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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. #851
    Little post in order to share ideas/experience about some of the Chatsound triggers I created for my DD5E campains. Maybe it will help some new users of this incredible extension, anyfeedback are welcome:

    *TURN sound
    Trigger 1 : TURN
    Trigger 2: Creaturename
    --> plays a sound at the begining of the creature/hero turn

    *Specific weapon attack sound:
    Trigger 1: ATTACK
    Trigger 2: Weapon name
    --> sound when someone is using the specific weapon attacking

    *Specific weapon dealing damage:
    Trigger 1: DAMAGE
    Trigger 2: Weapon name
    --> sound when the specific weapon damage is rolled

    *General HIT-when-attacked-sound
    Trigger 1: HIT]
    --> a sound confirming an attack hit

    *General MISS-when-attacked-sound
    Trigger 1: MISS]
    --> a nice sound of a sword through the air confirming a general attack missed

    *Creature hurt sound
    Trigger 1: Damage
    Trigger 2: Creaturename] [S
    --> triggers when the creature takes damage that change its status (I have the detailed status option visible for players).
    For a player damaged, just remove the "] [S" part of the second trigger

    *Creature dead sound
    Trigger 1: Damage
    Trigger 2: Creaturename
    Trigger 3: DAMAGE
    --> plays a sound when the creature dies

    *Crit/fumble sounds
    Trigger 1: CRITICAL HIT / AUTOMATIC MISS
    --> plays a sound when a CRIT / fumble is scored

    *Spell cast sound
    Trigger 1: CAST
    Trigger 2: Spellname
    -> plays a sound when the spell is cast

    *Spell damage sound
    Trigger 1: DAMAGE
    Trigger 2: Spellname
    --> explicit I guess

    Sequence during a combat would then be:
    1) new unit turn -> specific unit sound
    2) attack or spell cast -> specific spell cast/weapon attack sound
    HIT or MISS -> general sound
    3) damage rolled if any (weapon of spell) -> specific weapon/spell damage sound
    damage applied to creature/hero -> specific unit sound // damage applied resulting in a death -> specific unit sound

    Its a lot of work to do this for each monster (3 sounds for each + attacks/spells) but its really really immersive. You will have to play with the delay field if you are not using Syrinscape in order to avoid a sound killing the previous one. Creating sounds only for the players weapons/spells/turn/damaged can be a very good begining though. With couple of ambience musics (short though as they are easily annoying) and a nice combat playlist...I cant tell how much I love this extension
    Last edited by Glad; August 15th, 2017 at 11:25.

  2. #852
    Quote Originally Posted by Glad View Post
    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.
    Thanks for the reply Glad, but still couldn't get it to work, whether using one or more triggers. Not sure what I'm doing wrong, as it does work when I mannually write the trigger in the chatbox:
    https://imgur.com/KVCeSqe

  3. #853
    Make sure your rolls are visible to the players in your options, you need the string text to "travel" trough users in order to trigger.
    Apart from this advice, I have no further idea.

  4. #854
    That did it! I thought the "travel" part was only necessary if using it over some type of VoIp. Thank you!

    Now it's just a matter of moving the chat window out of the screen so the players can't see my rolls on the TV

  5. #855
    Ive hit a snag after a year of using this Extension perfectly.

    For some reason the last two months, our Crossbow sound does not work anymore.
    Everything else works, except attacking with a Crossbow.

    Any ideas?
    I did clear Syrinscape data and start a new Sound trigger but nothing seems to work.

    Screenshot
    Ultimate Edition Currently running Gamma World 7e

  6. #856
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    Your player put a silencer on their crossbow?

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  7. #857
    Quote Originally Posted by kmfdm View Post
    Ive hit a snag after a year of using this Extension perfectly.

    For some reason the last two months, our Crossbow sound does not work anymore.
    Everything else works, except attacking with a Crossbow.

    Any ideas?
    I did clear Syrinscape data and start a new Sound trigger but nothing seems to work.

    Screenshot
    Ok, I just tested this several times. If you set them each individually they will trigger fine. I believe (although I don't use them), that if you put something in both the first "trigger box" and also in the second "trigger box) (like your screenshot with crossbow and hand crossbow), that the sound module is looking for BOTH triggers in chat before it plays the sound. I don't believe it looks for either/or. I think that is the issue.
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  8. #858
    Quote Originally Posted by Gwydion View Post
    Ok, I just tested this several times. If you set them each individually they will trigger fine. I believe (although I don't use them), that if you put something in both the first "trigger box" and also in the second "trigger box) (like your screenshot with crossbow and hand crossbow), that the sound module is looking for BOTH triggers in chat before it plays the sound. I don't believe it looks for either/or. I think that is the issue.
    Yes, Gwydion is correct: multiple Triggers on a Chat Sound must ALL be present (in the order they appear in the Triggers) - they are an "AND" function, not an "OR" function.
    Dulux-Oz

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  9. #859
    Ah so my misunderstanding of the triggers and adding Hand Crossbow, because all monster stats have it written that way, made me break it. Thank you for testing that Gwydion and D-O for explaining it (as well as the extension).
    Ultimate Edition Currently running Gamma World 7e

  10. #860
    Triggering Syrinscape sounds using this extension has recently stopped working for me. I have been using it regularly for over a year, and I suspect that a recent OS upgrade to Windows 10 Creators Update might have changed something. Here's the post I filed in the Syrinscape support forums, but cross-posting here in case anyone else has any ideas of things to try, or at least places to look to see what might have changed to cause it to no longer work:

    https://forum.syrinscape.com/t/3rd-p...d-working/2391

    EDIT: Seems to be working today, where it wasn't yesterday. Go figure.
    Last edited by darrenan; August 28th, 2017 at 01:45.

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