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View Poll Results: How should Autosounds Trigger?

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  • 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%
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  1. #701
    Quote Originally Posted by arcanjl View Post
    The way I did it is create sound for the weapon and one for the miss with a 10 delay. works freaking awesome, then you don't have to over-program.

    Attachment 18662
    What are the units on the delay? It doesn't seem to be seconds or milliseconds. Is it just some arbitrary scaling number, and requires experimentation to get the desired effect?

  2. #702
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    Hi Trenloe my first impression of this is that it could be a moot point. Dulux_Oz doesnt this DOE share the URL to the remote computers and those computers then launch an appropriate app to run the file?
    If so it shouldnt work because no one else will have access to files on that URL as it is both a URL valid only from being on that computer and other computers dont have access to it.

  3. #703
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    Wow, that's smart Trenloe! You are right on all accounts. Always happy when the community answers back, and knows so much!

    Setting up .cmd files as suggested works perfectly, and now I am hearing the desired local sounds! So thx for that very valuable input!

  4. #704
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    Quote Originally Posted by damned View Post
    Hi Trenloe my first impression of this is that it could be a moot point. Dulux_Oz doesnt this DOE share the URL to the remote computers and those computers then launch an appropriate app to run the file?
    Only for those players that have sound enabled in their campaign setting.

    @skj310 is wanting to run this locally on their Linux computer. I would also imagine that a lot (if not the majority) if people, use this extension to play sounds locally and pipe them to the players via an audio comms app. In which case, the discussion above is relevant to these people.
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  5. #705
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    Yes, that is again correct Trenloe. Within linux there are some OS specific tricks and tweaks that are necessary to be able to provide the same experience to connected players that is available to GMs that host using Windows OS. My thoughts are that extensions ought to sit outside of, and are independent of OS ...

    As Trenloe put it, as a GM, I just want to pipe sound to the players and within Linux there are just a few extra tricks a user needs to know as the majority of instructions are windows-centric (as most users tend to use that OS). In the end my goal is to run this extension to setup chatsounds that get piped back to the players as they interact within the campaign. The chatsounds are a FANTASTIC feature Dulux-Oz implemented to automate those interactions ... and hence being able to use local files for such sounds was a LARGE boon! Hope that makes sense regarding the conversation 'tween myself, Dulux-Oz and Trenloe.

  6. #706
    Trenloe's Avatar
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    Quote Originally Posted by skj310 View Post
    My thoughts are that extensions ought to sit outside of, and are independent of OS ...
    It's a nice thought, but... Community extensions very often push the bounds of what is possible within Fantasy Grounds - doing "stuff" that the developers never dreamed of. I'm sure the FG devs never thought that, when they added the "url" windowclass to allow clickable web page links in the chat window, someone would take that and allow launching of sounds, files, apps, etc. both locally and remotely.

    It will be rare for community extension developers to test their extensions on any other operating system than the one they use themselves.

    Plus, also remember, Linux has never been an officially supported operating system for Fantasy Grounds.
    FG Wiki: How to Compile the FG Logs

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  7. #707
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    Don't I know it ... that's the case with MOST s/w ... never officially supported on LX. Although, thankfully, this is slowly starting to change.

  8. #708
    Quote Originally Posted by darrenan View Post
    What are the units on the delay? It doesn't seem to be seconds or milliseconds. Is it just some arbitrary scaling number, and requires experimentation to get the desired effect?
    As it says in the manual...

    The delay is (nominally) in 10ths of a second. However, its not a true clock function but a wait() timer, which may be effected by the system load - so yes, you'll have to experiment a bit to get the delay "right".
    Dulux-Oz

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  9. #709
    Quote Originally Posted by Trenloe View Post
    Plus, also remember, Linux has never been an officially supported operating system for Fantasy Grounds.
    That actually is the main reason I don't test the DOEs outside of Wintel - its hard enough providing support for an OS that is supported "officially", but trying to do so on an unsupported OS means you start running into problems of "is the issue with the Extension or the FG-engine?"

    And yes, its a PITA that Linux isn't generally supported - I run a Linux Server farm but I still use Wintel as my base workstation (not counting Kali for those... "special" projects).

    Anyway, I'm glad we worked out a solution.

    Cheers
    Dulux-Oz

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

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

  10. #710
    So quick question. What about a theme would not allow the DOE: Sound Extension to work properly?

    I was using the 5E Theme - fg GAP.ext and it appears to have issues with the Sound Extension but not sure why. It appears to be blocking the string. I'll reach out to the theme owner as well but figured if this is something simple i could look into.

    Here is the error generated when that Theme is enabled.

    Script Error: [string "bLocked"]:1: attempt to call global 'notify' (a nil value)

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