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View Poll Results: How should Autosounds Trigger?

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  • 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%
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  1. #1311
    Quote Originally Posted by Doudou View Post
    The text in the .bat file should read as this :

    @echo off
    set /a num=%random% %% n + 1
    SET spath="soundFolder\specificSoundFX (%num%).wav"
    "mediaPlayerFolder\mediaPlayer.exe" %spath%

    where n is the total number of variations you have for the sound in question. Also, every sound file associated with your effect should be named the same with an ascending number in brackets, something like crossbow (1), crossbow (2), crossbow (3), etc. This is easily done by selecting all corresponding files and pressing F2 before entering the appropriate name.

    Once the .bat file is saved, you need to create a minimized shortcut for it to open silently and you need to make sure your media player is configured to open a single instance.

    Anyway, a quick video might best show how it works : https://youtu.be/VVgbcw18b3A
    Actually, I found a better code. No need to specify the number of files nor the exact path. Also, it's better if you allow multiple instances of vlc, as this new code now automatically closes vlc and can play multiple simultaneous sounds.
    It's the exact same code every time, with one tiny change : replace *fileName* with the common name of the files you want to randomly play (before the brackets).

    set fname=*fileName*

    set count=0
    for %%x in (*%fname%" "*.wav) do set /a count+=1
    set /a num=%random% %% count + 1
    SET spath="%fname% (%num%).wav"
    "C:\Program Files\VideoLAN\VLC\vlc.exe" -I dummy --dummy-quiet %spath% vlc://quit

  2. #1312
    Great work, I have 1 question. Can you create a sound table & link it to a trigger allowing randomness into combat for example.

  3. #1313
    Quote Originally Posted by ithix View Post
    Great work, I have 1 question. Can you create a sound table & link it to a trigger allowing randomness into combat for example.
    What an intriguing idea! No, I don't think you can do that at the moment (I'll be happy to be proved wrong). But I am going to take a look and see how I'd go about something like that and, if its possible, code it in to the next release (maybe).

    Thanks for the suggestion.
    Dulux-Oz

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  4. #1314

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    Hey, Dulux, while I am thinking about it, are you going to be able to do anything to take advantage of the new masters and minions functionality in Syrinscape in the Sound extension. I have to confess I am not sure how to make it work outside FG yet, but I remember reading a post that said it was now released, but I think it is APIs that make it work (since I cannot find anything in the player interface that has anything to do with it).

  5. #1315
    Quote Originally Posted by Bidmaron View Post
    Hey, Dulux, while I am thinking about it, are you going to be able to do anything to take advantage of the new masters and minions functionality in Syrinscape in the Sound extension. I have to confess I am not sure how to make it work outside FG yet, but I remember reading a post that said it was now released, but I think it is APIs that make it work (since I cannot find anything in the player interface that has anything to do with it).
    Unfortunately, the solution that Syrinscape came up with for their Master/Minion Web-based version is, at the moment, 100% incompatible with how FG and the DOE:Sound work. I've been investigating the solution for a couple of weeks now and, to get it to work, it is going to require either SmiteWorks radically changing the FG-Engine (something which in the past they have been super reluctant to do) or a complete architectural re-design of the Syrinscape M/M system. In either case, its out of my hands.

    Having said that (and I've had this discussion with Benjamin from Syrinscape) everything that the M/M solution can do the DOE:Sound has been able to do since approx v3. Yes, it does it in a different way, but there is no "end-point result" that the M/M can do that the DOE:Sound can't - or, in other words, for uses of FG (on a Windows-based system), there is no need for the Master/Minion solution as the DOE:Sound and the original Syrinscape Desktop App can do it all.
    Dulux-Oz

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  6. #1316
    Quote Originally Posted by dulux-oz View Post
    Unfortunately, the solution that Syrinscape came up with for their Master/Minion Web-based version is, at the moment, 100% incompatible with how FG and the DOE:Sound work. I've been investigating the solution for a couple of weeks now and, to get it to work, it is going to require either SmiteWorks radically changing the FG-Engine (something which in the past they have been super reluctant to do) or a complete architectural re-design of the Syrinscape M/M system. In either case, its out of my hands.

    Having said that (and I've had this discussion with Benjamin from Syrinscape) everything that the M/M solution can do the DOE:Sound has been able to do since approx v3. Yes, it does it in a different way, but there is no "end-point result" that the M/M can do that the DOE:Sound can't - or, in other words, for uses of FG (on a Windows-based system), there is no need for the Master/Minion solution as the DOE:Sound and the original Syrinscape Desktop App can do it all.
    Yep... For this exact reason I haven't touched master/minion.... Someone wise once said, "if it ain't broke....."
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  7. #1317
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    Quote Originally Posted by Gwydion View Post
    Yep... For this exact reason I haven't touched master/minion.... Someone wise once said, "if it ain't broke....."
    "Fix" it until it is?

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  8. #1318

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    Well, I have to say, I am just now contemplating getting into this sound thing, so I found the whole M/M thing a little confusing because I thought it was redundant. Been on the Syrinscape forums, though, and you would have thought it was solving world hunger. Thanks, Dulux.

    BTW, Gwydion, I saw your post over there on using VTC player to do stereo rather than Discord (which I really don't care for anyway). That is some great work, Gwydion.

  9. #1319
    Quote Originally Posted by Bidmaron View Post
    Well, I have to say, I am just now contemplating getting into this sound thing, so I found the whole M/M thing a little confusing because I thought it was redundant. Been on the Syrinscape forums, though, and you would have thought it was solving world hunger. Thanks, Dulux.

    BTW, Gwydion, I saw your post over there on using VTC player to do stereo rather than Discord (which I really don't care for anyway). That is some great work, Gwydion.
    Well, it's redundant for *US* because of the DOE:Sound - but remember that Syrinscape's "use case" is more than just FG; a lot of Roll20 people (and others) want to use it as well, so Benjamn's doing a "good thing" in terms of his business by providing that option to his customers. There is also this... fasination... that people seem to have with cloud-based computing these days (one which I, as a Professional ICT Consultant, can't understand because while "The Cloud" has it's uses its *not* a panacea(sp?) for computing), so with this fasicination "everyone" is pushing their stuff into the cloud - which I consider a mistake in some (but not all) cases. Thanks God(s) that Smiteworks didn't go this route, and that we can still get Desktop Apps for all our stuff, including Syrinscape, etc.

    TL: DR - FG Users don't *need* M/M when using the DOE:Sound, but there's more than one VTT-ecosystem out there, and only FG has the DOE:Sound - plus *some* people like to put *everything* in the cloud
    Dulux-Oz

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  10. #1320

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    Well, I am not an IT professional, so my opinion comes at a discount, but I do agree with you, Dulux on the cloud craze.

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