View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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March 1st, 2018, 20:10 #1051High Templar
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remember to enable sounds in your fantasy grounds options
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March 3rd, 2018, 06:00 #1052
Hi Everyone,
Just a quick note to let you all know that the DOM SoundLink Library - a Module of all of the available Syrinscape SoundLinks pre-packaged as DOE: Sound SoundLinks - has just had this month's version (March 2018) put up on DM's Guild.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
You can find the DOM SoundLink Library here.
CheersDulux-Oz
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March 27th, 2018, 05:28 #1053Grand Templar
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Stuck on Chains
I am having trouble getting chained sounds to work. Want to have a triggered sound of drawing bow followed by bowshot. But both sounds keep playing simultaneously, rather than sequentially.
Following these steps:
1. Enter trigger
2. Paste string for Bow Draw from SS
3. Click green plus
4. enter name of chatsound
5. drag over purple sound link for Bow Fire
6. Put in delay
I have also done this sequence, saving step 3 for last, with no change.
I'm sure I'm missing something simple.
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March 27th, 2018, 06:20 #1054
Some general points on Chain Sounds:
- Only the first Sound in the Chain should be a ChatSound; the second (& subsequent) Sound should be "vanilla" Sound Records.
- The Delay setting on any type of Sound Record is the delay before THAT Sound plays - there is no relationship between the Delay on a Sound Record and when the FOLLOWING Sound plays. In other words, each Sound Record is self-contained.
So, if you have both sounds playing simultaneously then either:
- You are using Chat Sounds for both the 1st & 2nd Sounds in the Chain - and so both sounds are triggering at the same time, OR
- You do not have an appropriate Delay on the 2nd Sound in the Chain. Remember, as it says in the manual, you don't need a Delay on the first Sound in a Chain (except under some very special circumstances).
Hope that helps. Let us know how you go.
CheersDulux-Oz
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March 27th, 2018, 06:47 #1055Grand Templar
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OK, thats where you're losing me. How do I specify the delay is for the second sound?
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March 27th, 2018, 07:18 #1056
Put the Delay value in the 2nd Sound's Sound Record.
If the 2nd Sound (from your attached image) is coming from a pre-built library, then you will have to use the information contained with the Record and construct a new Sound Record with the appropriate Sound and desired Delay.Dulux-Oz
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March 27th, 2018, 12:32 #1057Grand Templar
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Success!! ok, got it. I was thinking all the "programming" occurred in the same window. Thanks for your help.
Keep up the great work!
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March 27th, 2018, 12:41 #1058
Dulux-Oz
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March 28th, 2018, 00:54 #1059Grand Templar
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OK, one more...
I want to create a STATUS: Dying sound chain (scream, followed by victory music). But it keeps getting overridden by the EFFECT: Unconscious trigger of someone passing out. And I cant find that in the listed sounds anywhere (so I can disable it). Any idea how I can turn the Unconscious sound off or work around it?Last edited by greybeardgunner70; March 28th, 2018 at 01:02.
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March 28th, 2018, 02:59 #1060
OK, so there are no "default" sounds in the DOE: Sound - all sounds that you hear are ones that someone has created (either you or someone else in a Library) and which are currently loaded. So if you didn't create the "problem" sound record then I'd check any librabry you've got open - if its Rob2e's library then I'd look at an Autosound or one of the ChatSounds being the culprit.
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
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LinkedIn Profile: www.linkedin.com/in/mjblack
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