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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.
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  1. #841
    The tutorial is for a hardware 1/8th inch jack. You have a USB mic like me, right? Okay, occasionally I have some audio conflict issues with the virtual cable drivers, Discord, and my USB headset . I usually reboot and do all the tutorial instructions all over again in order. The whole setup in that tutorial works, but it is a work around. If I close voicemeter by accident, or manually disconnect my USB cord from its slot it messes with the voice meter audio drivers. Also, try to make sure the kHz and frequency signals match, so like 44100 vs 48000...that will make things dicey at times. I work with audio software a lot and I have run into similar audio anomalies...so between Discord, Voicemeter, and Syrin scape, the audio signal and drivers get out of whack every so often . the 1/8th jack trips this error cycle less.. ..I load virtual cable B after a reboot, I perform the launch of syrinscape first, then change the audio selections back, then I launch discord PTB, and then my voice Discord. Often Discord messes up, so I have to reset the audio settings for Discord sometimes as well...I am tempted to start using my studio gear and doing a hardware mixer instead of USB and virtual.
    Last edited by Laerun; August 10th, 2017 at 02:54. Reason: New info

  2. #842
    I think I solved it. I bought a subscription to Syrinscape and I tried downloading most of the sound sets. When I went into Fantasy Grounds the sounds worked.

  3. #843
    Quote Originally Posted by theexxman View Post
    I think I solved it. I bought a subscription to Syrinscape and I tried downloading most of the sound sets. When I went into Fantasy Grounds the sounds worked.
    So Andraax was certainly on the right track. You definitely need to own the syrinscape soundsets (or have the subscription for them) and have the soundsets loaded in order for them to trigger. Glad you got is sorted.
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  4. #844
    Hi there!
    Sorry if the questions has been asked already but I cant find answers in the wikipage :

    1° Is there a way to create a chatsound that would play a random sound across a predefinite list of sounds in a specific folder?
    What about playing by default a random item in the folder if no title is specified or something like this?

    2° The name of the character before any action (cast, attack etc.) seems not to trigger anything I guess it is not considered somehow as text sent to players? (even if it seems so?)

    3° What is the Chain sound ?

    Thanks for this extension, really awesome

  5. #845
    Quote Originally Posted by Glad View Post
    Hi there!
    Sorry if the questions has been asked already but I cant find answers in the wikipage :

    1° Is there a way to create a chatsound that would play a random sound across a predefinite list of sounds in a specific folder?
    What about playing by default a random item in the folder if no title is specified or something like this?

    2° The name of the character before any action (cast, attack etc.) seems not to trigger anything I guess it is not considered somehow as text sent to players? (even if it seems so?)

    3° What is the Chain sound ?

    Thanks for this extension, really awesome
    1. No, but it might be a nice idea for a new feature.
    2. I'm not sure, I'll have to look into it. But as a general rule you probably don't want to create Chat Sounds that trigger of player's/character's names - in general it makes them less useful
    3. No idea - unless you meant to ask "What is a Chain sound?" in which case the answer is a series of two or more sounds chained together so that they occur as a sequence off of one trigger event.


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  6. #846
    Trenloe's Avatar
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    Quote Originally Posted by Glad View Post
    1° Is there a way to create a chatsound that would play a random sound across a predefinite list of sounds in a specific folder?
    As Dulux_Oz mentions you can't specifically do exactly this with the DOE Extension. However, it is possible with other applications triggered from the extension.

    For example: if you're using Syrinscape you could use the Soundset Creator to setup a "one-shot" element with a bunch of different sounds in the element playlist that are set to Sample Playlist Order of "Random".
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  7. #847
    Hey folks,

    First, thanks for all your work, both Dulux-oz and the rest of the community.

    Secondly, I'm using the extension with the Gurps community ruleset.

    I've managed to use Chatsounds playing straight from my local drive, as I'll be using FG to supplement my "in person" sessions. But I've not been able to, using chatsounds, auto trigger a sound when an attack roll is made. I copy and paste the chat output generated by the attack, but doesn't seem to work. Since every attack outputs a slightly different text (cause of variable margin of success and other variables), I tried both using the full text output, eg "[RANGED]
    NatArms Rifle Burst (14):[ Success! ] by 8 [Maximum 3 hits]", which would only trigger when another attack generated the same exact results, as well as "[RANGED] NatArms Rifle Burst (14)", which would be ideal for me as it would trigger no matter what (miss, hit, number of hits etc).

    Here's a screenshot, if that's any help:
    https://imgur.com/a/t2WBi

    Any ideas on how to make it work?

  8. #848
    Quote Originally Posted by Glad View Post
    1° Is there a way to create a chatsound that would play a random sound across a predefinite list of sounds in a specific folder?
    What about playing by default a random item in the folder if no title is specified or something like this?
    You can also, if you know your way around coding, insert Autosound triggers directly into the ruleset. This way you can make it as random as you want, and have way more control on when it triggers. This is how I've done, but it requires a lot more work than simply setting an Chatsound trigger.

  9. #849
    Quote Originally Posted by Exalted View Post
    Hey folks,

    First, thanks for all your work, both Dulux-oz and the rest of the community.

    Secondly, I'm using the extension with the Gurps community ruleset.

    I've managed to use Chatsounds playing straight from my local drive, as I'll be using FG to supplement my "in person" sessions. But I've not been able to, using chatsounds, auto trigger a sound when an attack roll is made. I copy and paste the chat output generated by the attack, but doesn't seem to work. Since every attack outputs a slightly different text (cause of variable margin of success and other variables), I tried both using the full text output, eg "[RANGED]
    NatArms Rifle Burst (14):[ Success! ] by 8 [Maximum 3 hits]", which would only trigger when another attack generated the same exact results, as well as "[RANGED] NatArms Rifle Burst (14)", which would be ideal for me as it would trigger no matter what (miss, hit, number of hits etc).

    Here's a screenshot, if that's any help:
    https://imgur.com/a/t2WBi

    Any ideas on how to make it work?
    You should try to use 2 or 3 of the triggers fields, it saved me a lot of time with the exact kind of issues you having.
    I don't know the game you referring to but if I can try an example:
    "[RANGED] NatArms Rifle Burst (14):[ Success! ] by 8 [Maximum 3 hits]"
    Try "NatArms Rifle Bust" first, in one first field and test it, this should trigger anytime this weapon is used
    Now if you want this weapon sound just in a specific case (success, failure etc.) just add a second trigger below the first field as "Success!" to trigger it only in the success case.

  10. #850
    Quote Originally Posted by Trenloe View Post
    As Dulux_Oz mentions you can't specifically do exactly this with the DOE Extension. However, it is possible with other applications triggered from the extension.

    For example: if you're using Syrinscape you could use the Soundset Creator to setup a "one-shot" element with a bunch of different sounds in the element playlist that are set to Sample Playlist Order of "Random".
    Thanks Trenloe but after a year using Syrinscape I found it way too expensive for a renting content and i was somewhat unsatified about the quality of a lot of sounds (maybe jsut a settings problem on my side though the Fireball sound is just terrible for eg.)

    You can also, if you know your way around coding, insert Autosound triggers directly into the ruleset. This way you can make it as random as you want, and have way more control on when it triggers. This is how I've done, but it requires a lot more work than simply setting an Chatsound trigger.
    Thanks for the idea but unfortunatly I'm not familiar with coding at all.

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