View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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January 25th, 2017, 14:24 #551
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?
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January 25th, 2017, 14:33 #552
No, its not possible to trigger two Chatsounds off the one Chat String.
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January 26th, 2017, 20:24 #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. LOLLast edited by wthrasherb; January 26th, 2017 at 20:31.
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January 27th, 2017, 01:00 #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
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January 28th, 2017, 01:28 #555Patriarch
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February 1st, 2017, 19:34 #556
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?
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February 1st, 2017, 19:36 #557
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....
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February 7th, 2017, 01:45 #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?
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February 7th, 2017, 03:19 #559Warrior-Priest
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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
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February 7th, 2017, 13:41 #560
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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