Starfinder Playlist

View Poll Results: How should Autosounds Trigger?

Voters
49. You may not vote on this poll
  • Keep as is (OOB Messages)

    3 6.12%
  • Off Chat Window Strings (more manual work for GM)

    4 8.16%
  • Have Both Options Avalaible

    38 77.55%
  • Don't care

    4 8.16%
Multiple Choice Poll.
Page 53 of 162 First ... 3 43 51 52 53 54 55 63 103 153 ... Last
  1. #521
    Hi Everybody,

    I've just placed an update to the Extension on the first post. Be aware that you will also need to download the new version of the DOE: Base Extension.

    As normal, if you have any issues or suggestions then please let me know.

    Enjoy!

    Cheers
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  2. #522
    Is it possible to add a delay time for the sound trigger? Like when there is a successful attack, in case there are two sound trigger for a single action, but the sounds overlap and you can not distinguish one sound from the other.

  3. #523
    I don't know - I'll have to look into it.

    But I have a feeling that because FG is asynchronist it might not be possible

    Edit: Actually, thinking about this some more (in my late-night-addled-brain-state) unless I've make a massive coding error its not possible to trigger two Chatsounds off the same Chat Box string. The way the Chatsound system works is that it scans the entire Chatsound list looking for the best (ie longest) match of a Chatsound trigger to the Chat Box string, and then plays the best one found. So even if you've got two Chatsound triggers the same in two different Chatsound Entries only one of them will play.

    But it's not the Chatsound that plays the sound; the Chatsound sends an OOB Message to all the connected computers which is picked up by other parts of the DOE: Sound which then plays the sound.

    And even that's not true - its not that the DOE: Sound plays the sound; it sends a command to Syrinscape to play the sound.

    The only way you'd get two sounds playing off the same Chat Box string is if you had a Chatsound and an Ausotsound with the Autosound triggered off the OOB Message cause FG to display the Chat Box string.

    Unless I've made a massive coding/logic blunder
    Last edited by dulux-oz; January 19th, 2017 at 12:57.
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  4. #524
    Like this:

    Attachment 17497

    For an attacking action, I have a sound trigger for "Fighting: Short Sword" and a sound trigger for "..] Parry: 7 -> Hit!" (The colon at the beginning is part of the name of the character to differentiate whether it is male or female: ".." for woman and "." For man to differentiate the sounds of each type.. kkkkkkkk!!!. When I make the attack these two sounds overlap.

    Edit: I understood what you said
    Last edited by christophersons; January 19th, 2017 at 13:51.

  5. #525
    OK, that makes sense - but that's two Chat Box strings, and hence the first Chatsound is triggering off the first Chat Box string and the second of the second Chatbox string.

    I'll look into the delay - I'm just not very hopeful, that's all
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  6. #526
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    19,038
    Blog Entries
    9
    What about adding a delay (a period of no sound/volume) in the sound file itself? Not ideal, but wouldn't that work?

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  7. #527
    Quote Originally Posted by LordEntrails View Post
    What about adding a delay (a period of no sound/volume) in the sound file itself? Not ideal, but wouldn't that work?
    I use Syrinscape and i dont know how to modify the file.

  8. #528
    rob2e's Avatar
    Join Date
    Sep 2015
    Location
    Spokane, WA
    Posts
    1,338
    Blog Entries
    13
    Everything works, but as of 3.2.2 (yes I have the new ext installed) I am getting the following script error whenever i try to open a chatsounds record.
    Attachment 17525
    Last edited by rob2e; January 20th, 2017 at 09:19.
    rob2e - Join me on Discord!
    Become a Patron!
    Follow me on the Twitters
    Come watch the Twitches... twitch.tv/rob2e
    Also my YouTube Channel
    Available on the FORGE
    My Dungeon Master's Guild Material

  9. #529
    Let me take a look-see -5e Ruleset and other Extension (apart from the DOEs) loaded?
    Dulux-Oz

    √(-1) 2^3 Σ Π
    ...And it was Delicious!


    Alpha-Geek
    ICT Professional
    GMing Since 1982
    NSW, Australia, UTC +10
    LinkedIn Profile: www.linkedin.com/in/mjblack

    Watch our games on Twitch: www.twitch.tv/dulux_oz

    Support Me on Patreon: www.patreon.com/duluxoz

    Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz

  10. #530
    I would like to use this .ext for my campaign. Just one question before i buy the Syrinscape subscribe. Inside FG the .ext can play 2 or more sounds simultaneously (one ontop of other) or only one at a time (the 1st sound stop when the 2nd trigger)?
    Thank you .

Page 53 of 162 First ... 3 43 51 52 53 54 55 63 103 153 ... Last

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Refer a Friend

Log in

Log in