Please correct my ignorance if I’m wrong on this - but I don’t believe one can simultaneously play 2 moods using the player or editor - in any scenario.
Also, my apologies for this being long-winded, but it’s because I want to make a strong case for why this is so important.
My case for why this is necessary
Modular design: For my D&D games that I run, it’s crucial that I can make generic moods that can be played simultaneously. I’ll make 2 arguments why:
“You could just make a combined version of each of your soundsets, such as a windy forest, or a rainy forest”.
Yes, and I’m confident I know how - but let me paint the picture on why this option is not feasible for me:
Let’s say I have 3 soundsets :
- “Travel”, which contains a dozen moods such as on-foot, wagon, and horseback.
- “Biome” which contains a dozen types such as forest, desert, and swamp
- “Weather” which contains a dozen types such as rain, storm, and snow
If I wanted to prepare a version of each on-foot scenario with only these 3 soundsets, it would look something like this:
You get the idea. It’s 12 x 12 x 12. Over a thousand custom moods, and I will be developing way more than 3 soundsets. Not feasible.
“Okay - but do you know that you can develop custom moods on the fly by copying them over to another soundset, moving to the soundset, and turning on that mood while turning on elements (not the mood) of the other desired mood?”
Yes - and perhaps this even works for most people. The issue I take here is that this workaround kills the immersion for my D&D game - which is huge, considering that I’m attempting to use this software to enhance immersion. I’ll explain why:
As a D&D DM, I’m managing a dozen things other than Syrinscape. I need to minimize time spent on audio setup. Let’s say my players travel by wagon across a map, from a rainy forest, then by foot through a sand-stormy desert. My ideal use-case for this change in scenery is that I’ll do the following:
- Click travel soundset-> wagon mood
- Click weather soundset -> rain mood
- Click biome soundset -> forest mood
- SCENE CHANGE
- Click ‘stop all’ button
- Click travel soundset-> on-foot (desert) mood
- Click weather soundset -> sandstorm mood
- Click biome soundset -> desert mood
With the current build, I’m forced to tell my players to take a 1-2 minute break (at best) in order to mix moods on the fly. Longer if its actually 3 moods I want to mix. This pulls them out of the game’s immersion immediately, and so it can be hard to justify the use of the app, let alone the SuperSyrin subscription I’m paying.
For reading this lengthy post, please let me know what you think. Are there any plans for allowing users to play multiple moods at once in the future?