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May 26th, 2022, 18:14 #831www.accidentaldm.com - The diary of a Newbie DM
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May 26th, 2022, 18:57 #832
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June 21st, 2022, 18:42 #833
- Join Date
- Mar 2020
- Posts
- 9
Hi,
I am having an issue when using audio triggers together with an imported audio list.
I had created an initial list of audio entries in campaign A. I exported this list to campaign B, which already had its own list of audio entries.
When I try to add audio entries from campaign B to a random trigger, the trigger incorrectly looks for the audio entry from campaign A. It seems like AudioOverseer gets confused when having to deal with an index coming from a module, if the same ID is present in the campaign.
Here is an example of the issue.
Audio entries in module exported from campaign A. Exported as EXP_A
- Sound_A - id-0001
- Sound_B - id-0002
- Sound_C - id-0003
Audio entries created in campaign B
- Sound_1 - id-0001
- Sound_2 - id-0002
- Sound_3 - id-0003
I am currently running campaign B. I will now create a trigger with Sound_C from campaign A and Sound_1 from campaign B. Here is how it looks like in the database.
Code:<randomsoundlist> <id-00001> <name type="string">Sound_C</name> <sound type="string">audio.id-00003@EXP_A</sound> </id-00001> <id-00002> <name type="string">Sound_1</name> <sound type="string">audio.id-00001</sound> </id-00002> </randomsoundlist>
- Sound_C
- Sound_A, where it should be Sound_1
For now, the only way to avoid this issue is to get the indexes in Campaign B to be different from those in the exported module. In the example, we can avoid the issue by moving the indexes in campaign B to 4,5 and 6.
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July 5th, 2022, 17:53 #834
Did anyone manage to get this working with local files? I still haven't managed.
www.accidentaldm.com - The diary of a Newbie DM
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July 8th, 2022, 13:01 #835
- Join Date
- Mar 2017
- Posts
- 2
Doesn't work with local files anymore? Or is there a solution?
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July 8th, 2022, 14:45 #836
Hey there @Rylan
Yes I do have it working for myself again ... happy days! But note that I'm a FGU Linux user so draw from what i've done that you can. Previously I would have a trigger configured as follows:
Code:Souce1 = /home/username/Music/spell/magicmissile-barrage.ogg
Code:Source1 = file:///home/username/.smiteworks/fgdata/music/spell/magicmissile-barrage.ogg
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July 10th, 2022, 03:40 #837
Perhaps try something like this on windows:
Code:file:///C:/Program%20Files/smiteworks/fgdata/Music/Ambiance/A%20Call%20to%20Battle.mp3
Oh and one last thing ... before AudioOverseer there was DOE:sound ... here are some posts in that thread that are quasi related and might help: https://www.fantasygrounds.com/forum...l=1#post336949Last edited by skj310; July 10th, 2022 at 03:45.
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July 10th, 2022, 07:57 #838
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July 10th, 2022, 18:46 #839
- Join Date
- Feb 2012
- Posts
- 119
We just switched to AD&D 2E and I am not sure if there is a chat trigger file or if I need to do it myself. Is there such a file available?
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July 10th, 2022, 18:48 #840---
Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
Documentation for AD&D 2E ruleset.
Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.
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