View Poll Results: How should Autosounds Trigger?
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Thread: DOE: Sound Extension
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November 14th, 2016, 07:45 #341
This was the secuence of events:
I create the sounds, setup and chat sounds in campaing A. They all worked and still work ok.
I create B campaing and discovered that there were no sounds at all so i though there were two ways to have them: 1-To recreate them o 2-To export them to a module from campaing A.
Thats when i saw that there were only the option to export the sound miniboard, the autosound and the chat sound but no all the sounds i create that were on the setup tab. I exported them to a module named "sonidos generales",
Finally i load campaign B and open the module "sonidos generales" and saw the sound miniboard, autosound and chat sounds appear when i click on the sound icon.
From where?Have you copied them back into the new campaign
Not directly from the module but from the sound icon in the menu bar from the right and then from the chatsound tab there.are you trying to run them from the Module?
*The first time i open the "sonidos generales" module in campaing B, the chatsound automatically filled with the correspondent chatsounds.
https://www.dropbox.com/s/ltqou2o73z...itled.mp4?dl=0
Video from campaign B:Last edited by Salva; November 14th, 2016 at 07:48.
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November 14th, 2016, 07:50 #342
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November 14th, 2016, 08:52 #343
Yeah, OK, so yes, it sounds (no pun intended) that you are trying to run them from the Module - and I'm not sure that the ChatSound functionality will pick up the ChatSound Entries from a Module properly. I need to do some more investigating.
You see, the whole linking thing in FG was never designed to do what I've managed to get it to do with URL links and sounds - and it certainly doesn't integrate well into the export/import functionality of FG. The result is, frankly, I've had to "hack" the system to create some "special linkages" (which is why they show up as the purple box with the white treble-clef instead of the "normal" icons for a "normal" FG link) to get the export/import stuff to work (hence one reason for the MiniBoards). I know that when we drag a MiniBoard from a Module to somewhere in a campaign the drag-and-drop code I wrote causes the special linkages for sounds to be re-set back so that they work, and if we drag a Chatsound from a Module (group) to a campaign (group) the same drag-and-drop code again resets the special linkages, but the way that the FG export function works (and messes up the special linkages) I don't think that ChatSounds (or AutoSounds) will work "straight from a Module".
But as I said, I need to do some more research. I'll get back to everyone as soon as I can - and please, keep on using the DOE: Sound so that we can find out how you guys want to use it and get it to work that way (if we can). And remember: read the manual
CheersDulux-Oz
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November 14th, 2016, 09:31 #344
I am having the same thing happen as Salva when I export/import chat sounds. They simply will not trigger based off the chat box. I suspect you are correct in that they have to be dragged into a campaign folder first but that does not seem to work at the moment. I seem to recall you were having some issues with copying between folders but I am not sure where I read that. Hopefully we can get to a point where I can start including chat sounds with modules that go hand in hand with adventures. Looks that might take a little time but I am optimistic you'll get it there!
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November 14th, 2016, 09:43 #345
Actually I've just been working on it - I think I know what I need to do (and even maybe get them to trigger from a Module), but now I need to put it aside overnight to let my sub-conscious work through the details/issues/implications (that's how I code
)
Leave it with me - I'll get something sorted (hey, I got the MiniBoards to Export/Import properly
)
Dulux-Oz
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November 14th, 2016, 15:56 #346
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November 15th, 2016, 03:20 #347

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Dulux, I would like to be able to imbed a chat command in the read aloud text in story entry so it will be intercepted by your extension and cause a sound to play without the text appearing in the chat window. This would be a slash command using the slash command handler.
That way, you could drag the read-aloud text to the chat window to establish mood music for a location, but the slash command wouldn't appear in the chat window.
What do you think?
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November 15th, 2016, 03:35 #348
The way to do that is to have a SoundLink in the your Story Entry (via a MiniBoard) and click on the SoundLink then click on the Read Aloud button (you can do this now). All ChatSounds trigger off text in the ChatBox (that gets sent across the Net). AutoSounds trigger of OOB Messages (which by definition don't show up in the ChatBox) but they need to be "coded in" to the Ruleset by the Dev.
A slash command appears in the Chabox as part of their normal function.
In short, there's no way to trigger a ChatSound without the triggering text appearing in the Chatbox - that's how the (Chat)Sounds work.Dulux-Oz
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November 15th, 2016, 09:16 #349
Here is my Capture config: Attachment 16355
I just checked my Playback profile and was "None".
Maybe the problem is in Virtual Audio Cable? Since I have no idea of how to set it up and I didn't touch anything on it.
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November 15th, 2016, 09:44 #350
@AndreBLJ => Just out of interest, have you gone through the Wiki Entry (here) step-by-step? I know when I was writing it I had to go over the steps three times before I made sure it was all working correctly

Actually re-reading your posts leads me to believe that you have - still, it never hurts to checkDulux-Oz
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Alpha-Geek
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