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  1. #51
    I havent ran a game with this yet. But I have tested it with a player for a short minute just a check on functions. Its works great. Thanks for the updates. Looking forward to chat triggers feature in the future. Thanks again great work.

  2. #52
    Thanks. I got chat triggers working this afternoon. I expect a release to be ready later this week as I still want to test some things and get it ready for release. But everything seems to be working great. I am working with Rob2e and already have a functioning trigger module with 95% of his old Sounds module for the DOE extension. Some of them need to be updated, but the vast majority are working great.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  3. #53
    That's some awesome news. So looking forward to it and so are my players. Thank you so much.

  4. #54
    v1.4 being released later today. Now includes Chat Triggers!!!!!!

    On a related note, Rob will also be releasing a module containing all the chat triggers from his previous sounds product, but re-engineered to work with mine. So keep an eye out for that too.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  5. #55
    This is the best news I've had all day. And boy did I need some. Thanks cant wait to try. Great work.

  6. #56
    v1.4 of the extension is now available. If you have already purchased it, the download should be available. This version adds the capability to trigger sounds via chat triggers.

    In addition, Rob and I have released a module with premade sound triggers designed for 5e. This optional module requires the Syrinscape Sounds Extension and Sound Links module to work. It provides over 400 premade triggers for 5e actions, spells, attacks, and more. That module is available here: https://www.dmsguild.com/product/303...iate_id=712946
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  7. #57
    I just got your product from the DM’s Guild and thanks for putting in this option, while not the ideal setup at least now I can trigger sounds on FG on my Mac.

  8. #58
    I'm a bit of a dummy so could you clarify. The chat triggers work with the syrinscape online player, correct?

  9. #59
    Yes, it works with any of the sounds and both the Syrinscape Online & Genre players. The triggers are just a way to automatically play a sound based on text that appears in the chat.
    Last edited by mattekure; February 19th, 2020 at 13:19.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  10. #60
    FG, Syrinscape & Macs

    I am posting this in both Celestian's AudioOverseer thread and my own MK Syrinscape Sounds extension thread to help people understand a bit about why using either of these extensions may not work as you expect on a Mac. It may be a bit technical at points.

    Fundamentally, both extensions (and the previous DOE Sound extension) trigger links using the same functionality within Fantasy Grounds. ie. we all trigger sounds the same way. So if it works for one extension, it will typically work for any of them. Links triggered in FG are passed to the Operating System to figure out how to handle.

    How Syrinscape handles sound triggers:
    Both the Syrinscape Online player and the older Fantasy & Sci-Fi players are designed to listen for sound triggers using custom protocols. Syrinscape Online listens for links triggered using the syrinscape-online: protocol, the Fantasy and Sci-Fi players listen for syrinscape-fantasy: and syrinscape-scifi: protocols. When you install a syrinscape player, the software registers its protocol with the Operating System. Basically, it tells your OS "if you see something with this protocol, send it to me". If the software receives a trigger from the OS, it attempts to play the sound in the link.

    Difficulties with Macs:
    The difficulties experienced by Mac users stems from a combination of factors.
    1. FGC does not currently have a native Mac client. FGU will resolve this.
    2. Due to FGC not having a native Mac client, in order to run FGC on a Mac, you have to use some form of emulation technology such as Parallels or Wine.
    3. Most emulation technology including Wine & Parallels do not handle protocol handoffs perfectly between the emulation and the native Mac OS.


    So the normal triggering chain would go somthing like this:
    User triggers a sound->FG sends that link to OS->OS hands it to Syrinscape->Syrinscape plays sound.
    On a Mac this communication breaks down as the emulator doesnt pass the triggered protocol to the base Mac OS perfectly or maybe not at all. So if you have a native Syrinscape mac client installed on your Mac, it is never receiving the triggers.

    There are a couple of threads that discuss getting it working on a mac. From my understanding, it mostly involves installing and running both syrinscape player and Fantasy grounds in Wine/Parallels so that they can communicate with each other, rather than passing the links onto the base Mac OS.
    https://www.fantasygrounds.com/forum...scape-on-a-Mac
    FG Unity: FGU will have a native mac client which should resolve these issues. With a Syrinscape player mac client, and an FGU mac client, they should be able to communicate without issue.
    Last edited by mattekure; February 19th, 2020 at 14:40.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

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