January 19th, 2017, 12:28 #529
I don't know - I'll have to look into it.
But I have a feeling that because FG is asynchronist it might not be possible
Edit: Actually, thinking about this some more (in my late-night-addled-brain-state) unless I've make a massive coding error its not possible to trigger two Chatsounds off the same Chat Box string. The way the Chatsound system works is that it scans the entire Chatsound list looking for the best (ie longest) match of a Chatsound trigger to the Chat Box string, and then plays the best one found. So even if you've got two Chatsound triggers the same in two different Chatsound Entries only one of them will play.
But it's not the Chatsound that plays the sound; the Chatsound sends an OOB Message to all the connected computers which is picked up by other parts of the DOE: Sound which then plays the sound.
And even that's not true - its not that the DOE: Sound plays the sound; it sends a command to Syrinscape to play the sound.
The only way you'd get two sounds playing off the same Chat Box string is if you had a Chatsound and an Ausotsound with the Autosound triggered off the OOB Message cause FG to display the Chat Box string.
Unless I've made a massive coding/logic blunderLast edited by dulux-oz; January 19th, 2017 at 12:57.
Dulux-Oz
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January 19th, 2017, 13:36 #530
Like this:
Attachment 17497
For an attacking action, I have a sound trigger for "Fighting: Short Sword" and a sound trigger for "..] Parry: 7 -> Hit!" (The colon at the beginning is part of the name of the character to differentiate whether it is male or female: ".." for woman and "." For man to differentiate the sounds of each type.. kkkkkkkk!!!. When I make the attack these two sounds overlap.
Edit: I understood what you saidLast edited by christophersons; January 19th, 2017 at 13:51.
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