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  1. #1

    MK Syrinscape Sound Links module

    For anyone who wants to be able to trigger Syrinscape sounds from within Fantasy Grounds, I have created a module and published it on the DMGuild.

    https://www.dmsguild.com/product/301...iate_id=712946

    This initial release is designed for use with the Syrinscape Fantasy, Sci-fi and Boardgame players. It is not yet compatible with the Syrinscape Online player. I am actively working on an extension that will allow the use of Syrinscape Online from within Fantasy Grounds. When the extension is complete, it will be included with this purchase, so you will not have to buy it again.

    This module does NOT currently require an extension.

    This and future releases are compatible with both FG Classic and FG Unity. It is built using corerpg story entries as the base and should be compatible with most if not all rulesets ( I have tested in corerpg, morecore, 5e all without issue.)

    This release contains all sounds currently released by Syrinscape as of today, slightly over 22,000 sound links organized by category (in groups), and story entries (1 story entry per soundset). The links are clickable and will trigger sounds in the Syrinscape Player. It is important to make sure that Syrinscape is launched and finished loading. The launching of Syrinscape seems a bit sluggish (to me, probably my old machines fault), so give it a minute to get loaded and ready before clicking on the soundlinks.

    Updates to this module will be free. I currently plan on updating somewhere between monthly and quarterly depending on Syrinscapes release schedule.

    Cheers

    *Edit*
    I am aware that some sound links appear to be dead. I am looking into the issue, but I am not sure if there is anything I can do about it. The links I am using are pulled directly from syrinscape website and match what is produced by retrieving the links through the various Syrinscape Players. The way it is supposed to work is that the Syrinscape Application registers a URIHandler with the Operating system. When a sound is triggered in FG, it is passed to the OS to open which is directed to the URIHandler that Syrinscape registers. For some of the sounds, Syrinscape doesnt appear to handle 3rd party links properly. That is a problem within Syrinscape.

    *Update*
    I just successfully tested triggering a link using Syrinscape Online, so the concept works! Now I need to do all the rest of the plumbing for the extension to make it usable. Also, in my testing I found that all of the dead links that I encountered with the Syrinscape players went away with Syrinscape Online. The sounds played just fine there.
    All Boardgame sounds will not trigger. This is due to the Syrinscape Boardgame player not allowing 3rd party integration. I will push an update with those sound links removed.

  2. #2

  3. #3
    I purchased your mod and read the readme.txt. I put it in the correct folder and loaded a Starfinder campaign and loaded the module in my library. Syrinscape is running and I can hear sounds when I activate them in Syrinscape but not in FGC. I am running on a Mac using the FGC WINE install. Was this mod tested for this type of install?
    FG Ultimate License
    Time Zone: US Eastern (GMT -5)

    Playing
    D&D all versions
    Savage Worlds
    Starfinder

  4. #4
    I have tested in Starfinder, and they work. But I have no ability to test with a Mac. I suspect there is an issue between WINE and the syrinscape protocol handlers, but I have no way to test.

  5. #5
    Quote Originally Posted by Ulric View Post
    I purchased your mod and read the readme.txt. I put it in the correct folder and loaded a Starfinder campaign and loaded the module in my library. Syrinscape is running and I can hear sounds when I activate them in Syrinscape but not in FGC. I am running on a Mac using the FGC WINE install. Was this mod tested for this type of install?
    DMGuild is also pretty good about allowing returns if you cant get it to work, just contact their support and explain that the module is incompatible with your setup.

  6. #6
    If this is similar to dulux’s solution then it won’t work on a Mac without a little work around. Below is a link to a write up I did on how to get FG and Syrinscape to work on a Mac through Wine using Dulux’s extension. The only problem is I never found a way to patch the audio through Wine into Discord for example. Maybe when the online player version is available it will work better with Macs as it should allow for links to web addresses.

    https://www.fantasygrounds.com/forum...scape-on-a-Mac

  7. #7
    I believe the underlying method of triggering the URL works the same way that dulux's did. Its an Instance.openWindow() call which triggers it. So it would suffer from the same limitations with Mac, WINE, and those complicated setups.

  8. #8
    Quote Originally Posted by mattekure View Post
    DMGuild is also pretty good about allowing returns if you cant get it to work, just contact their support and explain that the module is incompatible with your setup.
    I also have windows computers but I like Macs! No need for a refund but thanks for the suggestion. I will tinker with it and try to install Syrinscape in WINE with FGC.
    FG Ultimate License
    Time Zone: US Eastern (GMT -5)

    Playing
    D&D all versions
    Savage Worlds
    Starfinder

  9. #9
    Thanks for the prompt and timely responsiveness mattekure.

    Just got this extension, and I'm excited to make use of it. I'm using mostly MoreCore and so have been underutilizing Syrinscape up to now. This is a good use of $--offload lots of link management to a paid mod such as this.

  10. #10
    I think it might work in FGC on the Mac with the online player when you have that ready, as that is using web urls and I believe the Mac OS will allow that.

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