View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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August 15th, 2017, 09:59 #851Crusader
- Join Date
- Oct 2015
- Posts
- 23
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.
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August 15th, 2017, 15:35 #852Warrior-Priest
- Join Date
- Feb 2017
- Posts
- 32
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
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August 15th, 2017, 15:58 #853Crusader
- Join Date
- Oct 2015
- Posts
- 23
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.
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August 15th, 2017, 16:07 #854Warrior-Priest
- Join Date
- Feb 2017
- Posts
- 32
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
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August 20th, 2017, 21:56 #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.
ScreenshotUltimate Edition Currently running Gamma World 7e
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August 20th, 2017, 22:06 #856
Your player put a silencer on their crossbow?
Problems? See; How to Report Issues, Bugs & Problems
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August 21st, 2017, 03:04 #857
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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August 21st, 2017, 03:11 #858
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August 21st, 2017, 04:56 #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
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August 27th, 2017, 18:20 #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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