View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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December 30th, 2017, 05:35 #971
For something like this you may want to use the DOE: OLE instead.
Dulux-Oz
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January 4th, 2018, 12:16 #972
Hi Everyone,
Just a quick note to let you all know that the DOM SoundLink Library - a Module of all of the available Syrinscape SoundLinks pre-packaged as DOE: Sound SoundLinks - has just had this month's version (January 2018) put up on DM's Guild.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
You can find the DOM SoundLink Library here.
CheersDulux-Oz
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January 4th, 2018, 22:21 #973
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Picked it up, Dulux. This is a great service you do for us keeping the list complete.
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January 8th, 2018, 21:00 #974
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January 11th, 2018, 03:06 #975
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I bought Fantasy Grounds Sounds at Dungeon Masters Guild, it is AWESOME! I was doing the trigger coding myself & struggling to do all that. I was hoping to use it in "triggering" sounds when players cast a spell or do an attack, etc. Do I have to do any thing to have that coding be automatic, or is it manual?
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January 11th, 2018, 05:07 #976
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January 11th, 2018, 05:57 #977
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January 11th, 2018, 06:04 #978
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
CheersDulux-Oz
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Alpha-Geek
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January 11th, 2018, 06:14 #979
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.
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January 11th, 2018, 07:05 #980
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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
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