Starfinder Playlist
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  1. #1

    FGU 4.4.0 Feedback

    So far not much to complain about - the UI is fine, the "Next Page" not working I already messaged Moon Wizard about.

    But just from a UI point of view the icons for Play and Stop could so with some alts so you know they have been clicked - shading or colouring maybe. That way you know its working properly (some sounds take their time to play, they have a long silent intro section sometimes.)

    Screenshot_20230527_104908.jpg

  2. #2
    The play button and stop button is just a trigger. As far as we're aware, the Synriscape web client does not currently provide a feedback mechanism to specify any details about the state of the sound session or whether something is playing or not. We're limited to calling URL triggers on their system.

    We do put any non-oneshot sounds into a Now Playing list in the Sound - Context window to give you an idea of what "should" be playing ongoing.

    Regards,
    JPG

  3. #3
    Quote Originally Posted by Moon Wizard View Post
    The play button and stop button is just a trigger. As far as we're aware, the Synriscape web client does not currently provide a feedback mechanism to specify any details about the state of the sound session or whether something is playing or not. We're limited to calling URL triggers on their system.

    We do put any non-oneshot sounds into a Now Playing list in the Sound - Context window to give you an idea of what "should" be playing ongoing.

    Regards,
    JPG
    I understand that, just some visual queue that the click worked, like when you click on the Party Sheet Icon etc., would be nice.

  4. #4
    Quote Originally Posted by Jiminimonka View Post
    I understand that, just some visual queue that the click worked, like when you click on the Party Sheet Icon etc., would be nice.
    To clarify: The suggestion is having button and button_down assets, not a button that toggles between play/pause or a "playing" indicator.

  5. #5
    Related to sounds - if Dice sounds can be played thru FGU - could you not implement it so Local Sounds play via the client as well - so the GM shares the sound files, like an image, and then they can be triggered on the FG client?

  6. #6
    Dice sounds are just sound clips baked into the client program itself.

    Playing any random clip that a user would want to play across the network requires new asset/network sharing code specifically for sounds; as well as APIs to control the sounds. Also, once you do that, people are going to ask for being able to mix sounds, synchronize sounds, etc. It's an entire feature set that would need to be built, that is already handled by sound programs such as Syrinscape (or using pipes).

    It's definitely something that could be done given relevant development time; but it's not on our current priority list to do.

    Regards,
    JPG

  7. #7
    Quote Originally Posted by Moon Wizard View Post
    Dice sounds are just sound clips baked into the client program itself.

    Playing any random clip that a user would want to play across the network requires new asset/network sharing code specifically for sounds; as well as APIs to control the sounds. Also, once you do that, people are going to ask for being able to mix sounds, synchronize sounds, etc. It's an entire feature set that would need to be built, that is already handled by sound programs such as Syrinscape (or using pipes).

    It's definitely something that could be done given relevant development time; but it's not on our current priority list to do.

    Regards,
    JPG
    Ok. Thanks.

  8. #8
    Shading added to play/stop/volume buttons when pressed, in the latest Test build.

    Regards,
    JPG

  9. #9
    Quote Originally Posted by Moon Wizard View Post
    Shading added to play/stop/volume buttons when pressed, in the latest Test build.

    Regards,
    JPG
    You replied to 4.4.0 Feeback at 04:40

  10. #10
    The One Shot sound volume keeps reverting to 60 each session.

    Screenshot_20230531_225716.jpg

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