View Poll Results: How should Autosounds Trigger?
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Multiple Choice Poll.
Thread: DOE: Sound Extension
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February 6th, 2019, 03:45 #1341
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 (Feburary 2019) put up on DM's Guild (here).
This latest edition now has over 5900 Soundlinks from all 126 Sci-Fi Soundsets and all 285 Fantasy Soundsets.
Note that you still need Syrinscape to use the Library as it only contains the SoundLinks, not the Syrinscape Sounds themselves.
(And thank you to all the well wishers over the last week or so
)
CheersDulux-Oz
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February 6th, 2019, 04:08 #1342

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This product will save anyone serious about sound in their games countless hours to duplicate what Dulux has done here. A bargain by any standard.
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February 7th, 2019, 12:33 #1343Warrior-Priest
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When I looked for the DOM Soundlink Library on DMSGuild I stumbled across another module called "Fantasygrounds Sounds" which costs twice as much. Can anybody explain what is the difference between those two?
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February 7th, 2019, 12:38 #1344
The DOM Soundlink Library is produced by the author of the DOE Sound extension. the module has links to all the available sounds in Syrinscape so you can easily make your own soundboards and trigger them.
Fantasy Grounds Sounds is done by Rob2e. The module uses the DOE Sound extension and has links to syrinscape as well. The difference is that the Fantasy Grounds Sounds does not have a link to every Syrinscape sound, but it does include automatic sound triggers. So once you load the module, events in chat will automatically trigger sounds like for attacks/spells.For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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February 7th, 2019, 13:06 #1345
mattekure is essentially correct - Rob (Rob2e) organised with me to produce his module which contains a bunch of ChatSounds built for 5E. It was produced around mid-late 2017 so only includes SoundLinks from SoundSets release up to that time. The DOM SoundLink Library, on the other-hand, has every SoundLink for every sound (over 5900 as of Feb 2019 edition) ready to be placed into ChatSounds, MiniBoards, and/or AutoSounds (or even run directly from the Library) but does not contain any pre-made ChatSounds, etc.
Does that help in explaining things?Dulux-Oz
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Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
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February 7th, 2019, 13:16 #1346
For the question of which to get, personally I have and use both. The auto-chat sounds in the Rob module are simple and only require loading the module. the DOM module takes out 95% of the work of incorporating the sounds into your game (the other 5% is trying to find just the right sound).
For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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February 7th, 2019, 14:31 #1347
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
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February 8th, 2019, 00:09 #1348

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It is a nice problem to have, Dulux. I also have both, but I am only just now getting into the sound stuff.
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February 13th, 2019, 18:32 #1349High Templar
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Is it possible to trigger the sound inside the fantasy grounds itself instead of a third party software?
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February 13th, 2019, 18:44 #1350FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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