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View Poll Results: How should Autosounds Trigger?

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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.
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  1. #551
    Quote Originally Posted by dulux-oz View Post
    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
    Dulux! I fell into this problem. I have a wizard and would like to use two sounds for the same chat box. One for evocation of magic and one for the sound of magic firing. As you said before, the code does not allow you to do this yet. And it would have to use Autosound to implement. The problem is that for both evocations and trigger effects, they have several different sounds.
    Is it possible to make this improvement? Enable the use of two or more sounds for the same chat box?

  2. #552
    No, its not possible to trigger two Chatsounds off the one Chat String.
    Dulux-Oz

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  3. #553
    Please help! Game time is in less than 5 hours and my DOE Sound extensino isn't working. I can go without tonight if I have to. I just want to be able to save sounds and trigger them from fantasy grounds so i don't have to jump into syrinscape to find the sound. First world problems, I know.

    I got an error message a couple of times, but was unable to reproduce the error message to post a screen shot here. I initially recieved an error when creating a new sound. I'm not sure where in the new sound creation process the error popped up right now. I will continue to try and recreate the error message...

    It's not doing the old "auto-sound" error like I've experienced in the past.

    I HAVE added a couple of provisional extensions, but they shouldn't be interfering. I will disable them and check.

    I have not used the sound extension since the most recent FG update, but I have updated all my extensions to the newest versions.

    Any help will be much appreciated!


    I'm an idiot... you have to turn sounds "on" in the settings if you actually want to hear stuff. Imagine that. LOL
    Last edited by wthrasherb; January 26th, 2017 at 20:31.

  4. #554
    Glad you got it sorted, wthrasherb.

    That one's caught quite a few people since it was introduced with v2 - those that didn't RTFM, that is
    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

  5. #555
    Quote Originally Posted by wthrasherb View Post
    Please help! Game time is in less than 5 hours and my DOE Sound extensino isn't working. I can go without tonight if I have to. I just want to be able to save sounds and trigger them from fantasy grounds so i don't have to jump into syrinscape to find the sound. First world problems, I know.

    I got an error message a couple of times, but was unable to reproduce the error message to post a screen shot here. I initially recieved an error when creating a new sound. I'm not sure where in the new sound creation process the error popped up right now. I will continue to try and recreate the error message...

    It's not doing the old "auto-sound" error like I've experienced in the past.

    I HAVE added a couple of provisional extensions, but they shouldn't be interfering. I will disable them and check.

    I have not used the sound extension since the most recent FG update, but I have updated all my extensions to the newest versions.

    Any help will be much appreciated!


    I'm an idiot... you have to turn sounds "on" in the settings if you actually want to hear stuff. Imagine that. LOL
    You're not the only one - thank you!!!

  6. #556
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    What fresh new thing has happened now? (I'm sure it might be me) - yes I said sure, then might.

    I have DOE ext Main, OLE, and sounds only installed, yet no sound button?

    Attachment 17720
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  7. #557
    rob2e's Avatar
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    What fresh new thing has happened now? (I'm sure it might be me) - yes I said sure, then might.

    I have DOE ext Main, OLE, and sounds only installed, yet no sound button?

    Edit: It WAS me! Of course. So I should turn on the sound button in the library then, er....

    Attachment 17720
    rob2e - Join me on Discord!
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    Also my YouTube Channel
    Available on the FORGE
    My Dungeon Master's Guild Material

  8. #558
    Hi!

    I'm trying the latest version of the extension ( Chatsound with 2 triggers ). I noticed that if the first trigger match, and the second trigger doesn't, the sound is played anyway. It looks like a bug compared to the previous implementation where a perfect trigger match is required.

    Expected Result:
    When I apply an effect I play a specific sound, but I don't want to play it when the effect is removed ( with removal extension ).

    Repro:
    - I create a chatsound with 2 triggers:
    - The first trigger contains the "Effect[DESCRIPTION DESCRIPTION]" text
    - The second trigger contains "-> [to PGNAME]".
    - Apply Effect and the sound is played
    - Remove Effect, the same sound is played too

    Is this intended by design?

  9. #559
    Trying to make a chat sound for some spells for players using the 5e ruleset and i get this error. Anyone know what im doing wrong?Attachment 17801

  10. #560
    Quote Originally Posted by sammyp03 View Post
    Trying to make a chat sound for some spells for players using the 5e ruleset and i get this error. Anyone know what im doing wrong?Attachment 17801
    Does this come up any time you try and create any chatsound? I suspect it is an incompatibility issue but not sure. Can you post what extensions, if any, you have loaded? One thing I always try is to strip off all extensions and just load the DOE extensions and see if it all works and then start loading back the other extensions one by one. I know some of the themes can be incompatible as an example.
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