View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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January 15th, 2018, 23:44 #1001
I plan to start using this, but have a question before I dump some time in it.
I'd like to make a custom URL sound library using DOE and a mimic program (found on the FG forums) to play the links in discord. This part I know how to do, however, I want to be able to have these available for all my campaigns (IE a module). With just a quick look, it seems possible to extract as a module, however only three options exist: Sound - AutoChat, Sound - Autosound, & Sound - Miniboard. If I click all these for my export, will this also export the Sounds & Setup tabs when I activate the exported module in another campaign?
If so, then I can just keep editing and exporting the module setup and using it in any campaign I run (I run quite a few 1shots).
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January 22nd, 2018, 07:38 #1002High Templar
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I'm not certain this can be done. In order for you to be able to retain files from one module to another, sound files would have to be saved into the campaign itself. Currently, when you set up links in a campaign, it allows outside sound files to be opened. When you save the module, it will retain the link markers but you'll have to relink it whenever the module is reloaded, because those sounds won't exist in the new version of the campaign, and the module won't retain the location information that tells it where the sounds come from. At least, that's been my experience when trying this. It's been a while since I did it, though, and perhaps something was updated in FG or the extension.
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January 22nd, 2018, 11:58 #1003

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Dulux needs to weigh in.
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January 22nd, 2018, 13:33 #1004
No, but you won't need them - use the Sounlinks on the MiniBoards: that's one reason the MiniBoards were created.
The DOM SoundLink Module (mentioned (previously) a few posts ago and available from the DM's Guide) is basically exactly how/what you want to set up. It consists of a bunch (over 4000) of MiniBoards each with a Soundlink to one of the existing Syrinscape 1-Shots Sounds and/or Moods. The Fantasy Grounds Sounds Module by Rob2e (also available from the DM's Guide after Rob arranged for an appropriate license) is basically the same - although he used a smaller set of 5E-specific SoundLinks attached to ChatSounds instead of MiniBoards.Dulux-Oz
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January 26th, 2018, 06:17 #1005Adept
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I've tried so many searches and different attempts at getting separate chat sounds for a specific weapon hit, miss and critical. No matter what i do, i can't seem to get it to work.
Am i wrong to assume that it's currently not possible with this extension in PFRPG?
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January 26th, 2018, 09:28 #1006
Yes, you are (probably) wrong

Why don't you post a description of what you are trying to acheive and a screenshot of what you have tried to do - then the Community can have a look and see how we can help - OK?
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January 26th, 2018, 10:25 #1007Adept
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Thank Dulux-Oz!
Wow! That was quick! Happy Australia/Invasion day!
I've had a crack at the triggers for the results of each weapon hit, but can't seem to get it to work properly as FG puts the weapon type on one line and the result on the next. At least, that's what i think is happening at the moment.
Anyways, here's a snapshot of what i'm trying to do. Thanks so much for your help and all your hard work so far!
Hit miss crit.jpg
(Edit: I just noticed I've put Crit and Miss the wrong way around. That's what i get for rushing through putting an example together after this many beers.)Last edited by anj; January 26th, 2018 at 10:27.
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January 26th, 2018, 11:05 #1008
A ChatSound only works over a single line of text in the FG Chat Window - this is simply the way it works and is fundamental to the DOE: Sound (ie is the same in all Rulesets). As there is no single line in the Chat window that has "ATTACK", "Longsword" and "Critical" in it (or "Hit" and/or "Miss", respectively) - in that order - the ChatSound is not being triggered.
Somewhere in this thread this has come up before, and I can't remember the solution - or even if there was a solution. All I can suggest at this stage is have a look at the previous posts in the thread and see if you can find them, and/or wait to see if someone else can chime in with how they solved the issue.Dulux-Oz
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January 26th, 2018, 12:37 #1009
I think you have to break it into three sounds:
ATTACK
LONGSWORD
= Swooosh sound
CRITICAL HIT
= Yeeeeaaaargghh
[HIT]
= Squelch
And no sound for miss or a mumbled curse...
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January 26th, 2018, 13:14 #1010
Your sounds need to feed off each line in the chat window; and as Dulux says since the attack string and the result (hit/miss/crit) strings are separate lines then you can't have both things in the same chat sound.
So your first sound is the actual attack and you need to have things exactly as they appear in the chat and in the same order. So for the attack you need ATTACK (M) in the first line. In the second line (or it could be the third line with nothing in the second) you'll need 'Longsword'. You can then match that to whatever sound you want.
If you want a different sound for a critical hit then you'll need another sound string with the first line being Attack and the third line being CRITICAL HIT (you don't need anything in the second line).
Now I'm doing this from memory so I may well be wrong so you might need to experiment a little.Last edited by Zacchaeus; January 26th, 2018 at 13:16.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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